Look here for info on editing SFC3 10 replies

  • 1
  • 2

Please wait...

BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#1 16 years ago

If the admin finds this worthy, perhaps it can be made sticky to avoid redundant questions and to better assist those new to editing SFC3.

First of all, here are some common questions.

Q: Can you edit the speed at which weapons fire? A: No, you cannot. Closest you can get is to set gamespeed at 11.

Q: Can you add new weapons, systems etc? A: You cannot add new weapons or any component. The closest you can come, for example is if you want a new shield type you can use the Borg Shields found in ShieldItems.gf in the SFC3\Assets\CommonSettings directory. You can find files here to edit all the components. Since borg can't use shields, you can change the race from B, to whatever you want. B,F,R, or K depending on what race you want it to be available for. Note that more than one entry will work. So if you set it to "BFKR" everyone could equip it. Now to give it a description, goto SFC3\Assets\Strings and open Strings.gf and search for the name of the item you edited, where it says "This is a light shield generator" and whatnot. Add

your text there to describe the item.

Q: How do you add a ship? A: First of all, if you download it you should have a text file that has the ships data that needs to be entered into the DefaultCore.txt in the

SFC3\Assets\Specs directory. It will have the PrimaryHP and SecondaryHP, for example, here is what it should look like: (it will look a little jumbled on this forum, it doesn't keep the format well)

50 DN 2800 0 3500 13100 3600 6700 88000 Fed-Dreadnaught2 Sovereign

PrimaryHP:1:300_360:2:0_60:3:240_300:4:60_120:5:180_240:6:120_180:7:0_360:8:120_180:9:180_240 HeavyHP:12:330_30:13:330_30:14:165_195:15:0_360:16:165_195:17:165_195 HullHP:1:2:3 BridgeHP:1:2 ship Mines:6:24:24 Marines:10:20:20 Shuttles:3:6:6

with word wrap, it'll be a jumble. So disable that. You need to copy & paste this info into the DefaultCore.txt.

Say you downloaded a Light Cruiser for the Federation. Look for a line that an existing Fed Light Cruiser is on. Look for a number after it, like LightCruiser2. Make the ship you are adding has the next number. So in this example, LightCruiser3. There ya go. Now, for the weapon loadout and the like, you need to open DefaultLoadout.txt in same directory, best viewed WITH wordwrap. I don't think an order matters, but I put them in order just to be neat. You should also have

info that looks something like this to paste into this file:

Federation Fed-Dreadnaught2 Sovereign Sovereign QUANTUM TORPEDO:12 QUANTUM TORPEDO:13 PHOTON TORPEDO:14

B-SHIELD-X:1 B-SHIELD-X:3 B-SHIELD-X:2 B-SHIELD-X:4 QUANTUM TORPEDO:15 PHOTON TORPEDO:16 PHOTON TORPEDO:17 PHASER XIIF:7

PHASER XIIF:2 PHASER XIIF:1 PHASER XF:6 PHASER XF:5 PHASER XIF:4 PHASER XIF:3 PHASER XF:9 PHASER XS:8 F-COMPUTER-V:1

F-TRANSPORTER-V:3 F-TRACTOR-V:1 F-ARMOR-V:2 F-WARP-X:1 F-IMPULSE-IX:3 F-THRUSTER-X:2

It might have stuff like Officer Skilled, legendary etc don't worry about that. If you don't have this info, I'm not sure what you can do. I am not sure if the ship will show up in-game if there is no entry in the default loadout. in addition, you'll want to place the folder you downloaded in the SFC3\Assets\Models directory.

Q: How do you edit weapon firing arcs? A1: You can download a program called "dderidex's SFC3 Util" file name is "sfc3_hpplacementeditor.exe" However, I don't use it because I have problems with

all the weapon arcs getting screwed up even if I make no changes. A2: You can edit them in the DefaultCore.txt, which is in SFC3\Assets\Specs

General way to figure out the arcs:

After PrimaryHP and HeavyHP you will see numbers like this: 12:230_360:

12 is the weapon hardpoint, the other two are the arc in which it can fire. So 12:0_360: would be a weapon that can fire any direction. I am not sure but I

think 180 and up are forward, 180 and below is behind. I am not sure, you can figure that out best by making a new ship, removing all weapons but one, save and exit SFC3. Goto Sfc3\Assets\Specs and open CustomLoadout.txt and look for the name of the ship you just made. Now look for the weapon you installed on it. I might say like Phaser XF:2. 2 is the hardpoint that is assigned to that weapon. Now, that being known, Open DefaultCore.txt and look for the line that the ship you made a variant for is on. Turn off wordwrap to best view this file. Look under PrimaryHP or HeavyHP (depending on what one weapon you left on the ship) and look for one that has that number that you found in CustomLoadout.txt. There, now you can see the weapon arc. Knowing which way that fires in-game will give you a good place to start from, to change it from there. I hope this is clear enough, if not, let me know. Good luck!

Perhaps other modders can add on to this thread, to help out the newcomers.

--BoogieMan




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#2 16 years ago

I have NO idea why it puts it's own spaces and seperations in my text, that's annoying. Sorry but when I went to edit it, it looks fine when I am done but after it is posted it's screwed up again. Ah well, you can still read it.




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#3 16 years ago

No, replace the name of the ship in both instances with it's proper name.




A_Todd

I'm too cool to Post

50 XP

6th December 2003

0 Uploads

1 Posts

0 Threads

#4 16 years ago

Can anyone tell me how you add a turret to the bootom of the saucer on an Akira, or Sovvy?

And could you also tell me how you would make it fire more than one torp at time?

TIA!




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#5 16 years ago

You should check out my mod at http://home.earthlink.net/~shanew1980/id1.html

I don't know how to add weapon hardpoints to a ship. And you cannot make a torpedo launcher fire more than 1 torpedo at a time. As for a turret, you can change one of the existing heavy weapon points and edit it in the DefaultCore.txt and change it to 0_360 for a complete range.. Good luck.




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#6 16 years ago

Bump! Be nifty if someone would make this sticky...




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#7 16 years ago

Q: Can you make it so there can be more than 6 ships in a skirmish?

A: Only Taldren (or maybe a fan with superior programming skills) could make this happen. Sorry.




manitoba98xp

I'm too cool to Post

50 XP

22nd February 2004

0 Uploads

2 Posts

0 Threads

#8 16 years ago

I have been wondering: Is it possible for one who is not a member of Taldren to make SFC3 Campaigns. I know this is possible, for campaigns exist, and it is possible to add them after install (Scimitar patch). I was just wondering, is it possible for a typical person with a decent amount of programming background to create campaigns in SFC3. Thanks, manitoba98xp




BoogieManFL

Mr. Nifty

50 XP

8th May 2003

0 Uploads

80 Posts

0 Threads

#9 16 years ago

I'm sure that could be done, and I am amazed it hasn't. Or if it has, that no one has mentioned it. I am sure someone could make a scenario that would be a big fleet battle as the game CAN have far more than 6 ships in a battle. Some of the single player game missions, such as the last few for the Federation, have more than 10 ships at one time. I've always thought that this limitation, especially offline or over a LAN, is absolutely idiotic.




Captain Ransom

I'm too cool to Post

50 XP

5th April 2004

0 Uploads

9 Posts

0 Threads

#10 16 years ago

Is it possible to add Dominion and Cardassian ships to SFC3 as separate empires instead of having to add them to the Federation, Klingons, Romulans or Borg?




  • 1
  • 2