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BC Forums => BC Modding => Topic started by: Karronade on September 05, 2010, 09:56:43 AM

Title: Karronade Soft BC Modding
Post by: Karronade on September 05, 2010, 09:56:43 AM
Hello folks, I'm Karronade. I'm a newcomming scripter for STBC. All I can for now is to read scripts and combine two different scripts of the same file and combine them to a single one so that this file is working on several installs quite good, like I did with the "karronade accelerated Intercept mod". I can't write scriptfiles from scratch, unless using a programm like MPE, but that will change soon.

I will do quality mods, this means that the models will work Ingame perfectly and not only looking extraordinary ingame but they are full of bugs and only the half of the promised functions will work correctly. My mods will be entirely beta tested, e.g. I waited over a year before releasing my accelerated intercept mod, making sure that this mod is working correctly.

My former Work here for the BC - Community:

The Wraith Cruiser

The Ancient City + Atliantis Shippack

Moonraker from 007

Discovery, a NASA Spaceshuttle

CK Valentine + Yamato Shippack

Starwars Hyperdrivemod

and

Karronades accelerated intercept mod

I Have no clou about doing textures and models, so all above mentioned ships are done by others, but scripted by me. I have some ideas, what I want to add to STBC but I can't do that without the help of someone who makes me the models/textures. So I'm looking for someone how will work with me together. If you're looking for a good scripter and you don't know about programming STBC, I will do it for you and help you finishing your project and in return you could make a model with textures for me ;) to realise my projects.

Now I will overwork the scriptfiles from the Wraith Cruiser, the Ancient City Shippack and the CK Valentine + Yamato Shippack.

The Overwork for the Stargate ships is nearly finished. The features I give the Wraith Cruiser are ablative armor and hyperdrive (but there will be stilll a warp-only version for those who have no Stargateshippack V 3.0 installed ;) )and for the Ancient Cities I will add hyperdrive engines instead of warp. I will release these in a couple of days.

The changes I do to the Valentine is to strengthen the multivectral shield and to hammer out some issues with the ablative armor, because the aft section doesn't have an ablative armor yet and I don't know why :idk: .

After that I will start at my so called "dream": A Space Patrol shippack

I did already a model: The Schnelllaeufer, a supernova, but I'm not satisfied with my textures. This should be released as a spinn off for an upcomming Space Patrol shippack. Ingame it looks like this:

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot027.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot026.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot028.jpg)

And it should look like this [The Video is quite long but there are the best scenes in it showing the supernova]:



Is there a chance showing the supernova Ingame like shown it in the video? Or to even make a better texture for it than mine? I did simpy a screenshot from a scene and used this for the texture....

I also have an unfinished model of the Orionclass CyAnide did, but he missunderstands some footage I send him. Maybe he or someone else can correct that? You see, I need help and I appreciate everyone, who's working with me on these projects  :yay:  :bow:
Title: Re: Karronade Soft BC Modding
Post by: FekLeyr Targ on September 10, 2010, 04:05:31 PM
I look forward to your Orion pack. I think it's about time someone brings Raumpatrouille Orion to Bridge Commander.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on September 11, 2010, 01:13:48 PM
So, the Wrait Cruiser is out now and will be downloadable in a few hours.

I hope you will enjoy the new features I added to this ship ;) .

This brings me to the next point on my list: The Valentine an Yamato. The Valentine actually doesn't have an ablative armor on the Stardrive Hull, although there is a correct named Hulltemplate and this template is correctly named in the ships plugin-file:

Code: [Select]
Foundation.ShipDef.CKValentine.dTechs = { 'Fed Ablative Armor': {'Plates': ['Saucer Armor','Stardrive Armor']}}
Here is a screenie from the MPE with these two templates:

(http://i913.photobucket.com/albums/ac333/Karronade/Aufnahme1-6.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/Aufnahme2-4.jpg)

What did I do wrong??
Title: Re: Karronade Soft BC Modding
Post by: CyAn1d3 on September 11, 2010, 01:28:51 PM
uhhh.... would you prefer the new valentine?  :D
i kinda scrapped it in lieu of the MKII galaxys, but since your messing with the original i figured you may prefer the up to date one  :idk:

lemme know and ill send you the materials & nifs, if you wanna do anything to the texures feel free.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on September 11, 2010, 01:33:30 PM
You're doing a new one?  :drool:

Edit: All I want to do is changing my scripts a bit so that everything is fully functional; but if yozu're really doing a new one, let me know...
Title: Re: Karronade Soft BC Modding
Post by: CyAn1d3 on September 11, 2010, 01:39:45 PM
well not doing... more like did and been sitting for awhile....  :hide  :D
but everythings done, fresh(er) textures and better mapped... i dont know if i ever exported it to nif tho....
Title: Re: Karronade Soft BC Modding
Post by: CyAn1d3 on September 11, 2010, 01:41:20 PM
owait.... i did
Title: Re: Karronade Soft BC Modding
Post by: Karronade on September 11, 2010, 01:53:03 PM
Did you still have my e-mail adress??
Title: Re: Karronade Soft BC Modding
Post by: CyAn1d3 on September 11, 2010, 02:06:04 PM
should be in your mailbox soon  ;)
Title: Re: Karronade Soft BC Modding
Post by: dEjavU on September 11, 2010, 02:11:05 PM
Greetings Karronade, I realize that you have an extended to do list there but I was wondering if you might be able to add one more item to it? You see the quantum slipstream drive that's available for BC(despite the many attempts at re-textures)still requires a bit more tweaking. It needs a few more lines of scripting for better angular view during entry and exit off the slipstream tunnel also there hasn't been anything more in development of further trying to rid that mod of the spinning effect when your inside the tunnel, I believe someone already managed to do this unfortunately that improvement never made it to the public.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on September 11, 2010, 02:34:42 PM
@ Cyanide: Your e-mail arrived me but unfortunately without the necessary content  :cry:

@ dEjavU: I think, this is a bit over my art at the moment. Maybe I'm able to correct the viewing points, but taken out the spinning effects during slipstream, I don't know how and when I find the specific lines in the programmcode, what will habppen when I simply delete them? maybe the game will cause a BSOD because something important is missing. Here I should write an extra script for that, something I'm not able to do at this point of my skill...
Title: Re: Karronade Soft BC Modding
Post by: dEjavU on September 12, 2010, 07:35:14 PM
..I've been trying ever since to look for that thread where someone posted a video clip of a fixed version of the tunnel, sorry no luck though  :( if anyone who knows what thread that was on please chime in and help Karronade out with a possible alternative option.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on September 15, 2010, 11:34:30 AM
@ dEjavU: I will do my very best on it ;)

By the way, does anyone have an idea about my problem I wrote in post4?
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 02, 2010, 05:05:34 PM
 :eek Whats this in the Orbit of Jupiter??

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot033.jpg)

"Oh my god, it's full of stars..."
Title: Re: Karronade Soft BC Modding
Post by: JimmyB76 on October 02, 2010, 06:20:27 PM
a big black box is in orbit around Jupiter?
lol j/k :P
Title: Re: Karronade Soft BC Modding
Post by: flarespire on October 02, 2010, 06:54:20 PM
OK that black box is either the game engine having a MASSIVE spazm at you, or the model you use to orbit it is screwed up to hell.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 08:18:45 AM
Does anyone know Stanley Kubrick??? :facepalm:
Title: Re: Karronade Soft BC Modding
Post by: Villain on October 03, 2010, 08:41:21 AM
Actually, I think it (The Monolith) would add a nice little touch to BC. Are you planning Discovery or Space Station One by any chance?
Title: Re: Karronade Soft BC Modding
Post by: King Class Scout on October 03, 2010, 08:46:27 AM
karronade: the movie's 40 years old...you know some people would never have heard of it.

and I vote for the Discovery.  should only make the model for background prop, though.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 08:52:22 AM
 :dance I'm planing a 2001 Shippack with the Discovery, the Pod(s), the Monolith, Aries 1B Lunar Shuttle, Orion III Spaceplane, Moonbus,
Orbital Themonuclear Bombs, Starchild, the 2001 Earth- and Jupiterset.

@ King Class Scout: Yes the movie is about 40 years old but it is a classic. If you are a fan of Sci-Fi you should know it. ;)

To anyone who doesn't know this movie you can watch it on YouTube already:

http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related (http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related)
Title: Re: Karronade Soft BC Modding
Post by: Villain on October 03, 2010, 09:06:51 AM
:dance I'm planing a 2001 Shippack with the Discovery, the Pod(s), the Monolith, Aries 1B Lunar Shuttle, Orion III Spaceplane, Moonbus,
Orbital Themonuclear Bombs, Starchild, the 2001 Earth- and Jupiterset.

@ King Class Scout: Yes the movie is about 40 years old but it is a classic. If you are a fan of Sci-Fi you should know it. ;)

To anyone who doesn't know this movie you can watch it on YouTube already:

http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related (http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related)

Did not know it was up on youtube, would be foaming at the mouth if I didn't buy it as my first dvd when i got that old player  :funny I'd cookie you again for the tip but I have to wait before I can again! The pack sounds like an amazing idea, and gives me a few of my own (retextured slipstream *Cough* :funny)
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 09:48:45 AM
THX for your Cookie :bow: . I knew it since some days ago after finding some free 3D models on the internet. I looked around for the music sequences shown in the film and I found the complete movie on YouTube. I've already recorded the music sequences from there ;) .
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 03, 2010, 11:14:06 AM
So, the Wrait Cruiser is out now and will be downloadable in a few hours.

I hope you will enjoy the new features I added to this ship ;) .

This brings me to the next point on my list: The Valentine an Yamato. The Valentine actually doesn't have an ablative armor on the Stardrive Hull, although there is a correct named Hulltemplate and this template is correctly named in the ships plugin-file:

Code: [Select]
Foundation.ShipDef.CKValentine.dTechs = { 'Fed Ablative Armor': {'Plates': ['Saucer Armor','Stardrive Armor']}}
Here is a screenie from the MPE with these two templates:

What did I do wrong??

Declaring a dictionary as an apple then re-declaring it as an orange, the apple will be lost in there.

Code: [Select]
Foundation.ShipDef.CKValentine.dTechs = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]}}
Foundation.ShipDef.CKValentine.dTechs = { 'Multivectral Shields' : 10 }

Line 1. Declare a dictionary dTech and add FedAblativeArmor tech, should work for about couple of milliseconds.
Line 2. Re-declare the dictionary dTech and add Multivectral Shields to it and dump what the dict had so far.

So in the end the ship ends up with Multivectral shields only.

For such matters you do have BCUT which does write proper code to do this stuff.

You could have either
1) added a new dict entry
Code: [Select]
# declaring the dictionary
d = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]}}
# adding a new entry
d['Multivectral Shields'] = 10
2) Declare the dict with both entries init
Code: [Select]
dict = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]},'Multivectral Shields' : 10  }

Quote
@ dEjavU: I think, this is a bit over my art at the moment. Maybe I'm able to correct the viewing points, but taken out the spinning effects during slipstream, I don't know how and when I find the specific lines in the programmcode, what will habppen when I simply delete them? maybe the game will cause a BSOD because something important is missing. Here I should write an extra script for that, something I'm not able to do at this point of my skill...

While it is absolutely okay and people are absolutely encouraged to provide plugins for mods such as Slipstream, DS9FX, Galaxy Charts, MVAM... Modifying their scripts and source code, then the inevitable redistribution of the modified scripts does require permissions from the people who wrote that code in the first place.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 11:32:55 AM
Aha, THX for your solution for the Ablative armor issue on the Valentine :thumbsup: . I will check this out now.

As far as the slipstream modification is concerned, I'm aware of getting permission from you. I only wrote, what I can technically do and not what I will do without your permission ;).
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 03, 2010, 11:59:57 AM
P.S.

Quote
Maybe I'm able to correct the viewing points, but taken out the spinning effects during slipstream,

Viewpoints are a bit tricky since they use random view selection which act much more like the flyby camera.

Quote
I don't know how and when I find the specific lines in the programmcode, what will habppen when I simply delete them? maybe the game will cause a BSOD because something important is missing

Quote
also there hasn't been anything more in development of further trying to rid that mod of the spinning effect when your inside the tunnel, I believe someone already managed to do this unfortunately that improvement never made it to the public.

This is actually the easiest part, the angular velocity of the tunnel objects must be disabled.

This I already posted long time ago and was and still is available to the public. There are 4 instances which must be disabled:
Code: [Select]
        # Get the ship and rotate it like the Bajoran Wormhole in DS9Set
        fTunnel = MissionLib.GetShip(TunnelString, pDummySet)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel2.EnableCollisionsWith(fTunnel, 0)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel2.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel = MissionLib.GetShip(TunnelString, pSet)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel2.EnableCollisionsWith(fTunnel, 0)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel2.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 02:04:12 PM
Quote
You could have either
1) added a new dict entry
Code: [Select]

# declaring the dictionary
d = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]}}
# adding a new entry
d['Multivectral Shields'] = 10

2) Declare the dict with both entries init
Code: [Select]

dict = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]},'Multivectral Shields' : 10  }

O.K., but why doesn't have the ship no Ablativa Armor now? Before that it had at least Saucer Armor :help:
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 03, 2010, 02:21:54 PM
Post the code you used or the whole ship's plugin.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 03, 2010, 02:30:44 PM
Code: [Select]
#######################################################################################
#  Custom Ship Plugin                                                                 #
#  Created by BC - Mod Packager                                                       #
#  Date: 7/8/2006                                                                    #
#######################################################################################
#                                                                                     #
import Foundation
import App
#                                                                                     #
#######################################################################################
#                                                                                     #
abbrev = 'CKValentine'
iconName = 'CKValentine'
longName = 'CKValentine'
shipFile = 'CKValentine'
menuGroup = 'Fed Ships'
playerMenuGroup = 'Fed Ships'
species = App.SPECIES_GALAXY
#                                                                                     #
#######################################################################################
#                                                                                     #
# Mod Info.  Use this as an opportunity to describe your work in brief.  This may     #
# have use later on for updates and such.                                             #
#                                                                                     #
credits = {
'modName': 'CKValentine',
'author': '',
'version': '1.0',
'sources': [ 'http://' ],
'comments': ''
}
#                                                                                     #
#######################################################################################
#                                                                                     #
# This is the ShipDef that adds the Ship to the game... BC-Mod Packager has           #
# automatically generated the proper ShipDef Line for you.                            #
#                                                                                     #
Foundation.ShipDef.CKValentine = Foundation.FedShipDef(abbrev, species, { 'name': longName, 'iconName': iconName, 'shipFile': shipFile })
Foundation.ShipDef.CKValentine.dTechs = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]},'Multivectral Shields' : 40  }
Foundation.ShipDef.CKValentine.sBridge = 'galaxyrefitbridge'
Foundation.ShipDef.CKValentine.fMaxWarp = 9.99 + 0.0001
Foundation.ShipDef.CKValentine.fCruiseWarp = 7.00 + 0.0001
#                                                                                     #
#######################################################################################
#                                                                                     #
# Uncomment these if you have TGL  
Foundation.ShipDef.CKValentine.hasTGLName = 1
Foundation.ShipDef.CKValentine.hasTGLDesc = 1

# Otherwise, uncomment this and type something in:
# Foundation.ShipDef.CKValentine.desc = 'No Description Available'
#                                                                                     #
#######################################################################################
#                                                                                     #
# These register the ship with the QuickBattle menus.  Don't touch them!!!            #
#                                                                                     #
if menuGroup:           Foundation.ShipDef.CKValentine.RegisterQBShipMenu(menuGroup)
if playerMenuGroup:     Foundation.ShipDef.CKValentine.RegisterQBPlayerShipMenu(playerMenuGroup)

if Foundation.shipList._keyList.has_key(longName):
     Foundation.ShipDef.__dict__[longName].friendlyDetails[2] = Foundation.shipList[longName].friendlyDetails[2]
     Foundation.ShipDef.__dict__[longName].enemyDetails[2] = Foundation.shipList[longName].enemyDetails[2]
#                                                                                     #
#######################################################################################
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 07, 2010, 05:06:02 PM
Define does not have ablative armor...

Is the positioning of the hull props correct (xyz coordinates)?
Is Ftech installed and FedAblativeArmor script available on the installation?
Title: Re: Karronade Soft BC Modding
Post by: dEjavU on October 08, 2010, 03:32:17 PM
..this I already posted long time ago and was and still is available to the public. There are 4 instances which must be disabled:
Code: [Select]
        # Get the ship and rotate it like the Bajoran Wormhole in DS9Set
        fTunnel = MissionLib.GetShip(TunnelString, pDummySet)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel2.EnableCollisionsWith(fTunnel, 0)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel2.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel = MissionLib.GetShip(TunnelString, pSet)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

        fTunnel2.EnableCollisionsWith(fTunnel, 0)
        vCurVelocity = App.TGPoint3()
        vCurVelocity.SetXYZ(0, 0.8, 0)
        fTunnel2.SetAngularVelocity(vCurVelocity, App.PhysicsObjectClass.DIRECTION_MODEL_SPACE)

USS Sovereign can you please redirect me to where you posted this fix or if not can you please further elaborate on exactly what you mean by "the four must be disabled"? I located the first two entries and removed them but that just made the ship bypass the slipstream all together  :idk: for some time I've been looking for a fix to this, can you please offer further assistance?
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 08, 2010, 06:42:44 PM
I posted information some years ago on these same forums -- post which may still or not be here -- that the following lines must be commented out from the slipstream in order to remove the tunnel rotation. I never posted any script modifications. The reason why the ship missed the slipstream is probably because of a syntax error caused by your editing. But this is not the place to discuss the slipstream problems.
Title: Re: Karronade Soft BC Modding
Post by: JimmyB76 on October 09, 2010, 11:17:39 AM
But this is not the place to discuss the slipstream problems.
Slipstream Forum (http://bcs-tng.com/forums/index.php?board=58.0) :)
Title: Re: Karronade Soft BC Modding
Post by: dEjavU on October 09, 2010, 06:34:43 PM
Okay, thanks guys.   :)
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 10, 2010, 10:04:23 AM
Everything is setting up correctly. I'm using a KM 1.0 installation. I tried it on a second computer, where I have also installed STBC and changed the plugin-file for these ships as you told me. It works on this install now and guess what:

I copied these files (hardpoints and plugin-files) on my first install (the one I changed the scriptfiles the first time) and now it works on this install too. :yay: I don't know why :idk: but it works, I think, this is python :hithead:.
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 10, 2010, 03:44:15 PM
Computers just do what the user tells them, same goes for the programming languages. They do what you tell them, this is a user error. Where did you go exactly wrong, only you can know.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 10, 2010, 05:42:58 PM
Hmm, the only difference I see is, that there are blank characters between [ ".... " ] in your code and FedAblativeArmor is in these: '...' and not in these: "..."

Code: [Select]
Foundation.ShipDef.CKValentine.dTechs = { 'FedAblativeArmor': {"Plates": [ "Saucer Armor", "Stardrive Armor" ]},'Multivectral Shields' : 40  }
and in the one I did not:

Code: [Select]
Foundation.ShipDef.CKValentine.dTechs = { "Fed Ablative Armor": {"Plates": ["Saucer Armor", "Stardrive Armor"]}, 'Multivectral Shields' : 40 }
Perhaps this the crux of the matter...
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 10, 2010, 06:15:14 PM
Try using BCUT and create a dummy plugin and verify the syntax BCUT creates for FedAblativeArmor entry. Check if the techloader keyname for FedAblativeArmor is with or without whitespace.
If it's with whitespace then the dTech sample I provided did not find a match and trigger the ablative armor script which in fact results to my error in keynaming and mystery is solved. If it's without then the problem lies elsewhere. Regardless spaces in strings make all the difference, I already stated that for such things you have BCUT which writes proper and verified code.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 12, 2010, 01:33:49 PM
Check if the techloader keyname for FedAblativeArmor is with or without whitespace.

Do you know in which file I have to look for that entry?

Edit: Ahhhh, I understand now which file you mean ;)
Title: Re: Karronade Soft BC Modding -- 2001 Shippack WIP
Post by: Karronade on October 14, 2010, 02:54:43 PM
So, here are some more Screenies, the Monolith is already done now. The Pod's HP is almost finished, only some templates has to be put on the right places, but I'm not quite satisfied with the textures, but I'm able to correct that:

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot036.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot035.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot038.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot037.jpg)

I have already rawly installed Station V. I want that Station rotating Ingame. So I'm asking here:

What is easier: Rotation through script or through animation?

And I think it is better if someone helps me with the textures of the Discovery, Starchild (must be Grouped+mapped) and the Moonbus. There are released without textures. I can copy some Hullparts from Station V but thats all. If there is someone around out there who has the lark of doing these textures, let me know it. He's highly welcome :bow: .
Title: Re: Karronade Soft BC Modding
Post by: MarkyD on October 14, 2010, 04:48:01 PM
Nice work so far mate.. although i never did understand that film  :doh:
Title: Re: Karronade Soft BC Modding
Post by: King Class Scout on October 14, 2010, 05:20:55 PM

@ King Class Scout: Yes the movie is about 40 years old but it is a classic. If you are a fan of Sci-Fi you should know it. ;)

To anyone who doesn't know this movie you can watch it on YouTube already:

http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related (http://www.youtube.com/watch?v=2DXMVG8fo3g&feature=related)

actually, I'd never heard of it, but recognised the name.  I used to have a Cheapie CD with SciFi themes on it, and Raumptourille Orion was one of my favorite cuts.  i thought it was an original "filler" composition.

hope it's a subbed version
Title: Re: Karronade Soft BC Modding
Post by: sovereign001 on October 14, 2010, 05:36:20 PM
Damn it looks good! Space odyssey was a great movie(if you were drunk enough :roll)
Title: Re: Karronade Soft BC Modding
Post by: Villain on October 15, 2010, 07:57:51 AM
I had this same idea a while ago, Karronade (a looping animation on a base/stationary object). While it's just not possible in the traditional sense, I came to the understanding that (if using SubModel) it could be possible if there was a a way to make the end of the animation a trigger to start it again, or, some kind of timer. So say, one full rotation of the gravity wheel, and that one animation would start again (The idea was for one of those hyperspace stations from Mass Effect). I've always wanted to give it a shot and see how it goes, but I'm still playing with torpedo scripts, got a while to go before I can tamper at that level.  :funny

That pod looks fantastic, though!
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 23, 2010, 03:17:24 PM
I found someone who do some Space Patrol models for me  :yay: . Not completely finished, but you may take a look of it:

(http://i913.photobucket.com/albums/ac333/Karronade/1-1.jpg)

(http://i913.photobucket.com/albums/ac333/Karronade/2-1.jpg)

Its the "Frog" Spaceship, the "bad guys" in Space Patrol :)
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 30, 2010, 04:35:43 PM
Here are two new screenies. This time taken from the game. The textures are still the same but the model has reworked by Chanur:

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot040.jpg)

Here is a group of Froginvaders:

(http://i913.photobucket.com/albums/ac333/Karronade/ScreenShot041.jpg)

I'm currently working on a hyperdrivesystem for it. The hyperdrive isn't shown in the episodes. It is only described in the book as a gray 2D space, were lightspeed is much more higher than in our universe, so they can travel fast by changing in the hyperspace-universe and drop back into our universe, when they reached their designated destination.

The point is: How can I make a simple gray texture? If I make a texture without an alpha channel, the texture ingame is white glowing. If I make a texture with an alpha channel and set the alpha channel white, the texture "disappears" ingame and only the starbackground is visible. I'm currently using GIMP for image manipulation. Can someone help me, please?? :help:
Title: Re: Karronade Soft BC Modding
Post by: King Class Scout on October 30, 2010, 04:49:26 PM
actually, I'd not bother with making one for those at all.  since they're so simple and plain, mabey just make sure the parts are the appropriate color on the model itself.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 30, 2010, 05:00:37 PM
It's just a new texture. The whole thing is based on the Stargate hyperdrivesystem, respectively I did not change any scriptfile of it, all I want is to add a new hyperspace texture in the GFX folder...
Title: Re: Karronade Soft BC Modding
Post by: JimmyB76 on October 30, 2010, 05:58:38 PM
in the future please upload pics rather than hotlinking them...  large pics as such can cause longer page-loading times for some...
Title: Re: Karronade Soft BC Modding
Post by: King Class Scout on October 30, 2010, 06:59:43 PM
my bad Kar...I thought you meant the ships :P
Title: Re: Karronade Soft BC Modding
Post by: Mario on October 31, 2010, 01:24:17 PM
It's just a new texture. The whole thing is based on the Stargate hyperdrivesystem, respectively I did not change any scriptfile of it, all I want is to add a new hyperspace texture in the GFX folder...

If you've based this on Hyperdrive system people who want to use this mod will have to download the whole stargate package which is huge in order to play this mod. For final release you have only the hyperdrive (newer version also) available for download here (http://bcs-tng.com/portal/?q=hyperdrive).

You can post a dl link towards the package or include the whole thing in your mod when you release it. Since I know that hyperdrive is difficult to obtain.
Title: Re: Karronade Soft BC Modding
Post by: Karronade on October 31, 2010, 02:09:04 PM
Thank you, USS Sovereign, this is very kindly of you :)

@kcs: Never mind ;)

@JimmyB76: I will bear this in mind from now on ;)

If someone has an idea with my textureprob untill tomorrow, I could work on that further on. If not, I will release a new subbed part of Space Patrol....... :)