Basic torpedo question -1 reply

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Lennis

My first Command

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4th April 2007

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#1 11 years ago

I am now at the point where I am trying to alter the graphical characteristics of torpedoes with the projectile script files. Ideally, I would just use the ones that came with KM 0.9, but I can't because I am using modified data. I only have pyc files for the KM originals, and I can't read or alter those with wordpad.:( (Is there any way to dechipher these core files without the original .py?) So I scavenged a TMP projectile script from someone else's ship pack and am using that as a base for making other torpedo types. But I assigned a different tga file (the KM original) to the script of my current weapon, and now the torpedo doesn't look right. It is smaller than the KM torpedo and too dim compared with the TMP torp I scavenged. I don't know how to change these characteristics, as I'm not sure which number is what. Here is the relevant part of the file (I think). import App def Create(pTorp): kGlowColor = App.TGColorA() kGlowColor.SetRGBA(255.0 / 255.0, 45.0 / 255.0, 0.0, 1.000000) kCoreColor = App.TGColorA() kCoreColor.SetRGBA(255.0 / 255.0, 252.0 / 255.0, 100.0 / 255.0, 1.000000) # Params are: pTorp.CreateTorpedoModel( "data/Textures/Tactical/CAKlingon.tga", kCoreColor, 0.1, 1.0, "data/Textures/Tactical/TorpedoGlow.tga", kGlowColor, 1.0, 0.7, 0.7, "data/Textures/Tactical/TorpedoFlares.tga", kGlowColor, 20, 0.45, 0.15) Thanks in advance if anyone can help.




Henze

perfection!

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15th December 2006

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#2 11 years ago

try to open in mpe and save directly without editing anything in it,

i know mpe is not designed for torpedoes, but it works with pycs as well, and if you save them they will be saved in plain text: the py extension ;)

it works with ship hardpoints, but i don't know if it works with the torpedo script files....

and most of the time the color order is R G B

not shure if this is the case here, and don't know what the A means in the Kcolor.set value...

hope someone else can point that part out, otherwise just try for a while :P




MScott

CGI Rendering and Animation

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20th February 2007

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#3 11 years ago

quote: "it works with ship hardpoints, but i don't know if it works with the torpedo script files" It's worth a try, but I'm not sure if that will work. The torpedoes and some of my hardpoint ideas all start with a hardpoint pack that contains all uncompiled python HP's and torps. It can be located at: hardpoint pack11, Bridge Commander Downloads, Bridge Commander Weapons Mod Also there are some good tutorials in the stickied threads. :cool:




JimmyB76 Filer

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#4 11 years ago

also - use notepad... not wordpad... and you might want to go thru BCU - all those things are described in depth... with a little bit of research on your end, youll no doubt find all the answers you need :) if youre still stuck, try posting at BCC...




mitchhankins

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24th March 2006

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#5 11 years ago
JimmyB76;3695082also - use notepad... not wordpad... and you might want to go thru BCU - all those things are described in depth... with a little bit of research on your end, youll no doubt find all the answers you need :) if youre still stuck, try posting at BCC...

OMG jimmy where's your avatar and did you get promoted? congrats lol ok back on topic: No MPE can't be used for torps, hp only, trust me I've tried, Defiant had somekind of decreption engine google it;) like jimmy said, search bcc or something




JimmyB76 Filer

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#6 11 years ago

actually, i resigned from moderating the BC-section here at FF... im still onstaff at BCFiles, tho, which is why i have the FF Network Staff title... i made a thread about it in the General Discussion Forum lol my avatar, i just decided id wait until i got a better pic of my cat lol :)




mitchhankins

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24th March 2006

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#7 11 years ago
JimmyB76;3695196actually, i resigned from moderating the BC-section here at FF... im still onstaff at BCFiles, tho, which is why i have the FF Network Staff title... i made a thread about it in the General Discussion Forum lol my avatar, i just decided id wait until i got a better pic of my cat lol :)

ok I see, I'll read it then;)




Lennis

My first Command

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4th April 2007

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#8 11 years ago

Notepad gives me even more unrecognizable gibberish than Wordpad. The data I need the most, numbers, are still encoded. I guess I'll have to search BCU, though I don't relish spending the rest of my evening searching through posts again. (EDIT) I found what I was looking for almost immediately. I don't usually have that kind of luck researching. Here is the post in question, and I'll let you know what happens. Thanks again. Bridge Commander Universe :: View topic - Guide: Torpedo Modding




MScott

CGI Rendering and Animation

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#9 11 years ago

Yes, this is it. Dragon is the king of this stuff. I thought I saw this in a stickied thread, did'nt mean to mislead. Glad you found it and that it was helpful though. What kind of torpedoes are you making? I'm currently working on some Dominion modified tricobalt and some Klingon and Romulan phased plasma torps. Maybe we could exchange ideas.:cool:




Lennis

My first Command

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#10 11 years ago

My objective was fairly simple. Create different torpedo types for the TMP-era for gameplay balance. They have no special characteristics. This torpedo I wanted to create was specifically for the B'rel. It does 600 damage compared to the Federation Mark IV's 500 and has slightly better guidance and launch speed. I also intend to create a D-7 torpedo that also does 600 damage, but has inferior guidance to the Mark IV. Both torpedoes are descended from the same core file, which I got from the Akula TMP ship pack. I believe the file is by Ducat. I played around with it using the textures from the KM original - with help from that sticky - but couldn't get the glow to look the same as it did in KM. So I decided to use Ducat's texture instead - which I do think is better - but I'm already using that for the Federation Mark IV. I'd like some variety in my torps, if possible. I changed the B'rel torp color to match what was seen in ST:III to differerentiate the two. I just remembered that I have a seperate BC folder with DS9FX installed, and I believe that mod has the weapon .py files. I should be able to use those textures in the future. Still, reading that sticky was a great help. Now the only question is, with KM 1.0 coming out soon, will I want to mod anything else before then?:)




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