Bridge Commander Central
		BC Forums => BC Modding => Topic started by: Billz on January 09, 2009, 07:16:08 PM
		
			
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				Is there a way for it to be made to work on the Miranda class pack instead of using MVAM?
 
 I'd be willing to do it myself if no-one is interested. I'd have to learn how first though lol.
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				It's a plugin for FTech, so it can be added to any ship. It won't even be an error if an install doesn't have the tech, and a user tries the ship.
 
 Look in the/a ship plugin that uses this script for an example.
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				It's a plugin for FTech, so it can be added to any ship. It won't even be an error if an install doesn't have the tech, and a user tries the ship.
 
 Look in the/a ship plugin that uses this script for an example.
 
 
 Found the FTech script. Its for Adonis's Ashton.
 http://bridgecommander.filefront.com/file/Ashton_Class_Science_Vessel;84345
 
 I just had a look at the textures for the Miranda pack (http://bridgecommander.filefront.com/file/ZZs_Miranda_Pack;50253) and none of them contain 2 texture files of a single ship at different modes (warp or non warp).
 
 And the warp glow texture isn't in its own file. whichever ship has them, they are in a texture file that the ship uses for other textures aswell so it makes converting this pack that much more difficult.
 
 :headache
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				Well, the Ashton was designed with that mod in mind.
 
 
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				I know. I also understand how that FTech script works.
 
 What isnt avaliable to me is a warp grill texture for the Miranda ships in an active and non-active state.
 
 Like I said, the warp grill textures are in a file with other textures used on other parts of the ships. And not all the ships have active warp grill textures in the folder, even though they have them after using MVAM in-game.
 
 If I had those, and a little while to change the way textures are mapped on the Miranda's from the pack, I would've done it fairly easily and released it to the public, provided if I could get ahold of permission from Zambie Zan.
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				Well, under the covers it uses the same technique that SDT uses for map swapping. Which means you can point it to any texture you want (within the BC directory) and if that texture isn't present, then nothing gets swapped. The internal state of the script will be messed up, but that's a really small price to pay (and really, really, hard to detect otherwise). So, provided that the end user has all ships installed, you can set it up so that it will work.