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Post by Sandtrooper guest on Jun 11, 2006 17:22:15 GMT -5
What tools u need to hack into a .dat file to make yer own mod? Cause I hear it's absolutly hard just to make a simple modification..and I wanna try one day.
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Post by darthan guest on Jun 11, 2006 21:25:23 GMT -5
notpad or word pad my friend
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Post by sandtrooper on Jun 12, 2006 14:40:55 GMT -5
And I'm guessing the 36 frames is gunna be a hell of a thing to do if I add individual ships for each race if I plan to mod one day??
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Post by Tovec on Jun 12, 2006 14:49:09 GMT -5
Depending on what you want to do a mod can take from a minute and a half to a week and a half.
If you just want to add ships then the first thing you have to do is make the pic themselves then get them in 360 using the ship rotator. I can help you with the coding to have multiple designs for each race but ships are relatively one of the easier things. Its modules and planets that cause a lot of problems.
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Post by sandtrooper on Jun 12, 2006 14:52:34 GMT -5
That would be nice. I just gotta grab those TGAs from Bridge Commander...
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Post by Tovec on Jun 12, 2006 15:04:41 GMT -5
Well like I said. Get a pic in almost any position as long as it is a top shot. Then I'll go and find the ship rotator and we'll spin it and then we can work on the code to putting it into the game. Only problem remains after that that it'll have the same guns as SF until you change them.
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Post by sandtrooper on Jun 12, 2006 15:54:34 GMT -5
To save you teh time for finding the Rotator, I have it. I got a few ships for all races except Pirate/Borg..
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Post by sandtrooper on Jun 12, 2006 20:09:20 GMT -5
Well, I'm guessing you want a zip with all the ships, right?
I just need a few more ships and I'm done. (I might add more if I'm lazy enough to make more ships)
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Post by Tovec on Jun 21, 2006 9:00:42 GMT -5
Well when you are done let me know. Sorry Sandtrooper to be honest I had completely forgotten about this with everything else that has gone on.
Anyway when you finish getting the ship pics let me know.
I suggest before you start modding you create a new file to put your changes into. If you don't then the file you use stops working for regular mods.
What you then need to do is put them into the sf_bmp_ships.dat (I think that is the file name but I'm not entirely sure) this can be a little tricky.
Anyway the worst part of this is the size. Try to guess the size of your ship compared to the other standard ship classes. IE Galaxy class is same size as Dread or whatever.
Then if you want to make them race specific let me know. I mean you won't have the normal command line. I'll have to look it up and I'll get back to you. I'll have internet this weekend for a brief time and I can help you more then.
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Post by sandtrooper on Jun 21, 2006 16:31:16 GMT -5
Shields## helps out (32, 38, 40, 48, 56, 64, 80). The only BIG ships are on 128, and 256, and that's only 3 big ships (The Cube being on 256).
EDIT: I think I'm done. Do I:
1) Make rotation files? 2) Send them to you for rotation files? 3) Dunno...
EDIT 2: Made rotation files/wireframes. Now I need code to put the ships ingame as seperate entrys.
EDIT 3: How do ya change race colors and lasers?
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Post by Staker on Jun 22, 2006 3:36:59 GMT -5
The ships have to be 256 BMP format. If it is not, it will not work.
2. the ships are simple.. if the borg are green... then the bmp ship will be sf-p-cb So when you put it in the data for bmp files... it will just be sf-r-cb :borg:
Race colors depends on the number of the race... 1 is default as yellow... anything below 4 is default as another color... lasers is a different category... I will have to check my dats... to make it more clear for you.
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Post by Staker on Jun 22, 2006 4:29:28 GMT -5
**************************** bitmap sections ******************************* * * class : Bitmap class * name : Bitmap name. Used as a default in case object has no name * file : Bitmap filename without the .bmp and without the path * nF : Number of frames in bitmap. Frame 0 starts at bottom of bmp * and frame nF-1 is at the top. * Sz : Size of the bitmap. Used for collision detection in the game. * Saturn is a good example of why you would want to specify this * parameter at all. * seqT : Sequence type: time - Continuous cycle from frame 0 to frame nF-1 * and starting back at frame 0 again. * spin - use frame that corresponds to ship heading. * tc : Transparent color. 0 for black. Use something like 10 to set * all pixels darker than RGB 10:10:10 transparent. * alpha : Alpha factor. 100 sets all pixels to their full brightness. 50 * is 50% brightness. 0 is completely black. **************************************************************************** * class race name file nF Sz seqT tc alpha * --------------------------------------------------------------------------- #IF [race] != Pirate ship [race] Scout[nr] sf-[r]-sc 36 32 spin 0 100 ship [race] Destroyer[nr] sf-[r]-ds 36 40 spin 0 100 ship [race] Cruiser[nr] sf-[r]-cr 36 48 spin 0 100 ship [race] Battleship[nr] sf-[r]-bs 36 56 spin 0 100 ship [race] Dreadnought[nr] sf-[r]-dn 36 64 spin 0 100 ship [race] Starbase[nr] sf-[r]-sb 36 80 time 0 100 ship [race] Freighter[nr] sf-[r]-fr 36 56 spin 0 100 ship [race] Marauder[nr] sf-[r]-ma 36 40 spin 0 100 #ENDIF #IF [race] == Pirate ship [race] Destroyer[nr] sf-[r]-rd 36 40 spin 0 100 #ENDIF * #IF [race] == Terran * ship [race] Frigate[nr] sf-[r]-f 36 50 spin 0 100 * ship [race] HCruiser[nr] sf-[r]-hc 36 40 spin 0 100 * ship [race] Juggernaut[nr] sf-[r]-jn 36 80 spin 0 100 * #ENDIF * #IF [race] == Drengin * ship [race] Observer[nr] sf-[r]-ob 36 64 spin 0 100 * #ENDIF * #IF [race] == Arcean * ship [race] Observer[nr] sf-[r]-ob 36 64 spin 0 100 Notice above we see a bunch of numbers and name we all don't know what it is... If you want to have seperate ships... it will be a bit difficult to explain. As you see in the Pirate area... since the Pirate will be rename to Borg you will have to change that in every .dat there is for the system you will be fixing up. #IF [race] == BORG ship [race] Starbase[nr] sf-[r]-cb 36 40 spin 0 100 #ENDIF As you see above the Destroyer is still named the same but if you went into another .dat. You will have to do something like so. #IF [race] != BORG #ECHO ** adding standard starbase definition to race [race] [race] Starbase 0 2 .23 Starbase[mr] 2 sexplode [nr]002 [nr] 2500 12 ([mr]1002,[mr]5002,[mr]2002,[mr]3002,[mr]7001,[mr]9201,[mr]9101,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*4*0*0*-9*9,[mr]4001*-4*0*0*-9*9) #ELSE #ECHO ** adding borg starbase definition to race [race] * NOTE: the bitmap name should contain [nr] not [mr] to pick up the borg starbase graphic [race] Cube 0 2 .27 Starbase[nr] 2 sexplode [nr]002 [nr] 2500 12 ([mr]1002,[mr]5002,[mr]2002,[mr]3002,[mr]7001,[mr]9201,[mr]9101,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*4*0*0*-9*9,[mr]4001*-4*0*0*-9*9) #ENDIF Something like that... i know its confusing and I am confused myself... shit you might just be the 4th person I teach to get an error...
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Post by sandtrooper on Jun 22, 2006 18:54:00 GMT -5
Well, here's what TrekMod_BMP_ships.sec says:
Cube, Akira, Galaxy II, Scimitar and Bird of Havok is the SA ships. I'm not sure how to make the Cube avalible at Vice Admiral (so we don't have lotsa Cubes running around.
Trekmod.DAT
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Post by Staker on Jun 22, 2006 22:22:24 GMT -5
Wow... Skillet did a rip off from SF... he could not just rewrite it... no he copied and paste
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Post by sandtrooper on Jun 23, 2006 0:15:56 GMT -5
Ermmm, I named the files TrekMod myself, I have nothing from Skillet's end..I'm gunna rename them anyways.
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Post by sandtrooper on Jun 27, 2006 19:56:55 GMT -5
Tovec, help dammit
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Post by Tovec on Jun 28, 2006 10:06:11 GMT -5
Help with what? You wanted to introduce new ships correct? Well the bmp file looks about right. What you need to do now is make a ship design file. The orginal is something like: sf_design_ships.dat In this you'll need to specify each ship for each race all over again. Keep the SB (copy it from the orginal) and add in new ship classes per race. This is the part that I find a little tricky but its not too hard. Just set the race to ==Klingon or whatever.
As for your main dat file, this is where I always got messed up. I think that you need to make all the names uniform. You need to change all Arceans to Romulan, etc. Also I didn't see if you made a new races.dat but you need one of those too. It sets the victory and loading conditions. Its the only way to successfully run a game regardless what the ships are doing.
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Post by sandtrooper on Jun 28, 2006 17:18:53 GMT -5
Am I doing the design_ships right?
(damm forum won't let it extend to teh sides, might be hard for u to read)
EDIT: I think it's solved now. I put a ENDIF when list of ships for 1 race ends, and put a IF [race] = <insert race here>.
EDIT 2: How do ya make it appear on teh list? I ain't using this online...unless I just want to be out in the open when Skillet is around...
#ECHO *** SF ship design section (v.01.30.00.17.06) ********** #IF DOCUMENT #ECHO * this section accepts the following parameters * #ECHO * \[race\] to specify the design class * #ECHO * \[mr\] to specify the design race id * #ECHO * \[nr\] to specify the race id of the user * #ECHO * (e.g., pirates using Terran design would have * #ECHO * \[mr\] = Pirate id and \[nr\] = Terran id * #ECHO ******************************************************** #ENDIF #IF SHOW #ECHO * the value for \[race\] was [race] #ECHO * the value for \[mr\] was [mr] #ECHO * the value for \[nr\] was [nr] #ENDIF * expl expl num * rank max bmp bmp sound ship race module * class name ro needed speed index index index id id vol slots modules * -------------------------------------------------------------------------------------------------------- [Romulan] TalonI 0 0 .25 TalonI[mr] 2 sexplode [nr]001 [nr] 2200 12 ([mr]1001,[mr]5003,[mr]2002,[mr]3003,[mr]7003,[mr]9201,[mr]9101,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*0*0*0*-5*5) [Romulan] TalonII 0 2 .23 TalonII[mr] 2 sexplode [nr]002 [nr] 2500 12 ([mr]1002,[mr]5002,[mr]2002,[mr]3002,[mr]7001,[mr]9201,[mr]9101,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*4*0*0*-9*9,[mr]4001*-4*0*0*-9*9) [Romulan] RomSci 0 2 .25 RomSci[mr] 2 sexplode [nr]003 [nr] 2200 12 ([mr]1001,[mr]5003,[mr]2002,[mr]3003,[mr]7003,[mr]9201,[mr]9101,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*0*0*0*-5*5) [Romulan] Shrike 0 4 .21 Shrike[mr] 2 sexplode [nr]004 [nr] 2800 12 ([mr]1003,[mr]5002,[mr]2003,[mr]3001,[mr]7002,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4001*0*0*0*-5*5,[mr]4001*5*18*0*-3*15,[mr]4001*-5*18*0*-15*3) [Romulan] Raptor 0 9 .19 Raptor[mr] 3 sexplode [nr]005 [nr] 3900 12 ([mr]1003,[mr]5003,[mr]2003,[mr]3001,[mr]7002,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4003*0*0*0*-3*3,[mr]4001*4*0*0*-3*3,[mr]4001*-4*0*0*-3*3) [Romulan] Melak 0 10 .17 Melak[mr] 3 sexplode [nr]006 [nr] 5500 12 ([mr]1004,[mr]5004,[mr]2003,[mr]3002,[mr]7003,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4003*5*18*0*-3*15,[mr]4003*-5*18*0*-15*3,[mr]4001*0*0*0*0*35) [Romulan] Griffin 0 9 .17 Griffin[mr] 3 sexplode [nr]007 [nr] 5500 12 ([mr]1004,[mr]5004,[mr]2003,[mr]3002,[mr]7003,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4003*5*18*0*-3*15,[mr]4003*-5*18*0*-15*3,[mr]4001*0*0*0*0*35) [Romulan] Norexan 0 12 .17 Norexan[mr] 3 sexplode [nr]008 [nr] 5500 12 ([mr]1004,[mr]5004,[mr]2003,[mr]3002,[mr]7003,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4003*5*18*0*-3*15,[mr]4003*-5*18*0*-15*3,[mr]4001*0*0*0*0*35) [Romulan] Starbase 0 14 .10 Starbase[mr] 3 sexplode [nr]009 [nr] 25000 12 ([mr]1006,[mr]5007,[mr]2004,[mr]7002,[mr]9301*6*0*24,[mr]9301*18*0*0,[mr]9301*30*0*12,[mr]4003*0*0*0*-18*18,[mr]4003*12*0*12*18*36,[mr]4011*24*0*24*0*35,[mr]4503*0*1*0*0*35,[mr]0001) [Romulan] Shadow 0 0 .25 Shadow[mr] 2 sexplode [nr]010 [nr] 2600 12 ([mr]1005,[mr]5004,[mr]2003,[mr]3003,[mr]7003,[mr]9203,[mr]9101,[mr]9301*18*0*18,[mr]4018,[mr]4501*0*0*0*-12*12,[mr]4003*4*0*0*-9*9,[mr]4003*-4*0*0*-9*9) [Romulan] D'deridex 0 12 .22 D'deridex[mr] 3 sexplode [nr]011 [nr] 3400 12 ([mr]1005,[mr]5005,[mr]2004,[mr]3003,[mr]7003,[mr]9203,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4010*0*0*0*-5*5,[mr]4003*5*18*0*-3*15,[mr]4003*-5*18*0*-15*3) [Romulan] Scimitar 0 14 .17 Scimitar[mr] 3 sexplode [nr]012 [nr] 5500 12 ([mr]1004,[mr]5004,[mr]2003,[mr]3002,[mr]7003,[mr]9201,[mr]9301*18*0*18,[mr]4004,[mr]4501*0*0*0*-12*12,[mr]4003*5*18*0*-3*15,[mr]4003*-5*18*0*-15*3,[mr]4001*0*0*0*0*35)
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Post by Tovec on Jun 29, 2006 9:16:56 GMT -5
Make what apprear on "the list" ? What list? If you mean the offline - play against the computer - list then you have to copy the data inside the file of the Trek.dat file (the main one) and into a Trek.SCN file.
Again this is where My knowledge fades. I can check it over but I wouldn't nessessarily be able to find the problem.
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