Bridge Commander Central
BC Forums => BC Modding => Topic started by: Matt Williams on October 30, 2009, 07:46:59 PM
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Hi, sorry if this is the wrong section. I have been doing a massive project for my own personal use for well over a year and have yet to discover how to do this. The reason I need to know is because the TOS Romulan BOP dwarfs the D7 and Constitution. I was always under the impression the BOP was a relatively small vessel.
Anyway if somebody can help me that'd be fantastic! Or if someone knows of a Romulan BOP that is the right size a link would be appreciated. These are the two I've found and tried so far: http://bridgecommander.filefront.com/file/Romulan_BOP_TOS_era_revamped;71365 http://bridgecommander.filefront.com/file/TOS_Romulan_BoP;38688
Thanks for your time!
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1. KM comes with a script (scripts/Custom/QBautostart/Rescale.py) that allows rescaling models.
2. Someone posted a tutorial about properly scaling models with Milkshape and the Assimsoft Scaler tool in this forum, just use the search function.
Edit: It's also possible to use Nifskope.
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I found the script you referred too and opened it up. I followed the instructions but nothing happened. Did I do something wrong? Here's an exact copy.
import App
import MissionLib
MODINFO = { "needBridge": 0 }
# use the ShipName of the Hardpoint file as key here
g_dShipScales = {
"USS Lakota": 0.4,
"RomulanBOP": 0.3,
"rombop": 0.3,
}
def ObjectCreatedHandler(pObject, pEvent):
pShip = App.ShipClass_Cast(pEvent.GetDestination())
if pShip:
sShipProbName = pShip.GetShipProperty().GetShipName()
for sCurName in g_dShipScales.keys():
if sCurName == sShipProbName:
pShip.SetScale(g_dShipScales[sCurName])
pObject.CallNextHandler(pEvent)
def init():
App.g_kEventManager.AddBroadcastPythonFuncHandler(App.ET_OBJECT_CREATED_NOTIFY, MissionLib.GetMission(), __name__ + ".ObjectCreatedHandler")
Originally only the USS Lakota name was in the file. 'RomulanBOP' is the ship plugin, and ship file. 'rombop' is the hardpoint file. As for modeling, if I can avoid it I will. lol (Mainly because there are a few other ones that need rescaling as well.)
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This pack includes another Romulan BOP, I don't know if it's scaled any different, but I've found it better then those other versions anyway:
http://bridgecommander.filefront.com/file/Starfleet_Museum_Romulan_Pack;36379 (http://bridgecommander.filefront.com/file/Starfleet_Museum_Romulan_Pack;36379)
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I feel stupid for not checking any ship packs... But yes that is A LOT better!
(http://i181.photobucket.com/albums/x44/Matt_I_Williams/ScreenShot113.jpg)
Can anyone see the size difference? lol
BUT for some other ships that only have uglier counterparts I would still like to know how to use this script.
Again kudos to ACES_HIGH!
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thanks, to use the script it looks like you need the shipname from the hardpoint file, not the actual hardpoint file name: to find that, you need to open the Hardpoint and find the "ship property", it will list a shipname, that is what you need to use in the script.
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Alright here is a copy from the hard point file.
RomulanBOP = App.ShipProperty_Create("RomulanBOP")
RomulanBOP.SetGenus(1)
RomulanBOP.SetSpecies(301)
RomulanBOP.SetMass(200.000000)
RomulanBOP.SetRotationalInertia(2000.000000)
RomulanBOP.SetShipName("Romulan Bird Of Prey")
RomulanBOP.SetModelFilename("data/Models/Ships/RomBOP.nif")
RomulanBOP.SetDamageResolution(10.000000)
RomulanBOP.SetAffiliation(0)
RomulanBOP.SetStationary(0)
RomulanBOP.SetAIString("NonFedAttack")
RomulanBOP.SetDeathExplosionSound("g_lsDeathExplosions")
App.g_kModelPropertyManager.RegisterLocalTemplate(RomulanBOP)
I have now added "Romulan Bird Of Prey" to the rescale script with still no success. My game is based off of KM 1.0 with a lot small mods added. Is there any additional script I might need to install? I don't think it's because of anything I've added since so far it has all been ships and stations and shuttles. I appreciate your time trying to help me and I hope we get this resolved soon.
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Just to make sure, you activated qbautostart?
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Lol, I once rewrote that script for EXACTLY that Romulan Bop. File is attached, but sadly, it only changes the Model size, so your weapons will fire from stupid locations outside the ship.
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Appears to be working! Thanks for the modified script!
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did you fix the weapons problem ?
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This is great stuff, awesome modified script KrrKs! I just thought I'd re-post here to emphasise the significance of what came out of this thread. Starships aren't the only thing this is good for, thanks to this script I can now use the Nemisis shipyard to dock some of the more larger Federation vessels that normaly wouldn't fit......
(http://i378.photobucket.com/albums/oo221/dEjavU__/FoRruMs/ScreenShot000-3.jpg)
..'preciate this allot, thank you(here's the scale 'case anyone's wondering ;))
g_dShipScales = {
"SovereignDrydock": 2.0,
}
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did you fix the weapons problem ?
That's the great thing about this being particularly for drydocks..no weapon hp's to worry about.
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I was hoping this might work for various new enterprises that are in production or already out, no one seems to make it the official size :(
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and there's a good reason for it. Count the connies.. or enterprises.. and remember that you have to adjust the HP to fit the new size.. and then you notice that all the rest of the ships, stations and planets are off.. and you have to rescale them as well. that's hundreds if not thousands of files to work on. One simply doesn't rescale everything with single button..
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lets hope after the cg, sns and dj galaxy, everyone will size their shups up to those.
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actually, DJ's Galaxy is 1.5 times larger than the sns one
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and there's a good reason for it. Count the connies.. or enterprises.. and remember that you have to adjust the HP to fit the new size.. and then you notice that all the rest of the ships, stations and planets are off.. and you have to rescale them as well. that's hundreds if not thousands of files to work on. One simply doesn't rescale everything with single button..
Don't see what planets have to do with it :s
It's just one ship I'd like to enlarge
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What he means is about scaling every single thing in BC. And he is right. However, before BC was even modded, the planets were too small. But think about the size of the maps and the battles. You wouldnt want a huge humongous planet in your way.
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well, not in BC.. :P but I want to have Kuma-maneuver at my disposal once ST:Excalibur will arrive. :evil For now, I shall make do with fed starbases that are about same size as stars in certain maps.. *cough*battlearena-a*cough* :funny
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caution: Kevo's romBOP has a script goof in it's torpedo. a new one needs to be set for use with that one. Hope you fixed it.
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you're wee bit late with that warning. :P
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..it's just one ship I'd like to enlarge....
Wow :eek never realized just how off the scaling is on most mods created for BC really are until you guys mentioned it, now I know what you guys are talking about. I guess when dealing with units that have hp's that emits variables(weapons, plasma streams, etc.)the only logical method would be to recale them the hard way using some kind of modeling program(milkshape, 3d max, etc.)because you need to reposition the hp's....
...someone posted a tutorial about properly scaling models with Milkshape and the Assimsoft Scaler tool in this forum, just use the search function....it's also possible to use Nifskope..
;)
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This is great stuff, awesome modified script KrrKs! I just thought I'd re-post here to emphasise the significance of what came out of this thread. Starships aren't the only thing this is good for, thanks to this script I can now use the Nemisis shipyard to dock some of the more larger Federation vessels that normaly wouldn't fit......
..'preciate this allot, thank you(here's the scale 'case anyone's wondering ;))
g_dShipScales = {
"SovereignDrydock": 2.0,
}
omg, this might come in handy for something so thanks for posting the scale. =D