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

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  #1  
Old 06-06-2010, 08:30 AM
StarShatter StarShatter is offline
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Upon modifying the the Data\TEXTURE\Interface\Carcass\Slots\.ini, the inventory icons for the ship itself dissipated.

So I made some that fit the look of the ship. Put them in:

Quote:
Data\TEXTURE\Interface\Carcass\32
Data\TEXTURE\Interface\Carcass\Slots\64
Data\TEXTURE\Interface\Carcass\Slots\128
Under different names and changed the Carcasses.xml around.

But I couldn't get them to appear in game.

What am I doing wrong?
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  #2  
Old 06-06-2010, 08:52 AM
sidius sidius is offline
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you need to give them the same name in 32, 64 and 128, and write that name into <flat_imagge>.. - if you want that image for stations

try to rename all 3 to "Smilodon_T.dds"
and write it as
<flat_image>Smilodon_T</flat_image>
to carcasses.xml

it works with all old ones, howerver idk how it behave when you put new one there (maybe there is a list of those you can use from there somewhere in some other file)

I'd like to have patrol Liger instead of MSF Liger, unfortunately I'm really noob in textures.

btw StarShatter, post that INI file, let's see what's wrong with it. but you have probably just renamed it -> easy fix, just rename it in carcasses too, in <mapping_name>

Last edited by sidius; 06-06-2010 at 09:04 AM.
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  #3  
Old 06-06-2010, 09:52 AM
StarShatter StarShatter is offline
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Hahaha, this is so sad, I just wrote a pretty heft post about everything I had done relating to these textures. Modified files and such.

Figured after looking through and seeing nothing is wrong, I decided to try it in game before I looked like an idiot.

I feel like an idiot.

Some how giving up and leaving it for a while fixed it. ._.

It's all in the zip in the previous post if you want to use it.
IMO the shields are too powerful, but I like lots of shields in preference to armour. Even though its more like a disadvantage (since you cant repair it @ 20+ hp/s). Meh, it's meant to be more of a self-sufficient tank anyway, good @ long range combat, but in a dog fight it just takes damage and fires missiles when possible.

Textures
Attached Images
File Type: jpg inventoryicons1.jpg (290.0 KB, 80 views)
File Type: jpg inventoryicons2.jpg (246.1 KB, 71 views)
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  #4  
Old 06-06-2010, 10:44 AM
Trucidation
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Looking good there. Heh, I picked a (hopefully) better name for those missiles this time around. "Wind God Hidden Among The Leaves" doesn't quite trip off the tongue...

Say, what do I need to edit (in FloodTradeStations.script?) to make everything buyable there? It's a pain in the ass to try find which stations are selling my new missiles. If I can't buy them I can't test them, lol -__-"

Edit: I meant, in Elio (Grid Station). Do I just add to the Location_Sidelist for Elio, or what? No, wait. I can see the other missiles being sold if I redock, but SRM1 ("SRM-6E Piranha") doesn't seem to show up.

Edit: Okay, belay that - I went one system down (Hephaestus) and it crashed when I docked. lol, looks like I screwed something up in the entry.

Last edited by Trucidation; 06-06-2010 at 11:43 AM.
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  #5  
Old 06-06-2010, 11:43 AM
StarShatter StarShatter is offline
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Well I'm probably not the best explainer of this, but I'll try.
In "FloodTradeStations.Script"

__All_rockets ={"DF","MM","SM3","SM4",
"SRM1","SRM2","SRM3","SRM4", "example1",
"LRM1","LRM2","LRM3","LRM4",
"T1","T2","T3","MIRV1","MIRV2","MIRV3","example2"};

add your missiles to the ends of these. Like the examples.
Then
In InitTradeSystem.Script

{0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0}, -- T,MIRV
You'll want to add entries as fallows.

{0,0,0,0,0,0,0,0,0,0,0,0,0, -- SM,SRM,LRM rockets
0,0,0,0,0,0,0}, -- T,MIRV

Then in every station, add those values (I THINK they have to be in that order) and change that number to the amount you want to appear in the shop. I added the values in the 9th spot, and the final spot, as this is where I put the missiles in "FloodTradeStations.Script". When i did this for Ships it was much easier (just threw them on at the end).
Example:
...local NShop_Triada =...

{10,7,3,0,12,6,2,0,4,6,3,0,0, -- SM,SRM,LRM rockets
3,1,0,2,0,0,1}, -- T,MIRV

4 and 1 are the maximum for showing up in the shop. And they will appear in the Triada shop. For the reference of what shops what, I think thats contained in the "FloodTradeStations.Script". Haven't had much time to look, been doing ship stuff. (also not 100% sure on this either)
Sorry if this is completely fail!

tiny note: just finished clean install, back-upping now, maybe tomorrow going to post the complete stuff on what ive done so far for the smilodon tl, and probably move on to dragon t

Last edited by StarShatter; 06-06-2010 at 11:48 AM.
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  #6  
Old 06-06-2010, 11:55 AM
Trucidation
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Thanks, that will help later.

Actually, my main problem is that Rockets.xml is a freaking mess. Missiles, definitions, and detonations are sometimes shared. So when I rename something it might break something else. Ugh. Untangling this mess is going to take a while.

Edit: By the way, my problem was that SRM1_M was missing in Rockets.xml. <-- No, it's in there. There's something else wrong.

Quote:
(20:21:40) (ERROR) ModuleManager::CreateGameObject('srm1'): FAILED to load properties from XML (XML reports: 'No error')
(20:21:40) (ERROR) ModuleManager::CreateObject('srm1') - game object not created!
(20:21:40) (ERROR) ModuleManager::CreateModule('srm1') - module not created
(20:21:40) (ERROR) Inventory::AddModuleWithName: cannot create module with name = 'srm1'
Edit:
LOL, there was a typo... I wrote rocket_slot instead of rocket_slots. That fixed it. Okay folks, nothing to see here, move along

Update:
Okay, the missile mod's up. Feel free to dismantle it and take a look around. I'll try to answer as best I can if you have any questions about modding missiles.

Last edited by Trucidation; 06-07-2010 at 06:59 AM.
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  #7  
Old 06-07-2010, 07:51 AM
StarShatter StarShatter is offline
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Here's the Smilodon TL as is. Still some minor modifications I'd like to do, but they can wait. It's just up-close texture stuff anyway. It's too dark and shiny to be a Templar?

Uploading it as a sort of DIY. Nothing official. Cause it's just a minor addition, you can just put follow the steps to add it to your game with whatever mods you're playing with.

Tried and ready for use.
Attached Files
File Type: zip Smilodon_Templar.zip (614.5 KB, 42 views)

Last edited by StarShatter; 06-07-2010 at 09:26 AM.
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