Some A1 questions. -1 reply

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086goinfast

NObama

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7th March 2006

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#1 9 years ago

1)Torals neghvar textures are not being used in stock and I want to change that. I know its possible but how exactly? Copy and rename the neghvar sod and add the texture file to one of the sprite files? How are sods "linked" to textures anyways? 2)I want to add self destruct and tractor beams to all ships destroyer and up for all races, the self destruct wont be an issue since thats not on the speed rail even though it is a "special weapon" but, the problem with adding tractor beams will be the Klingon and Romulan ships since they all cloak now(except construction, mining and Shadow) and the cloak buttom is number 5 of 5. So what should I do? Can I even move the tractor beam button to the same location of the self destruct button? (Yes im still working on this project lol.)




CanadianBorg

Resistance is futile, eh?

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30th July 2008

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#2 9 years ago
086goinfast;46807161)Torals neghvar textures are not being used in stock and I want to change that. I know its possible but how exactly? Copy and rename the neghvar sod and add the texture file to one of the sprite files? How are sods "linked" to textures anyways?

You have to import the .SOD into a modeling program, e.g. Milkshape 3D. Then you apply the textures and export it. Put everything into the proper place and voila, you have a cool-looking ship/station/whatever.

As for the tractor beams and self-destructs, I have no idea. The science ships have loads of specials, why not take a page or two from those books?




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#3 9 years ago

Texture files are mapped to a particualr model via the modelling software package. This is where the union occurs. When you export the sod file, it know, based on the settings from the model, which texture map is applied and exactly how it is mapped. I think in A1 the maxium number of speical is 5...so you would have to play around with that. You would have to limit them to five and adjust the respective odfs to place the praticular special in the slot you wanted it to be in. Two sepecial cannot occupy the same slot I am not on my Armada 1 machine at the moment...but I think I have this ship set up already in A1...if so i could send it you unless you just want the experience of doing it yourself




086goinfast

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#4 9 years ago

1) I will get the free trial and will get back to you if I can't figure something out. 2) I've got some options floating around in my head.




Guest

I didn't make it!

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#5 9 years ago

Another alternative is to rename Toral's Negh'Var SOD file to kbattle SOD. As long as nothing else is changed the new SOD will use the texture files you want. This isn't as elegant a solution as all the previous posters suggested, but it should work. I do something similar all the time in A2




086goinfast

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#6 9 years ago

There is only one negh'var sod file to begin with. I've tired that already anyways(made the duplicate sod filename the same exact as the texture file).Will have to also do the same when I get to A2 cause neither Klingon hero ship is using there own textures either.




pepperman

Cloaked in the Neutral Zone

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#7 9 years ago

1. Open the kbattle.sod in Milkshape 2. Remove all of the borg mesh groups 3. Remove all of the materials 4. Create a new material (e.g., ktoral), link to the ktoral.tga file 5. Map this material to kbattle, kbattle1 and kbattle1_2 mesh groups. Adjust as required. 6. Adjust node hierarchy (e.g., remove the borg mesh groups) 7. Export as sod file Should be good to go




086goinfast

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#8 9 years ago

I will try that, thanks.




086goinfast

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#9 9 years ago

"This copy is not registered! blah blah blah" If I wanted to register it I would buy the full version ya knob. Registration + free trial = oximoron Since it dosen't know what the hell it doing can someone just send me the new sod please?




086goinfast

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#10 9 years ago

Anyone have any other suggestions?