Hardpoint making -1 reply

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DarkKrucifix7

Geek on the Internets

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26th February 2007

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#1 11 years ago

I spent some time converting SFC ships to work in BC. The only problem, I don't know how to make the hardpoint. :clueless: *cries* I know you use MPE...but I'm not sure how to use it.

Is there an IN-DEPTH tutorial out there? ...or someone who can teach me....?

any info will be helpfull




Henze

perfection!

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15th December 2006

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#2 11 years ago

well... there are mods which require edits in the ships hardpoint to use it for THAT ship...like the shuttle launch framework...there is a tutorial for that..would be a good start...

also for the new slipstream mod there is an howto in the zipfile where they explain how to add the slipstreamdrive to the ship...

but not shure about tutorials for the MPE it's self..




tiqhud

FileFront, BCfiles staff

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28th June 2006

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#3 11 years ago

not tutorials for MPE




MilleauRekiir

I follow teh Moo!

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#4 11 years ago

It'll probably help to take a look at some of the stock ships. Start with something like the shuttle and the klingon BOP, which have fewer systems to worry about, then check out others. You'll see there are two main .pys included in bridge commander/ships/scripts etc. One, which is in that directory points to where the hardpoint file is, where the models and textures are and swaps around mid/high/low resolution at distances defined in the file. The second, in the hardpoints file, contains the ship's systems. In MPE, when you open, for example, the BOP's hardpoints up, you'll notice nothing showing, you'll have to go down a couple of levels in the file explorer before you can find where the systems are hiding. In each case, each system (disrupters, phasers, engines, hull etc) is a separate thing with its own unique set of adjustables. There are a large number of systems with a large number of adjustables, which is why it's best to learn a few by looking at say the BOP and the shuttle in conjunction with the MPE's included tutorials, and then move out from there. You'll soon get the hang of it... Or you could go for the notepad version where the .pys (which some downloadable ships include, some do not, but for the stock ships are included in the SDK stuff with the MPE) that hold the hardpoints are simply opened up. Again, its a case of looking through loads of seemingly complex arrays and isolating things you recognise (by comparing the hardpoint of a BOP to the systems displayed when targetting a BOP, for example), but it'll soon become clear[er]...




DarkKrucifix7

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#5 11 years ago
MilleauRekiir;4005590It'll probably help to take a look at some of the stock ships. Start with something like the shuttle and the klingon BOP, which have fewer systems to worry about, then check out others. You'll see there are two main .pys included in bridge commander/ships/scripts etc. One, which is in that directory points to where the hardpoint file is, where the models and textures are and swaps around mid/high/low resolution at distances defined in the file. The second, in the hardpoints file, contains the ship's systems. In MPE, when you open, for example, the BOP's hardpoints up, you'll notice nothing showing, you'll have to go down a couple of levels in the file explorer before you can find where the systems are hiding. In each case, each system (disrupters, phasers, engines, hull etc) is a separate thing with its own unique set of adjustables. There are a large number of systems with a large number of adjustables, which is why it's best to learn a few by looking at say the BOP and the shuttle in conjunction with the MPE's included tutorials, and then move out from there. You'll soon get the hang of it... Or you could go for the notepad version where the .pys (which some downloadable ships include, some do not, but for the stock ships are included in the SDK stuff with the MPE) that hold the hardpoints are simply opened up. Again, its a case of looking through loads of seemingly complex arrays and isolating things you recognise (by comparing the hardpoint of a BOP to the systems displayed when targetting a BOP, for example), but it'll soon become clear[er]...

i will try this....hopefully i can figure it out *winks*