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| Star Wolves 3D space RPG with deep strategy and tactical elements |
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Thread Tools | Display Modes |
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#1
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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:
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 07:59 AM. |
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#2
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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. Last edited by StarShatter; 06-07-2010 at 10:26 AM. |
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#3
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Mmm, a graphics package and instructions how to edit the scripts included. Thanks, I learned something - because, as you know, I've been poking around different scripts and have no clue about ships or trade (still haven't gotten around to that, heh).
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#4
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Err ok, I have to fix up some files in it, it's gone back to missing the inventory textures! lol.
I'll get it fixed asap. EDIT: In Carcasses.xml <flat_image>smilodonTS</flat_image> Needs to become <flat_image>smilodon_templar</flat_image> Changed the Zip. Edit again: "I've been poking around different scripts" Yeah I'm still mostly working from that Valky post and the help I've managed to get here. Haha. What sucks is that I'm going to add in a new Dragon T now, so I might have to do this rush again. Last edited by StarShatter; 06-07-2010 at 10:30 AM. |
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#5
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hi
maybe someone can make a extra theard with downloadable content???? then we can find everything what u guys make for us simple people without lua knowledge |
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#6
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Haha. It's not to hard to learn
But at the moment, many of the mods overwrite the same files. So you'd only be able to simply use one mod at a time. Perhaps notepad++ or notepad2 can auto text stuff into the files? I'm mostly just adding semi-balanced (Since they're endgame ships, they're by nature very powerful, and expensive) Templar styled ships atm. So if anyone likes they can incorporate it to their mods. |
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#7
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I don't have much LUA knowledge either (and that lolgoogletranslation of the Russian SW2 guide is hard to understand), I'm doing it like these guys are: editing the stuff which we think should do what it says it does, and then testing. And testing.
Missile stuff hardly overlaps anything so you should be able to throw my mod together with any other mod; the most likely collisions would be in Modules.xml if the other mod changes ship items (guns, systems, anything actually). m_modules.loc too but as those are descriptions it's no big deal (maybe confusion due to incorrect text). I'm still looking around PFX, there's some interesting stuff in those folders. Like if you want different coloured bullets, rail gun effects. |
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