Modding - **Frequently Asked Questions** -1 reply

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JimmyB76 Filer

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#1 12 years ago
JimmyB76 Filer

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#2 12 years ago

(originally posted by elminster)

Q - How do I get ship X to replace my Galaxy/Sovereign in the Single Player Missions?

A - Go into your game folder, normally C:\Program Files\Activision\Bridge Commander Go into the scripts directory and then the ships directory i.e. C:\Program Files\Activision\Bridge Commander\Scripts\Ships Find the Galaxy.py or Sovereign.py file (depending in the ship you want to replace). Rename it to something different put 'bu' (backup) or similar at the front for example. Find the ship you want to use in the same directory, X.py and make a copy. Rename the copy to Galaxy.py or Sovereign.py Start a new Game, your ship will now be X ship. Note:All other ships that would normally be Galaxy'/Sovereign's in game will be changed to the ship you have selected. (e.g. USS San Francisco / USS Enterprise) X = The name of the ship you want to use.

This is the simplest method, there are others, one of which involves changing the mission scripting, while this will only change the Player ship, its not recommended unless you know what you are doing!




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#3 12 years ago

(originally posted by elminster) Q - What modelling programs can I use to make ships?

A -There are a few, the most well known is 3D Studio Max, but there are also GMAX (A cut down version of 3D Studio Max), Lightwave and Milkshape.

Q -Right, I've created my model, how do I put some cushie textures on it?

A -Two of the best programs to use are Adobe Photoshop and Paintshop Pro

Q -Ok I've made a ship, how do I get it in game?

A -You need to get your model into NIF3 format, there are a number of converters to do this, but is a pain at present, depending on what modelling software you are using. If you're having problems, ask on the forum if someone can show you how to convert it, or convert it for you.

You will also need to texture your ship, see question 4. Texture files are normally Truevision Targa (tga) files, or locked into Nifs.

You should place your nif and textures in the following directory Bridge Commander\data\models (then use the Ships or Bases folder depending on what you have created) Create a new direcory under ships (assuming thats what your model is), and give it the name or class of the ship you made. Copy your Nif and texture files in here.

You will need 2 script files to get your ship working in game; a ship.py file and a hardpoint.py file. Goto Bridge Commander\scripts\ships Find and existing ship file and copy it. Then rename it to the name of you ship. Open the file in notepad and change the model paths for low, medium and high, to point to your nif file in the data directory. Change the hardpoint name to exactly match the name you are going to use for the hardpoint. Save the file. Go into the hardpoints folder, and find a file that best matches your model (e.g. if its a Nebula Class, you can probably customize a Galaxy Hardpoint) Copy it as the name you entered in the ship.py file, it must exactly match. Use BCMP to make a plugin and your ship will be useable in game. You will have tweak the hardpoint with the MPE to get it to behave in game as you want it to.




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#4 12 years ago

(originally posted by elminster) Q - How do I edit glows?

A - Attached is a guide in Word Format for editing glows. Since it contains embedded pictured, I thought it best to leavt it as an attachment. Thanks to Mad John for this guide.




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#5 12 years ago

(originally posted by elminster) Q - How do I edit glows?

A - Attached is a guide in Word format for editing glows. Since it contains embedded pictures, I thought it best to leave it as an attachment.

Thanks to Mad John for this guide.




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#6 12 years ago

(originally posted by elminster) Q - How do I get NanoFX 2.0 and ATP3 (from MPMP 2.0) working together?

A - First off, if you don't know what your doing inside the BC Scripts then stop now. First you will need to have ATP3 (from MPMP 2.0) installed before NanoFX2b Second, install NFX2b

Goto scripts\custom\advancedtechnologies\data Copy the _init_.py file as bu_init_.py Edit the _init_.py in Notepad

Check for the following line;

from ATP_Config import *

Change it to this, by adding a #

# from ATP_Config import *

Save the file.

Now go into scripts\custom\advancedtechnologies\data\actions Copy the ATP_Nacelle.py as BUATP_Nacelle.py Edit the ATP_Nacelle.py Scroll down to the end of the code, and add the following;

def ForceNacelles(pShip, sState): return 0

so it should look like this;

# Create the event and the event timer. pEvent = App.TGIntEvent_Create() if pShip: pEvent.SetInt(pShip.GetObjID()) else: pEvent.SetInt(App.NULL_ID)

pEvent.SetEventType(eType) pEvent.SetDestination(pMission) pTimer = App.TGTimer_Create() pTimer.SetTimerStart(fStart) pTimer.SetDelay(fDelay) pTimer.SetDuration(fDuration) pTimer.SetEvent(pEvent)

if (bRealTime): App.g_kRealtimeTimerManager.AddTimer(pTimer) else: App.g_kTimerManager.AddTimer(pTimer)

MissionLib.g_lMissionTimers.append(pTimer.GetObjID()) return pTimer def ForceNacelles(pShip, sState): return 0

THe bit in bold is the bit you just added.

Save the file. Start Up BC and make sure the NFX2b and Adavnced Tech 3 mutators are turned on. These mods should now work together.

If you have a problem, restore the backup files you made before editing.




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#7 12 years ago
JimmyB76 Filer

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#8 12 years ago
JimmyB76 Filer

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#9 12 years ago
JimmyB76 Filer

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#10 12 years ago