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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #1  
Old 03-17-2011, 10:36 AM
sidius sidius is offline
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Hello again! Sorry I haven't shown up all the time, but my hard drive was destroyed, so I've lost totally everything, including my SW3 and all modded files in it. I was so angry that I took few months break, focusing on university and such, and now I can't remember how I've made things..

For example, I used to have fully manageable Liger, with GK turrets available at markets (each faction had one type of weapon - InoCO had laser, etc), etc.

Now I've downloaded IMDeditor, Liger, and started working on it again.
I've changed refpoints of TurretGK(s) in the imd from 1 and 2 to Right_Side and Left_Side, modified ini - changed two system slots to TurretGK:

[slot2]
type=TurretGK
refpoint=Left_Side
image_coord=11 174
text_coord=10 174
text_aligment=LEFT

[slot3]
type=TurretGK
refpoint=Right_Side
image_coord=11 259
text_coord=11 259
text_aligment=LEFT

But when I try to put them into a slot, it shows error message it doesn't belong into that slot. I don't know what am I doing wrong now, I really can't remember how I did it before, it was too long ago.

<BigShip name="Ironfist">
<short_name>#M_Name_Ironfist</short_name>
<hint>#M_Hint_Ironfist</hint>
<short_desc>#M_SDesc_Ironfist</short_desc>
<long_desc>#M_LDesc_Ironfist</long_desc>
<mesh_name>Liger_Dreadnought</mesh_name>
<flat_image>Liger_Dreadnought</flat_image>
<hit_points>5000</hit_points>
<mass>200000</mass>
<disable_trade>true</disable_trade>
<cost>1000000</cost>
<technology/>
<EPR>50</EPR>
<explosion_script>Big Ship</explosion_script>
<work_sound/>
<silence/>
<max_energy>1000</max_energy>
<energy_restore>2</energy_restore>
<max_speed>10</max_speed>
<maneurability>5</maneurability>
<steering_power>27000</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>250</sensor_length>
<threat>10</threat>
<mapping_name>Liger_Dreadnought</mapping_name>
<HolderProperties>
<big_guns>0</big_guns>
<small_guns>0</small_guns>
<rockets>0</rockets>
<systems>6</systems>
<turrets>8</turrets>
<gk_guns>4</gk_guns>
<gk_turrets>2</gk_turrets>
</HolderProperties>
<engine_sound>Engine-Bigship.wav</engine_sound>
<engine_start_sound/>
<destroyed_mesh_name>Lion_Cruiser_MK1_MK2_destroye d</destroyed_mesh_name>
<cargoCapacity>4500</cargoCapacity>
<BigShipHangar>
<hangar_count>6</hangar_count>
<max_hangar_count>6</max_hangar_count>
</BigShipHangar>
</BigShip>


Also, have anyone tried to make Stargate's X-304 model? It would be a great challenge, dunno if it's possible to have 2 hangar bays as it should have (that may be possible, but I think fighters won't use both at the same time, they will all use left one or all use right one). It's railguns are easy to make, I'd make them rapid fire plasma with less damage, high dispersion and longer bullet. That's no problem. Another problem would be missiles, as X-304 uses them, but motherships can't control them. Well, that should be OK anyway.
X-302 would be wonderful fighter to make as well. I'd give it 4 rocket and 2 light cannons.
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  #2  
Old 03-17-2011, 10:03 PM
sidius sidius is offline
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Well, anyway, even without X-304 I've made myself some railguns, using Vindicator rapid-fire cannon model and image..

as I've been asked earlier by mail to upload etc my work:

into Modules.xml

<TurretModule name="RAIL">
<short_name>#M_Name_RAIL</short_name>
<hint>#M_Hint_RAIL</hint>
<short_desc>#M_SDesc_RAIL</short_desc>
<long_desc>#M_LDesc_RAIL</long_desc>
<mesh_name>Med_Turret_M205_T</mesh_name>
<flat_image>Med_Turret_M205</flat_image>
<hit_points>20</hit_points>
<mass>100</mass>
<disable_trade/>
<cost>7000</cost>
<technology/>
<attach_type>ONLY_BIGSHIP</attach_type>
<recharge_time>8</recharge_time>
<viewing_angle>10</viewing_angle>
<dispersion>1</dispersion>
<min_distance>10</min_distance>
<max_distance>75</max_distance>
<rate_of_fire>2</rate_of_fire>
<burst_count>18</burst_count>
<azimuth_rotation_speed>60</azimuth_rotation_speed>
<rise_angle_rotation_speed>30</rise_angle_rotation_speed>
<BulletParams>
<damage>25</damage>
<bullet_length>3</bullet_length>
<speed>50</speed>
<damage_type>IMPACT</damage_type>
<graph_type>PLASMA</graph_type>
<sfx_index>4</sfx_index>
</BulletParams>
</TurretModule>

into m_bs_modules.loc

#M_Name_RAIL = R-18
#M_Hint_RAIL = Experimental railgun
#M_SDesc_RAIL = A turret with a rapid-fire experimental railgun.
#M_LDesc_RAIL = This experimental weapon was created by best scientists of MSF to combine raw power of plasma cannons with astounding effectivity of rapid-fire kinetic cannons. This early prototype is still too unaccurate and hard to cool, so the time between bursts is quite long. But with the right person behind the controls, not many spaceships survive even first burst.

into InitTeamScript.script
under the line MothershipFlight:AddShip(mothership);

mothership:AddModuleToInventory("RAIL", X);

X = number of turrets you will use on mothership. I use Liger - 8.


It could also be added to market, but there is very high chance it will screw something important and you'll end up using backups. Believe me, I was failing a lot last time when I was adding TurretGKs to markets. And since then my HDD was destroyed. Too bad I haven't uploaded it back then.



I suggest lowering bullet damage if you haven't ovehauled other modules and HPs of fighters, or you end up too powerful.

I have found few very nice X-304 models, but they can't be downloaded for free. Honestly, if I was their creator, I wouldn't give away those masterpieces for free too..
Also, I've noticed that on the original X-304, there are too many railguns (I think about 36 on the roof and 16 on the belly - which is too much for both GUI and game difficulty - or in this case - no difficulty at all - but with recharge time of 60 instead of 8 and damage of 1 instead of 25 it COULD work. on a good computer )

Last edited by sidius; 03-17-2011 at 10:04 PM. Reason: typo
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  #3  
Old 03-18-2011, 08:26 AM
sidius sidius is offline
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oke, I've found a nice X-302 model in .skp, converted it into .obj and tried to import it to IMDeditor, this is the error I'm getting.

# of maximal objects (100) exceeded

WTF is that? is the model too complicated or something?


anyway here is rapidshare link for .skp, .obj, .mtl, and 2x .jpg textures. Dunno if anything of that is anyhow usable for IMDeditor.

2 rocket slots under each wing and 2 smallguns in the very front of cockpit.


Provided someone still occasionally check this threat and I'm not just writing for myself
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  #4  
Old 03-19-2011, 01:57 PM
Marisss15004 Marisss15004 is offline
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Join Date: Mar 2011
Posts: 4
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Quote:
Originally Posted by sidius View Post

But when I try to put them into a slot, it shows error message it doesn't belong into that slot. I don't know what am I doing wrong now, I really can't remember how I did it before, it was too long ago.
Have you found a way around this problem?

I am experiencing the same problem but with a modified Dragon. Tried to replace 2 Heavy guns with 2 missile slots. Edited the .ini and the carcasses.xml, showes up nice in the GUI but when I try to put a missile a missile slot it says that i doesn't belong in that slot.


EDIT:Found out why it didn't work. Aparently you have to edit the IMD reference in the objects folder as well.

Last edited by Marisss15004; 03-19-2011 at 03:45 PM.
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  #5  
Old 03-19-2011, 04:38 PM
sidius sidius is offline
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Posts: 28
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I did modify IMD.

I've modified Stormcrow MK2 to have 1 additional system and changed 1 rocket to another Biggun, and it works correctly.

this error message message shows also when I want to equip turret to Butcher and Quasar sensor unit to mothership (other systems are equipping correctly).
doubleclick works with mothership sensor system, but not with butcher turret.

Last edited by sidius; 03-19-2011 at 06:21 PM.
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