How to Create Ship Variants (the easy way) -1 reply

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The Joelteon7

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13th November 2004

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#1 13 years ago

This is a sort of mini-tutorial designed to show people how to create variants of their favourite ships easily, though this does require some modding abilities, it only goes as far as modyfing yout odf files and techtree...so, where to begin? First of all, when using odf files, you should open them with either "word" or "wordpad". When creating a variant (the easy way), you need to create a duplicate file of the relavant odf file, for example, maybe i want to create a refit of the Soveriegn class, i would copy the fbattle file, place it somewhere else, and rename it, say "fbattlev". once you have done this, put it back in the ships odf folder. Inside the odf: 1) When you have opened up "fbattlev", you will see the inside is exactly the same as "fbattle", so you need to change this so its now a new ship, do this by entering the line: baseName = "fbattle" Enter the line usually above the tooltips. This line will recognise that the ship uses everything the original "fbattle" had, that includes any information on textures, wireframes etc. 2) Now that you have created your duplicate, you can start "messing" with it. This includes build times, resources, hitpoints etc. However, the reason you would most likey want to do this for is weapons's: You see the Soveriegn in "Insurrection" and then again in "Nemesis". It is easy to distinquish the refit the Soveriegn has undertaken during the time between the two films. With that in mind, you may want to make it slightly more expensive, yet more powerful version of the ship with stronger/more weapons. 3) You should also change the tooltips so that you don't get confused as to what ship you're building, aswell as the name of the ship, so for example, enter: //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Sovereign Class Refit" //tooltips

tooltip = "Soveriegn Class Refit-Carbomite Reflector"

verboseTooltip = "This refitted Soveriegn class has more powerful phaser banks and extra quantum torpedo launchers, making it an altogether stronger ship, however it costs slightly more then the standard Sovereign. " In the techtree: 1) Open up up the tech 1.1 file again either in word or wordpad and scroll down to federation ships. Where you see the fbattle entered with the required technology to build it, you may want to exactly copy this so its built form the same stage or make it so that it is built earlier... The following line is the stock place the original soveriegn class can be built from: fbattle.odf 2 fyard2.odf fupgrade.odf // battleship (sovereign class) To make your variant buildable from the same place, simply enter: fbattlev.odf 2 fyard2.odf fupgrade.odf // battleship (soveriegn class refit) 2) In the fulltech simply enter the line (in the federation part) "fbattlev.odf 0" Back to the odf's: 1) Well, you've created your ship variant, so, now what? Well, its difficult to use your ship if its not buildable from a shipyard or starbase now is it? 2) Enter either your fbase, fyard or fyard2 odf files, and where it says build parameters, it should give a list of ships. Now, add to the bottom line: buildItemXX* = "fbattlev" *(the XX will be replaced by number ot add, for example a starbase builds 4 items starting from buildItem 0 to 3, so if you added it to your starbase, you would say buildItem4) There we go, you can now build your variant, but here's a few more points: 1) When you wish to build your variant, the shipyard you wish to build the ship from, it will look exactly like the original, the wireframe will look the same, the textures, the build buttons etc. 2) The Ai will not use this ship. As you have not given them the ability to, they will not recognise its there. 3) Why variants? Well, for example, in SFC3, you could assign your ships different weapons, hulls, engines, so with that in mind, you may wish to give your variant pulse phasers instead of standard phasers. or vice-versa, so the possibilites are endless... Although many modders will know how to do this (if you look, the hero ships use this technique), its a nice ability to know, allowing you to simply create your own ship... Tutorial by Joelteon7 (with information supplied via Achilles)




Slider17

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15th February 2004

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#2 13 years ago

That’s cool, I like the "baseName" approach, saves space in the long run. :drink:




KaBoom1701

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9th April 2004

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#3 13 years ago

Interesting..............

Have you tried my Hero's at war mod?




The Joelteon7

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13th November 2004

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#4 13 years ago

If you meant me, I'm sorry, i haven't, bur I'll lok into it.




superknijn

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4th March 2004

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#5 13 years ago

Is it possible of refitting ships by 'evolving' them? Species 8472's 'evolve' thing with another texture or something.




The Joelteon7

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#6 13 years ago

Eeerrrrm, I believe so... Firstly, we can lok at the relevant files form the Sp8472 odf file, say for the "active" embryo, which creates ships. Let's pick out any files that have anything to do with what we want to do: #include "const.odf"

classLabel = "evolver"

animation = 2 //**********************************************************************

//Construction Parameters

buildItem0 = "8472_collector"

buildItem1 = "8472_scout"

buildItem2 = "8472_destroy"

buildItem3 = "8472_cruise1"

buildItem4 = "8472_cruise2"

//********************************************************************** evolve = 1 Those are all the files that relate to what we want to do...but we can trim that down a lil, bit more to: #include "const.odf" //Construction Parameters

buildItem0 = "8472_collector"

buildItem1 = "8472_scout"

buildItem2 = "8472_destroy"

buildItem3 = "8472_cruise1"

buildItem4 = "8472_cruise2" evolve = 1 Now, we need these to let the computer know, it can build, but really it can actually evolve,and it can evolve into... Simply, say you have a Galaxy Class, somewhere in the odf you would need these things, obviously you wouldn't have it build 8472 things but maybe the GalaxyX. Doing it with another texture i have no idea about. My suggestion would be to possibly look at the Bird of Prey from the Concept: Future mod which had moveable wings. i hope this helps :)




superknijn

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4th March 2004

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#7 13 years ago

I'm not so sure... This could be an interesting project, and i'm really anxious to know if it's possible.

Does anyone else know if it can or can't be done? And, if so, how?




The Joelteon7

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#8 13 years ago

Tell you what, I'll try it out...i'll then post the results




Kirgen

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#9 13 years ago

Unfortunately, you can only have one evolve texture. I ran into that problem while merging the B5A2 mod with my STA2. However, if you made the refit evolve instant, the texture won't show anyways.




The Joelteon7

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#10 13 years ago

That would require having the ship that will replace the one being "refitted", to have a build time of 0.




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