Tutorials request -1 reply

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MScott

CGI Rendering and Animation

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20th February 2007

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#1 10 years ago

List what tutorials in modding for BC you would like to see here on Filefront and I'll see what I can do to make it happen.:cool:




kirk2164

I want to be like Revenge

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11th October 2007

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#2 10 years ago

(Not that I need it) We ought to have a how to install and use MPE tutorial. That seems to be a fairly common question.




MScott

CGI Rendering and Animation

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20th February 2007

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#3 10 years ago

This thread is for modding and editing, not the MPE. But I will make a tutorial for the installation of the SDK including the MPE and post it on the MPE thread. Thanks for your input.




kirk2164

I want to be like Revenge

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11th October 2007

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#4 10 years ago

Yeah, I saw that after I posted here.




Henze

perfection!

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15th December 2006

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#5 10 years ago

I want an tutorial with all the programming functions (API, script) that is used to invoke the features that is build in to BC/foundation...like activate-deactivate cloak, or engage warp etc...

would be easy for new modders who want to create an new mod for bc..to se what is actually possible...




TuvokLogic

Tuvok Off

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23rd August 2008

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#6 10 years ago

If there is any Bridge Commander mod helping video guide, please inform me of this, or if anyone wants to make this. Please do so and help me out. This would be greatly appreciated.




limey98

MUSE!!!!!!

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22nd May 2007

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#7 10 years ago

MarkyD has done a couple of videos on modelling. Other than that, not really.




TuvokLogic

Tuvok Off

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23rd August 2008

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#8 10 years ago

Yeah well I need the idiots guide for installing mods. Like pretty much full out help on this. I can't do this at all.




MScott

CGI Rendering and Animation

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20th February 2007

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#9 10 years ago

A tutorial for instlling mods may be difficult due to the number and diversity of the mods and operating systems currently available. I can post a few pointers though. Always install one mod at a time and then go into the game to let it generate the compiled python code it uses in game. If a mod freezes, you can manually track down where it stopped by checking which file was the last one the code was compiled for. For example: I just ported one of Red Dragons ships to BC this weekend for something to do. I made the file structure by hand and forgot to make the ships folder named "T2Akira" that goes in "data/ships". When the hardpoint looked for the model in the folder "T2Akira" and it was'nt there, that is where the loading process stopped. I felt like a nOOb, hehehe. But on the other hand overcoming these hurdles builds your knowledge of the game and it's file structure. Feel free to pm me any time Tuvok, my door is always open.




Picard_1

I psot to get attnetion

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11th June 2005

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#10 10 years ago

A tutorial on how to create registries using blank textures with Adobe Photoshop or similar grade software.




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