Help with PY Files -1 reply

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#1 12 years ago

Hi. I'm trying to build my own ship for use in BC, but I'm having some trouble understanding the PY files that I'm editing. I've taken someone's ship, and I'm going to modify it to the ship that I've always wanted. I just don't understand how to make the PY file work the way I want so the ship I want will have the stats I want. I'm specifically referring to the weapons setup. I want to have two foward phasers, one aft phaser, six foward torpedo tubes, and 4 aft torpedo tubes. I've got everything else pretty much figured out. I've retextured the ship to the way I want, I've installed the torpedo types I want, and I've modified the actual model to the way I want. I just can't quite get the weapons aspect of it. I would appriciate any help you could give.




Starstruck

Keeping the peace.

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24th March 2006

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#2 12 years ago

Have you tryed using the model property editor in the bridge commander sdk? Im sure thats a good tool to use when editing ships.




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#3 12 years ago

Okay. I admit, I'm an idiot. I downloaded the SDK, where do I need to extract the files to and how do I use it? I'm sorry for sounding so noobish.




tiqhud

FileFront, BCfiles staff

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#4 12 years ago

Model Property Editor Got this Off http://bridgecommander.filefront.com/info/TutorialsMPE ,,, and cleaned it up some, some of the characters would not display properly

run the .reg file in the ModelPropertyEditor folder Only after you have run ModelPropertyEditor.reg then you can run the ModelPropertyEditor.exe .(if you do not it will not run correctly). 1.)go to the menu on the top left and to edit/options. The scale must be 0.01 but when you have run the ModelPropertyEditor.reg that should be done already. 2.)All you need to do now is to enter the path for the ships models and the Hardpoint files like D:\games\Bridge Commander\data\Models\Ships\ in the first line and for example D:\games\Bridge Commander\scripts\ships\Hardpoints\ in the second line. Type your folder locations ok and that's it, now we can start ,,, but when you have run the ModelPropertyEditor.reg that should be done already as well... (but you should check if 1 & 2 have NOT been done rerun ModelPropertyEditor.reg)

Most times when you unzip (unrar--etc, etc ) files are saved with the Attribute "READ ONLY" in order to make a save of the Global Templates , you need to make sure ALL files in the MPE folder do NOT have the "READ only'attribute checked... ============================================================== 3.) go again to the left menu to File and then open. If your directory (step 2) was correct you should see now your BC/models/ships folder with all the installed ship. click on the ship folder you want and then on the ship.nif for example sovereign.nif (not the _low nif not the vox.nif just the clear sovereign.nif)!!! When you click on any other .nif file other than the clear ship.nif it will not work! 4.) Now you should load the model and some sec. later it will say no hardpoint file found do you want to load one .. you can do it now or later,,,well I load them later just because ,Sometimes I get a white outline of the ship. 5.) if you don't load the HP file now then file open menu has changed ... when you click on files/open again now you will not land in the model/ships folder again like step 3.) now the tool has recognized that you already have a model file loaded and will open automatically the HP folder ... so you see it does not make more work to open HP files later. 6.) well you can see now the ship in the black window if you followed the instructions. What Is meant with resizing the windows is just its a bit small so I make bit bigger and resize it to the right ... and sometimes you get a white ship after resizing when the HP file is loaded. 7.) ship in the perfect position (only if scale was 0.01 see point 1) and if the HP is not loaded we load it now as told just open/file again an the hp file you want. 8.) last step when the ship is loaded there is a new explorer style menu in the left navigator window ... with [+] no name ... click on the [+] and now again on the [+] no name. when you have click twice on [+]no name you will see the menu scene root .. and that's it .. click on scene root and in the right menu you will now see all ship system .. you can edit\view all systems just double click on them or click on [edit]. ============================================== how to place a system on a mod\ship\base: 3 steps are necessary to change the position of a system. 1.) In the top menu in the second line you can see 5 tools just next to the right yellow "?" well the first 2 tools are the move the ship in the window, the 3rd is zoom in/out, the 4th is NOT IMPORTANT for us (its to locate what mesh part you have when click somewhere on the ship) and the LAST TOOL (5) is Locate this is Important! 2.) click on the Locate tool .. now the MPE will remember the coordinates anywhere you click with your mouse .. so just click on the position you want the system to be placed on the ship, the MPE remembers this place .. then click on the system (edit or double click) and 3.)A new window will open as always when you edit a system with all the systems specs. and there you click in the top menu on "Subsystem Properties". in that window you can see 3D Position on the left bottom and the button "Get Position". When you click on that Get "Position" button the MPE will draw the coordinates in it has remembered and the system is exactly on that position .. you can change the values manually again if you when or click on a new position if you want to move it again! ==================================================================== Mostly by Sci-Fi Dreamyards,,, I (Tiqhud) just added ,,, I learned the hardway, Make sure you are getting the Harpoint PY file and NOT the ships PY file,,, And Admiral Ames gives this tip [[[graphic bug is in the MPE with a white ship when you should load the hardpoint files before resizing the window... example::: You will often get a white model if you resize program after loading the hardpoints. To get around this, load the model and select no when it asks to load the ships script. Then resize the ship and go to file open. Choose your hardpoint from the scripts/ships/hardpoints. If its one of the original/stock hardpoints, you will need to get the file from "sdkdirectory"/build/scripts/ships/hardpoints and move it to "bcdirectory"/scripts/ships/hardpoints. Then you can open the hardpoint in mpe.]]




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#5 12 years ago

There is no .reg file, there is no MPE folder in the version that I downloaded from BCFiles. Is there another one that I didn't know about or something?

Edit- Nevermind, my friend is the idiot. He gave me the installer version. I didn't know there was a zipped version that had EVERYTHING in it. Pardon me for a moment while I go wail on him. Thank you for all your help.




tiqhud

FileFront, BCfiles staff

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28th June 2006

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#6 12 years ago

after you have extracted it to a folder ( I called mi BCSDK) in the subfolder "Tools" is the ModelPropertyEditor (folder)