So i downloaded this file today... Deepspace 1, Bridge Commander Downloads, Bridge Commander Model Only ... but it doesnt have a hardpoint, so i tried to use starbase 47's hardpoint instead, i changed it so that it all pointed to the deepspace 12 model and used bcmp to get it in bc, now i can see it in the bases menu but when i try to start a game with the base in, it goes to the bridge as normal but then it doesnt go any further, i have to hit esc and close the game down, this is the first time i've tried to put a hardpoint on a model and stick it in-game so im not sure if i should have done something else, any and all help would be great. Thanks in advance.
the file structure , one uses to get a ship in game is not in the download, All you did was create aPlugin, for a base\ship that is not yet fully set up to be used in BC, renaming the Starbase47s HP, was a very good way to fix up the Hp (commendable). However put the Nif and the _glow.tga in a the Data - models - ships then the Tga for the tactical icon in data - icons - ships that is only half the battle then make sure in scripts - custom - ships you got your pluggin (which you do) then there needs to be a py file in scripts - ships. then a PY file in scripts - ships - hardpoints (Dowload a ship from BCFiles, then un rar or unzip it, then look at its file structure)_-donm't install it, you need to look first
Hey thanks for the reply, i've put all the files where they should be and checked it all matches (case sensitive) i've also deleted all un-needed systems on the base so it only has what it needs to be in-game, yet it still wont load, when i press start the bridge comes up and it stays there, the lights under the view screen move and so do felix and kiska. If i start a game with a ship that does work and try to add the station using the add ships button in saffi's menu, i press start and nothing happens.
I been meaning to fix this one up anyway, from your description it could be a bad\corrupted Nif (something just didn't make it through, in the conversion process) Give me a few days , then check BCFiles (we will see)
I had forgot how well, outlance, and Starfocre2 had done in the construction and conversion.
I just asked for permission today, to see if I could release it to BCFiles.
Thats great, thanks for the effort, im sure it'll look good in-game!
How far can we go?
12th February 2007
Hi. Starstruck, I believe I have encountered this problem on many occasions. It's what usually happens if you don't know much about hardpointing. In most cases, the hardpoint transfer works good (for ships). In bases, not as easy. The reason, is in the ship.py file (not the hardpoint)...scripts/ships folder. Just before the hardpoint folder. What's happening is this, the damage res and internal damage res are way out of whack from what the ship needs to load. In other words, the _vox file of the ship is being generated by the game and is making a huge whopper of a file. Most likely in the megabytes, 40+. Starbase 47's _vox file was once 42mb before I figured this out. If it's too large, the game will simply not load or you can wait a couple of hours for it too load (if it doesn't crash first). If it's way way way too high, you'll find yourself on the desktop pretty quick. Anyway, that base looks good. Minus a few minor mapping details and needs a better model...ok. I'll admit it, it needs better textures too lol. I still think it's a good base, something that can be worked on. I believe I have answered your question and now must get back to other projects. If you have any more questions, feel free to email me or leave a post here or at BCC. Thanks. :D
well it's on BCF for everyone else