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-   -   Basic torpedo question (http://forums.filefront.com/st-bc-problems-errors-help/314996-basic-torpedo-question.html)

Lennis May 23rd, 2007 01:54 AM

Basic torpedo question
 
I am now at the point where I am trying to alter the graphical characteristics of torpedoes with the projectile script files. Ideally, I would just use the ones that came with KM 0.9, but I can't because I am using modified data. I only have pyc files for the KM originals, and I can't read or alter those with wordpad.:( (Is there any way to dechipher these core files without the original .py?) So I scavenged a TMP projectile script from someone else's ship pack and am using that as a base for making other torpedo types. But I assigned a different tga file (the KM original) to the script of my current weapon, and now the torpedo doesn't look right. It is smaller than the KM torpedo and too dim compared with the TMP torp I scavenged. I don't know how to change these characteristics, as I'm not sure which number is what. Here is the relevant part of the file (I think).

import App
def Create(pTorp):
kGlowColor = App.TGColorA()
kGlowColor.SetRGBA(255.0 / 255.0, 45.0 / 255.0, 0.0, 1.000000)
kCoreColor = App.TGColorA()
kCoreColor.SetRGBA(255.0 / 255.0, 252.0 / 255.0, 100.0 / 255.0, 1.000000)
# Params are:
pTorp.CreateTorpedoModel(
"data/Textures/Tactical/CAKlingon.tga",
kCoreColor,
0.1,
1.0,
"data/Textures/Tactical/TorpedoGlow.tga",
kGlowColor,
1.0,
0.7,
0.7,
"data/Textures/Tactical/TorpedoFlares.tga",
kGlowColor,
20,
0.45,
0.15)

Thanks in advance if anyone can help.

Henze May 23rd, 2007 04:00 AM

try to open in mpe and save directly without editing anything in it,

i know mpe is not designed for torpedoes, but it works with pycs as well, and if you save them they will be saved in plain text: the py extension ;)

it works with ship hardpoints, but i don't know if it works with the torpedo script files....

and most of the time the color order is R G B


not shure if this is the case here, and don't know what the A means in the Kcolor.set value...

hope someone else can point that part out, otherwise just try for a while :P

MScott May 23rd, 2007 04:27 AM

Not sure about that...
 
quote:

"it works with ship hardpoints, but i don't know if it works with the torpedo script files"

It's worth a try, but I'm not sure if that will work. The torpedoes and some of my hardpoint ideas all start with a hardpoint pack that contains all uncompiled python HP's and torps. It can be located at:

hardpoint pack11, Bridge Commander Downloads, Bridge Commander Weapons Mod

Also there are some good tutorials in the stickied threads. :cool:

JimmyB76 May 23rd, 2007 04:55 AM

also - use notepad... not wordpad...
and you might want to go thru BCU - all those things are described in depth... with a little bit of research on your end, youll no doubt find all the answers you need :)
if youre still stuck, try posting at BCC...

mitchhankins May 23rd, 2007 06:32 AM

Quote:

Originally Posted by JimmyB76 (Post 3695082)
also - use notepad... not wordpad...
and you might want to go thru BCU - all those things are described in depth... with a little bit of research on your end, youll no doubt find all the answers you need :)
if youre still stuck, try posting at BCC...

OMG jimmy where's your avatar and did you get promoted? congrats lol

ok back on topic:
No MPE can't be used for torps, hp only, trust me I've tried, Defiant had somekind of decreption engine google it;)

like jimmy said, search bcc or something

JimmyB76 May 23rd, 2007 06:46 AM

actually, i resigned from moderating the BC-section here at FF... im still onstaff at BCFiles, tho, which is why i have the FF Network Staff title...
i made a thread about it in the General Yib-Yab (Off Topic) Forum lol
my avatar, i just decided id wait until i got a better pic of my cat lol :)

mitchhankins May 23rd, 2007 07:08 AM

Quote:

Originally Posted by JimmyB76 (Post 3695196)
actually, i resigned from moderating the BC-section here at FF... im still onstaff at BCFiles, tho, which is why i have the FF Network Staff title...
i made a thread about it in the General Yib-Yab (Off Topic) Forum lol
my avatar, i just decided id wait until i got a better pic of my cat lol :)

ok I see, I'll read it then;)

Lennis May 23rd, 2007 09:19 AM

Notepad gives me even more unrecognizable gibberish than Wordpad. The data I need the most, numbers, are still encoded. I guess I'll have to search BCU, though I don't relish spending the rest of my evening searching through posts again.

(EDIT) I found what I was looking for almost immediately. I don't usually have that kind of luck researching. Here is the post in question, and I'll let you know what happens. Thanks again.

Bridge Commander Universe :: View topic - Guide: Torpedo Modding

MScott May 23rd, 2007 09:44 AM

I was wrong...
 
Yes, this is it. Dragon is the king of this stuff. I thought I saw this in a stickied thread, did'nt mean to mislead. Glad you found it and that it was helpful though. What kind of torpedoes are you making? I'm currently working on some Dominion modified tricobalt and some Klingon and Romulan phased plasma torps. Maybe we could exchange ideas.:cool:

Lennis May 24th, 2007 10:53 AM

My objective was fairly simple. Create different torpedo types for the TMP-era for gameplay balance. They have no special characteristics. This torpedo I wanted to create was specifically for the B'rel. It does 600 damage compared to the Federation Mark IV's 500 and has slightly better guidance and launch speed. I also intend to create a D-7 torpedo that also does 600 damage, but has inferior guidance to the Mark IV.

Both torpedoes are descended from the same core file, which I got from the Akula TMP ship pack. I believe the file is by Ducat. I played around with it using the textures from the KM original - with help from that sticky - but couldn't get the glow to look the same as it did in KM. So I decided to use Ducat's texture instead - which I do think is better - but I'm already using that for the Federation Mark IV. I'd like some variety in my torps, if possible. I changed the B'rel torp color to match what was seen in ST:III to differerentiate the two.

I just remembered that I have a seperate BC folder with DS9FX installed, and I believe that mod has the weapon .py files. I should be able to use those textures in the future. Still, reading that sticky was a great help. Now the only question is, with KM 1.0 coming out soon, will I want to mod anything else before then?:)

MScott May 24th, 2007 05:34 PM

quote:

"Now the only question is, with KM 1.0 coming out soon, will I want to mod anything else before then"?

You can still release the mod before KM is and always make a version 2.0 or something later.

Lennis May 25th, 2007 08:23 PM

Huh?! Release it?! My friend, I am nowhere close to finishing this.:lol: And even if I were, there is protocol to consider. I'm taking bits and pieces of other people's ships and various other mods and putting them into one combined mod rebalanced by me. It's one thing to do that solely for your own personal Bridge Commander game, it's quite another to make that mod public without asking permission of the guys who do the really hard work of modeling, texturing, and programming new gameplay elements. That stuff is way beyond my talents. Without the efforts of those modding gods, I wouldn't be able to do anything at all. Basically, this is just a rebalance of KM 0.9 with a whole bunch of extra ships, particularly from the TMP era. The biggest visual difference from KM 0.9 is in the TGL work. That is an element many modders neglect, and I think I have something to offer in that department.

If I were to actually release this at some future date, I would do so via Defiant and the other major players behind the KM project - meaning I would want them to approve my work before going public. It's their mod. But I'm getting ahead of myself. That's still many months away.

(and we're getting off-topic here):cool:

MScott May 25th, 2007 08:55 PM

I must have misunderstood you. I thought you meant you were making this from scratch and that having them complete when released was the decisive factor, not permission from original authors.(something you should always get):cool:

glenflet May 27th, 2007 12:29 AM

Torpedo Script structure
 
The Torpedo colours are 4 values between 0 and 1, in the order RED GREEN BLUE ALPHA
Alpha set the transparenty 0 is transpaent
the following creats the torpedo
pTorp.CreateTorpedoModel(
Core Texture,
Core Colour,
Core Mim Radius (I Think),
Core Max Radius (I Think),
Glow Texture,
Glow Colour,
Glow radius (I Think),
Glow Fluxation (I Think),
Glow Fade Rate (I Think),
Flare Texture,
Flare Colour,
Number of Flares,
Flare Length,
Flare Radius or Diameter, possibly width)

The best way to work it out is to change one value at a time by a large amount and see what happens.

MScott May 27th, 2007 05:55 AM

Works both ways...
 
A lot of torpedoes, phasers, shields etc. set the color value from 0.0 to 255.0 for the RBGA entry. While I've seen 0 to 1 as the range, I have'nt seen it as often.:cool:


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