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-   -   Joint/Hardpoint Tree Structure Tool (http://forums.filefront.com/st-a2-modding-mapping-editing/428340-joint-hardpoint-tree-structure-tool.html)

pepperman October 22nd, 2010 07:43 PM

Re: Joint/Hardpoint Tree Structure Tool
 
Here is the emitter sprite file form A1 (Armada)

sprite_table

# texture definitions
#------------------------------------------------------------

@tmaterial=additive

@reference=64
softdot xparticle 0 0 32 32
steam xparticle 0 32 32 32
star xparticle 32 0 32 32
spore xparticle 32 32 32 32

@reference=128
plasma xsmoke 0 0 32 32 @anim=tex4x4_smoke
riftex mnebula5 64 64 64 64

# sprite_node definitions
#------------------------------------------------------------

@sprite_node ventplas plasma fade3 (2,2) (1,1,1) billboard
@sprite_node test plasma fade4 (2,2) (1,1,1) billboard
@sprite_node nebula1 steam inoutpurple (8,8) (0,0,0) billboard
@sprite_node gatesprite steam gatefade4 (0.5,0.5) (1,1,1) billboard
@sprite_node nebula2 spore inoutred (8,8) (0,0,0) billboard
@sprite_node spores xspark const (3,3) (0.75,0.2,1.0) billboard
@sprite_node hulleatspores spore const (3,3) (0.75,0.2,0.0) billboard
@sprite_node ventgas steam steamfade2 (1.2,1.2) (1,1,1) billboard
@sprite_node exhaust steam gasfade3 (2,2) (1,1,1) billboard
@sprite_node contrail softdot fadefast.25 (1.5,1.5) (1,1,1) billboard
@sprite_node thruster softdot fadefast.25 (0.5,0.5) (1,1,1) billboard
@sprite_node stars star overfade4 (5,5) (0.2,0.2,1.0) billboard
@sprite_node wormsprite softdot fadeblue3 (2,2) (1,1,1) billboard
@sprite_node rift softdot riftfade4 (1,1) (1,1,1) billboard
@sprite_node chunk plasma fade3 (0.3,0.3) (1,1,1) billboard
@sprite_node gemsprite spore gemfade2 (3,3) (1,1,1) billboard
@sprite_node redtrail softdot redfade1 (3.5,3.5) (1,1,1) billboard
@sprite_node starfade star fadeyellow3 (5,5) (1.0,1.0,0.0) billboard

##### RIFT EMMITTER #####

@emitter rift
type=spray
pixel=(0.9,0.7,0.1)
sprite=rift
expansion_rate=1.5
firing_period=0.15
lifespan=4
velocity=12
spread_angle=3.0
@end_emitter

@emitter riftcloud
type=cloud
pixel=(0.9,0.1,0.1)
sprite=stars
expansion_rate=-0.25
velocity=0.25
lifespan=3.99
particle_count=30
cloud_radius=20
@end_emitter


# Chunk emitters
# ==============

@emitter chunk1_disabled
type=spray
pixel=(1.0,0.6,0.1)
sprite=chunk
expansion_rate=0.7
firing_period=0.15
lifespan=1.0
velocity=0.0
spread_angle=3.0
@end_emitter

# Latinum spray for freighters
# ============================

@emitter latinum_spray
type=spray
pixel=(0.9,0.1,0.1)
sprite=starfade
expansion_rate=1.3
firing_period=0.15
lifespan=2.99
velocity=8.0
spread_angle=10.0
@end_emitter



# Damage smoke emitter
# ====================

# Note: lifespan/velocity = texture animation period for once complete cycle per particle

@emitter test_cloud
type=cloud
pixel=(0.9,0.9,0.2)
sprite=exhaust
pixel=(1,0,0)
expansion_rate=1.2
velocity=0.5
lifespan=5
particle_count=30
cloud_radius=20
@end_emitter

@emitter smoke
type=spray
pixel=(0.6,0.6,0.6)
sprite=test # this is the sprite_node #
expansion_rate=1.3
firing_period=0.15
lifespan=3.9
velocity=10.0
spread_angle=5.0
@end_emitter


##### Damage emitters #########

#Venting Plasma#

@emitter plasmasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter plasmamed
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter plasmalrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter




@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

# Venting Gas#



@emitter steamtiny
type=spray
pixel=(4.3,0.3,0.3)
sprite=ventgas
expansion_rate=.1
firing_period=0.15
lifespan=1.999
velocity=4.0
spread_angle=2.0
@end_emitter


@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steammed
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.2
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steamlrg
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.3
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steamxl
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.4
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


# Special Weapons Emitters
# ========================

# Borg bore emitters
# ==================

@emitter borgbore_beam
type=beam
sprite=wborgbpart
expansion_rate=0.0
firing_period=0.15
velocity=10.0
@end_emitter


# Computer override emitters
# ---------------------------------------------

@emitter override
type=cloud
sprite=stars
expansion_rate=-0.25
velocity=0.25
lifespan=3.99
particle_count=15
cloud_radius=20
@end_emitter


# Micro-organism emitter
# ----------------------

@emitter microorg
type=cloud
sprite=spores
expansion_rate=-0.25
velocity=0.25
lifespan=2
particle_count=15
cloud_radius=20
@end_emitter

# Micro-organism emitter
# ----------------------

@emitter psiondis
type=cloud
sprite=spores
expansion_rate=-0.5
velocity=0.5
lifespan=4
particle_count=30
cloud_radius=50
@end_emitter

# Micro-organism emitter for Cardassians
# ----------------------

@emitter microor2
type=cloud
sprite=hulleatspores
expansion_rate=-0.35
velocity=0.15
lifespan=2
particle_count=18
cloud_radius=50
@end_emitter




# Chain reaction pulsar trail
# ---------------------------

@emitter crpulsar
type=spray
pixel=(0.9,0.9,0.2)
sprite=redtrail
expansion_rate=-1.02
firing_period=0.15
lifespan=0.79
velocity=0.01
spread_angle=20
@end_emitter


# Gemini effect trail
# -------------------

@emitter gemini
type=spray
pixel=(0.9,0.7,0.2)
sprite=gemsprite
expansion_rate=-1.25
firing_period=0.15
lifespan=1.99
velocity=0
spread_angle=30
@end_emitter




#Blue contrail emitter#
#-------------------------------------

@emitter contrail
type=spray
sprite=thruster
expansion_rate=-0.5
firing_period=0.15
lifespan=0.249
velocity=0.0
spread_angle=0
@end_emitter

@emitter rocket
type=spray
sprite=contrail
expansion_rate=-1.25
firing_period=0.15
lifespan=0.249
velocity=0
spread_angle=0
@end_emitter

#Nebula1 emitter#
#-------------------------------------

@emitter neb1
type=cloud
sprite=nebula1
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=20
cloud_radius=75
@end_emitter

@emitter neb2
type=cloud
sprite=nebula2
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=20
cloud_radius=75
@end_emitter



# Gate Emitters
#-------------------------------------------------

@emitter premgate
type=spray
pixel=(0.1,0.8,0.9)
sprite=gatesprite
expansion_rate=1.9
firing_period=0.15
lifespan=3.99
velocity=12
spread_angle=3
@end_emitter

#this emitter has been disabled
#@emitter worm
#type=spray
#pixel=(0.1,0.1,0.1)
#sprite=wormsprite
#expansion_rate=-0.40
#firing_period=0.15
#lifespan=1.999
#velocity=15
#spread_angle=0
#@end_emitter


################################################## #############
# Software nebulae
################################################## #############

@emitter swneb1
type=cloud
pixel=(1,1,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb2
type=cloud
pixel=(1,0,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb3
type=cloud
pixel=(.5,0,1)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb4
type=cloud
pixel=(0,1,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb5
type=cloud
pixel=(0,0.3,1)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

################################################## #################
@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard

@emitter plasmasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmamed
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmalrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard

@emitter steamtiny
type=spray
pixel=(4.3,0.3,0.3)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=4.0
spread_angle=2.0
@end_emitter

@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steammed
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.2
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamlrg
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.3
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamxl
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.4
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard
############################{bah}################# ##################

pepperman October 22nd, 2010 07:45 PM

Re: Joint/Hardpoint Tree Structure Tool
 
Here is the emitter sprite file from A2

sprite_table

# texture definitions
#------------------------------------------------------------

@tmaterial=additive

@reference=64
softdot xparticle 0 0 32 32
steam xparticle 0 32 32 32
star xparticle 32 0 32 32
spore xparticle 32 32 32 32

@reference=128
plasma xsmoke 0 0 32 32 @anim=tex4x4_smoke
riftex mnebula5 64 64 64 64

# sprite_node definitions
#------------------------------------------------------------

@sprite_node ventplas plasma fade3 (2,2) (1,1,1) billboard
@sprite_node test plasma fade4 (2,2) (1,1,1) billboard
@sprite_node nebula1 steam inoutpurple (8,8) (0,0,0) billboard
@sprite_node gatesprite steam gatefade4 (0.5,0.5) (1,1,1) billboard
@sprite_node nebula2 spore inoutred (8,8) (0,0,0) billboard
@sprite_node spores xspark const (3,3) (0.75,0.2,1.0) billboard
@sprite_node hulleatspores spore const (3,3) (0.75,0.2,0.0) billboard
@sprite_node ventgas steam steamfade2 (1.2,1.2) (1,1,1) billboard
@sprite_node exhaust steam gasfade3 (2,2) (1,1,1) billboard
@sprite_node contrail softdot fadefast.25 (1.5,1.5) (1,1,1) billboard
@sprite_node thruster softdot fadefast.25 (0.5,0.5) (1,1,1) billboard
@sprite_node stars star overfade4 (5,5) (0.2,0.2,1.0) billboard
@sprite_node wormsprite softdot fadeblue3 (2,2) (1,1,1) billboard
@sprite_node rift softdot riftfade4 (1,1) (1,1,1) billboard
@sprite_node chunk plasma fade3 (0.3,0.3) (1,1,1) billboard
@sprite_node gemsprite spore gemfade2 (3,3) (1,1,1) billboard
@sprite_node redtrail softdot redfade1 (3.5,3.5) (1,1,1) billboard
@sprite_node starfade star fadeyellow3 (5,5) (1.0,1.0,0.0) billboard

##### RIFT EMMITTER #####

@emitter rift
type=spray
pixel=(0.9,0.7,0.1)
sprite=rift
expansion_rate=1.5
firing_period=0.15
lifespan=4
velocity=12
spread_angle=3.0
@end_emitter

@emitter riftcloud
type=cloud
pixel=(0.9,0.1,0.1)
sprite=stars
expansion_rate=-0.25
velocity=0.25
lifespan=3.99
particle_count=30
cloud_radius=20
@end_emitter


# Chunk emitters
# ==============

@emitter chunk1_disabled
type=spray
pixel=(1.0,0.6,0.1)
sprite=chunk
expansion_rate=0.7
firing_period=0.15
lifespan=1.0
velocity=0.0
spread_angle=3.0
@end_emitter

# Latinum spray for freighters
# ============================

@emitter latinum_spray
type=spray
pixel=(0.9,0.1,0.1)
sprite=starfade
expansion_rate=1.3
firing_period=0.15
lifespan=2.99
velocity=8.0
spread_angle=10.0
@end_emitter



# Damage smoke emitter
# ====================

# Note: lifespan/velocity = texture animation period for once complete cycle per particle

@emitter test_cloud
type=cloud
pixel=(0.9,0.9,0.2)
sprite=exhaust
pixel=(1,0,0)
expansion_rate=1.2
velocity=0.5
lifespan=5
particle_count=30
cloud_radius=20
@end_emitter

@emitter smoke
type=spray
pixel=(0.6,0.6,0.6)
sprite=test # this is the sprite_node #
expansion_rate=1.3
firing_period=0.15
lifespan=3.9
velocity=10.0
spread_angle=5.0
@end_emitter


##### Damage emitters #########

#Venting Plasma#

@emitter plasmasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter plasmamed
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter plasmalrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter




@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=ventplas
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

# Venting Gas#



@emitter steamtiny
type=spray
pixel=(4.3,0.3,0.3)
sprite=ventgas
expansion_rate=.1
firing_period=0.15
lifespan=1.999
velocity=4.0
spread_angle=2.0
@end_emitter


@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steammed
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.2
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steamlrg
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.3
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


@emitter steamxl
type=spray
pixel=(0.1,0.3,0.9)
sprite=ventgas
expansion_rate=1.4
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter


# Special Weapons Emitters
# ========================

# Borg bore emitters
# ==================

@emitter borgbore_beam
type=beam
sprite=wborgbpart
expansion_rate=0.0
firing_period=0.15
velocity=10.0
@end_emitter


# Computer override emitters
# ---------------------------------------------

@emitter override
type=cloud
sprite=stars
expansion_rate=-0.25
velocity=0.25
lifespan=3.99
particle_count=15
cloud_radius=20
@end_emitter


# Micro-organism emitter
# ----------------------

@emitter microorg
type=cloud
sprite=spores
expansion_rate=-0.25
velocity=0.25
lifespan=2
particle_count=15
cloud_radius=20
@end_emitter

# Micro-organism emitter
# ----------------------

@emitter psiondis
type=cloud
sprite=spores
expansion_rate=-0.5
velocity=0.5
lifespan=4
particle_count=30
cloud_radius=50
@end_emitter

# Micro-organism emitter for Cardassians
# ----------------------

@emitter microor2
type=cloud
sprite=hulleatspores
expansion_rate=-0.35
velocity=0.15
lifespan=2
particle_count=18
cloud_radius=50
@end_emitter




# Chain reaction pulsar trail
# ---------------------------

@emitter crpulsar
type=spray
pixel=(0.9,0.9,0.2)
sprite=redtrail
expansion_rate=-1.02
firing_period=0.15
lifespan=0.79
velocity=0.01
spread_angle=20
@end_emitter


# Gemini effect trail
# -------------------

@emitter gemini
type=spray
pixel=(0.9,0.7,0.2)
sprite=gemsprite
expansion_rate=-1.25
firing_period=0.15
lifespan=1.99
velocity=0
spread_angle=30
@end_emitter




#Blue contrail emitter#
#-------------------------------------

@emitter contrail
type=spray
sprite=thruster
expansion_rate=-0.5
firing_period=0.15
lifespan=0.249
velocity=0.0
spread_angle=0
@end_emitter

@emitter rocket
type=spray
sprite=contrail
expansion_rate=-1.25
firing_period=0.15
lifespan=0.249
velocity=0
spread_angle=0
@end_emitter

#Nebula1 emitter#
#-------------------------------------

@emitter neb1
type=cloud
sprite=nebula1
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=20
cloud_radius=75
@end_emitter

@emitter neb2
type=cloud
sprite=nebula2
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=20
cloud_radius=75
@end_emitter



# Gate Emitters
#-------------------------------------------------

@emitter premgate
type=spray
pixel=(0.1,0.8,0.9)
sprite=gatesprite
expansion_rate=1.9
firing_period=0.15
lifespan=3.99
velocity=12
spread_angle=3
@end_emitter

#this emitter has been disabled
#@emitter worm
#type=spray
#pixel=(0.1,0.1,0.1)
#sprite=wormsprite
#expansion_rate=-0.40
#firing_period=0.15
#lifespan=1.999
#velocity=15
#spread_angle=0
#@end_emitter


################################################## #############
# Software nebulae
################################################## #############

@emitter swneb1
type=cloud
pixel=(1,1,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb2
type=cloud
pixel=(1,0,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb3
type=cloud
pixel=(.5,0,1)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb4
type=cloud
pixel=(0,1,0)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

@emitter swneb5
type=cloud
pixel=(0,0.3,1)
expansion_rate=3.0
velocity=0.25
lifespan=10
particle_count=100
cloud_radius=250
@end_emitter

################################################## #################
@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard

@emitter plasmasml
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.1
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmamed
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.2
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmalrg
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.3
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard

@emitter steamtiny
type=spray
pixel=(4.3,0.3,0.3)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=4.0
spread_angle=2.0
@end_emitter

@emitter steamsml
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.1
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steammed
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.2
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamlrg
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.3
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter steamxl
type=spray
pixel=(0.1,0.3,0.9)
sprite=nanogas
expansion_rate=1.4
firing_period=0.15
lifespan=1.999
velocity=8.0
spread_angle=5.0
@end_emitter

@emitter plasmaxl
type=spray
pixel=(0.9,0.9,0.2)
sprite=nanoplasma
expansion_rate=1.4
firing_period=0.15
lifespan=2.999
velocity=8.0
spread_angle=5.0
@end_emitter

@sprite_node nanogas nanovent const (3,3) (0,0.2,1) billboard
@sprite_node nanoplasma nanovent const (3,3) (1,0.4,0) billboard
############################{bah}################# ##################

Muldrf November 9th, 2010 01:43 PM

Re: Joint/Hardpoint Tree Structure Tool
 
For Armada/Armada 2. Are any emitters other than the "plasma" and "steam" series used during hard pointing?

such as "plasmasml, plasmalrg, steamsml, steamtiny, steamlrg"?


--

Are the lights such as "color" and "constant or strobe" like they are in legacy?
"whitestrobe"
"greenconst"

Blue, Green, Red, White, Yellow, Amber I believe are the legacy defaults. Then there are large variants of each one as well... "blueconstbig" I believe for example.

Also for Lights can the "color" and "strobe patterns" defined as in legacy? For Legacy they are defined by entering specific data in to the "comment" of the particular joint in milkshape.

----


I don't have the game, so I would have no way of beta testing it. If a modder out there wants to test out a beta version I could put one together for you though, just let me know. Without a beta tester/user I won't be making any betas, I will just make a release version once the Legacy tool is fully debugged and do my best to set it up with what data I have and hope it works as I have no way of being sure myself.

F/\}{IŽ3$ November 10th, 2010 10:16 AM

Re: Joint/Hardpoint Tree Structure Tool
 
Quote:

Originally Posted by Muldrf (Post 5421954)
For Armada/Armada 2. Are any emitters other than the "plasma" and "steam" series used during hard pointing?

such as "plasmasml, plasmalrg, steamsml, steamtiny, steamlrg"?


--

Are the lights such as "color" and "constant or strobe" like they are in legacy?
"whitestrobe"
"greenconst"

Blue, Green, Red, White, Yellow, Amber I believe are the legacy defaults. Then there are large variants of each one as well... "blueconstbig" I believe for example.

Also for Lights can the "color" and "strobe patterns" defined as in legacy? For Legacy they are defined by entering specific data in to the "comment" of the particular joint in milkshape.

----


I don't have the game, so I would have no way of beta testing it. If a modder out there wants to test out a beta version I could put one together for you though, just let me know. Without a beta tester/user I won't be making any betas, I will just make a release version once the Legacy tool is fully debugged and do my best to set it up with what data I have and hope it works as I have no way of being sure myself.

Its pretty close to the legacy nodes.

Here is a list of sprites that are used in A2. There are more in the sprites file, but only one or two ships use them, so modders usually ignore them. No guarantee here..

btw. as a modder you can easily add new sprites to the game, so your program needs an option to add sprites other than the standard sprites.

emitters:
plasmasml
plasmamed
plasmalrg
plasmaxl
steamtiny
steamsml
steammed
steamlrg
steamxl

Lights:
blueconst
blueconstbig
bluestrobe
bluestrobebig
greenconst
greenconstbig
greenstrobe
greenstrobebig
redconst
redconstbig
redstrobe
redstrobebig
whiteconst
whiteconstbig
whitestrobe
whitestrobe2
whitestrobebig
yellowconst
yellowconstbig
yellowstrobe
yellowstrobebig
bigbillboard

If you want the full list, you could ask for the sprite files.
I believe that they are released on a2files.

Muldrf November 12th, 2010 02:52 PM

Re: Joint/Hardpoint Tree Structure Tool
 
Thanks. The lists are for populating dropdown/combo boxes to make name selections quicker and easier. If someone wants to enter something not listed they can always type it directly into the box.

Muldrf April 13th, 2011 11:46 AM

Re: Joint/Hardpoint Tree Structure Tool
 
Been quite awhile. Been busy with other things and Legacy work. But here is a video showing usage of the hardpoint/joint tool as it's rigged for Legacy at this time so some options are slightly different than they would be for Armada I/II.

YouTube - Star Trek Legacy Modding Guide: LMTools Ship Hardpointing


Does it look helpful and would anyone be interested in using it? I'm to used to getting very mild responses when I release tools, and generally have the impression I wasted time putting them together and out to the general public. This more so in this case, because for Legacy I actually use the tools personally, while in this case I would not use it as I don't mod Armada.


Basically the tool lets you start with an empty joint tree, then populate it with the mesh groups and stick on any other joints you will need. Then you import them into your model. Any location based joints then get relocated in milkshape. If you then want to go back and do modifications by adding some joints etc you can either do it manually in milkshape (what a pain) or export the existing tree back to the tool and add the joints and reimport it into milkshape as seen in the video.

I almost always go back to the tool to add more joints as it only takes seconds to do if I have the tool open. Where messing with milkshape selecting the right joint, then placing the new one and renaming it is a bit annoying to me. Kind of spoiled maybe, but if they are mesh joints then it is very easy to get them rotated or out of place when doing it in milkshape, but in the tool you always place them perfectly at 0,0,0 and no rotation. I have finalized porting of models that were originally done by other people and on a number of times that they have had mesh joints (m_) slightly out of place.

starfox1701 April 13th, 2011 01:15 PM

Re: Joint/Hardpoint Tree Structure Tool
 
Hell yea I would use that. Great work!!!:stallard:

As for a luk warm respons remeber that your tool is actualy aimed at a small percentage of moders out ther as not all moders do full conversions or new build models. Other then making lives like mine easier the real value of such tools is that they encourage others to start this kind of moding. This covers both modeling and programing; skills that are always in uber high demand. Think about it you could be the insperation for the next DJ Curtis, Rick Knox, or Dasher 42.=p

Dan1025 April 13th, 2011 03:33 PM

Re: Joint/Hardpoint Tree Structure Tool
 
Great work, I'd certainly use it! Anything that makes hardpointing quicker/easier/less painful is a huge plus in my book :)

I often find it to be the most boring part of modding and it actually puts me off working on a mod when I have a lot of models to get ingame at once.

Dominus_Noctis April 14th, 2011 05:16 AM

Re: Joint/Hardpoint Tree Structure Tool
 
Looks great :) . I'll try to advertise it where I can :nodding:

Muldrf April 14th, 2011 11:11 AM

Re: Joint/Hardpoint Tree Structure Tool
 
When I get a bit of free programming time away from the kids I'll see about putting a beta together.

Biggest things are ripping it out of the LMTools to a stand alone setup. Then switching over the default tree structure. Then making alterations to the preset entries.

I take it that the sod exporters do not use "comments" for the light sprites like Legacy does. That's the Color/Intensity and Pattern fields.

The other thing was the Command Nodes. c_ they could be added or as they sound like they aren't generally used, could be put in the "Custom Named Joint" box with manual entry of the prefix.

Someone from fleet ops got back to me initially, but didn't respond after that. So a Fleetops specific base tree and sprites might be something for later down the road if there is call for it too and I can get the info I need.

Basically the tool wasn't 100% functional last I posted, but was getting close. Far easier to do the programming once and not try to keep two very similar tools up to date. While not perfect, it should be solid enough to need minimal modification at this point.


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