[SHIPS] My Ships
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
updated the graphics on the Tie Sentinel (added bump map) and all the Quake4 ships (see above post)
edit: soo...bump maps can be tricky...very tricky....now from some angles the larger ships (hannibal, patton and patton2) look like they have a glowy energy shield...wtf...maybe it has something to do with something else (i was viewing them with XTM installed
edit: soo...bump maps can be tricky...very tricky....now from some angles the larger ships (hannibal, patton and patton2) look like they have a glowy energy shield...wtf...maybe it has something to do with something else (i was viewing them with XTM installed
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- Posts: 490
- Joined: Wed, 27. Jul 05, 17:10
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
well, everything is fixed, and all ships are present...be sure to read the updates at the top of the OP, some ships use custom turrets, you will need the components entires for them to work right
here is another copy of the components entires, be sure to increment the count by the appropriate amount
edit: I've also added the Hannibal 2 (a TL version of the Hannibal)
here is another copy of the components entires, be sure to increment the count by the appropriate amount
Code: Select all
beav\turrets\big_quadbarrel; 4;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;-0.068370;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_tribarrel; 3;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_tribarrel; 3;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\small_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
beav\turrets\small_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\tiny_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
edit: I've also added the Hannibal 2 (a TL version of the Hannibal)
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
Time to come of with some "theme" names for ships
I have m5/4/3/3p/3super/6/7/1/2/tp/ts/tl (i have an entire set and then some, all made on a specific them...)
Here are some pics
Fighters:
[ external image ]
Transports:
[ external image ]
M6-7 (including a transparent comparison):
[ external image ]
TL/M2/M1 (in that order left to right):
[ external image ]
I know people have wanted some sargon themed ships...
I have m5/4/3/3p/3super/6/7/1/2/tp/ts/tl (i have an entire set and then some, all made on a specific them...)
Here are some pics
Fighters:
[ external image ]
Transports:
[ external image ]
M6-7 (including a transparent comparison):
[ external image ]
TL/M2/M1 (in that order left to right):
[ external image ]
I know people have wanted some sargon themed ships...
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- Posts: 25
- Joined: Tue, 12. Dec 06, 21:41
Have you ever thought of creating covenant ships.
This thread http://forum.egosoft.com/viewtopic.php?t=154420 describes their dimensions and the idea that was started 9 months ago. I know its up to you as the ship creator, but just wanted to ask an experienced creator like you.
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- Posts: 868
- Joined: Fri, 15. Jun 07, 07:07
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- Posts: 2030
- Joined: Mon, 23. Feb 04, 23:42
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- Posts: 45
- Joined: Sat, 14. Feb 04, 11:28
i have the same problem
I think it has somthing to do with all this:
"here is another copy of the components entires, be sure to increment the count by the appropriate amount
Code:
beav\turrets\big_quadbarrel; 4;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;-0.068370;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_tribarrel; 3;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_tribarrel; 3;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\small_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
beav\turrets\small_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\tiny_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
but ive no idea how to use it
I think it has somthing to do with all this:
"here is another copy of the components entires, be sure to increment the count by the appropriate amount
Code:
beav\turrets\big_quadbarrel; 4;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;-0.068370;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_tribarrel; 3;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_tribarrel; 3;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\small_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
beav\turrets\small_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\tiny_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
but ive no idea how to use it
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
the components .txt file needs to be updated for the turrets to have a place to fire from....they wont work at all without that update...
its also not something that can be updated easily with the ship files...
this means that a manual entry of the data would be required - dont attempt unless you have atleast read and understood some of the turret modding tutorials that are out there
things to do
a) (assuming there is no components.txt in the types folder) copy the components.txt from the highest numbered .cat that has one to the types folder
b) remove all references to components.txt/pck from all the .cat files
c) open the components.txt that you put in the types folder
d) add the entries required and increment the count....to add all of them it should look like this (note: the line "SCTYPE_LASER; 23;" is the line with the count...the 23....= number of lasers
things to note:
you should have the latest version of the ships...i cant guarantee anything with the older versions
also note...i haven't done ANY work on this in months...too many things keep coming up
If anyone could come up with some names for those ships that I've got pictured on page 3 it would be helpful, im not gona release those ships till ive got some "themed" names for them
its also not something that can be updated easily with the ship files...
this means that a manual entry of the data would be required - dont attempt unless you have atleast read and understood some of the turret modding tutorials that are out there
things to do
a) (assuming there is no components.txt in the types folder) copy the components.txt from the highest numbered .cat that has one to the types folder
b) remove all references to components.txt/pck from all the .cat files
c) open the components.txt that you put in the types folder
d) add the entries required and increment the count....to add all of them it should look like this (note: the line "SCTYPE_LASER; 23;" is the line with the count...the 23....= number of lasers
Code: Select all
// Generated by DBOX2 at 6/16/2007 12:16:08 AM
// Automatically generated components file
// Delete this file and run the game to regenerate from body/cut data
SCTYPE_LASER; 23;
ships\props\bigturret_rightweapon; 1;
NULL; 0.000000;0.017776;0.551788; 0.000000;0.000000;0.000000;
ships\props\bigturret_leftweapon; 1;
NULL; 0.000000;0.131409;0.978302; 0.000000;0.000000;0.000000;
ships\props\turretdummy; 1;
NULL; 0.269867;0.457977;0.996826; 0.000000;0.000000;0.000000;
ships\props\weapondummy; 1;
NULL; 0.000000;0.120056;0.935944; 0.000000;0.000000;0.000000;
ships\props\invisible_weapon; 1;
NULL; -0.000031;0.028748;0.540283; 0.000000;0.000000;0.000000;
944; 1;
LASERF_ROTATE; -0.000031;0.086548;-0.813232; 0.000000;0.000000;1.000000;
772; 1;
NULL; -0.000031;-0.245972;0.639771; 0.000000;0.000000;0.000000;
111; 1;
NULL; -0.000031;0.003998;0.632385; 0.000000;0.000000;0.000000;
375; 1;
NULL; -0.000031;0.003998;0.632385; 0.000000;0.000000;0.000000;
503; 2;
NULL; -0.000031;-0.000031;0.985870; 0.000000;0.000000;0.000000;
NULL; -0.000031;-0.216125;0.326111; 0.000000;0.000000;0.000000;
504; 1;
NULL; 0.000122;-0.000031;0.955322; 0.000000;0.000000;0.000000;
887; 1;
NULL; -0.000336;-0.088959;0.848816; 0.000000;0.000000;0.000000;
950; 1;
NULL; -0.002045;-0.397278;0.561432; 0.000000;0.000000;0.000000;
beav\turrets\big_quadbarrel; 4;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;-0.068370;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_tribarrel; 3;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\big_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_tribarrel; 3;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
NULL; -0.000990;0.073690;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_doublebarrel; 2;
NULL; -0.062680;-0.001270;1.000000; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\medium_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\small_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
beav\turrets\small_singlebarrel; 1;
NULL; -0.000990;0.005920;1.000000; 0.000000;0.000000;0.000000;
beav\turrets\tiny_doublebarrel; 2;
NULL; -0.062680;-0.001270;0.999995; 0.000000;0.000000;0.000000;
NULL; 0.061440;-0.000150;0.999995; 0.000000;0.000000;0.000000;
SCTYPE_COCKPIT; 138;
ships\argon\argon_TL; 1;
NULL; -0.002731;0.114151;0.664474; 0.000000;0.000000;0.000000;
ships\props\cameradummy; 1;
NULL; -0.000061;0.770233;-0.000931; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_storage_S; 1;
NULL; -0.007324;0.100677;0.992661; 0.000000;0.000000;0.000000;
ships\argon\argon_TP_S; 1;
NULL; 0.001404;0.276917;-0.607040; 0.000000;0.000000;0.000000;
ships\argon\argon_M1; 1;
NULL; 0.000000;0.096619;0.445572; 0.000000;0.000000;0.000000;
ships\argon\argon_M2; 1;
NULL; 0.000000;0.101395;0.552628; 0.000000;0.000000;0.000000;
ships\argon\argon_M3; 1;
NULL; 0.000000;0.268692;-0.515625; 0.000000;0.000000;0.000000;
ships\argon\argon_M4; 1;
NULL; 0.000000;0.211487;0.724213; 0.000000;0.000000;0.000000;
ships\argon\argon_M5; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
ships\argon\argon_M6; 1;
NULL; -0.006439;0.221375;-0.110306; 0.000000;0.000000;0.000000;
ships\split\split_TL; 1;
NULL; -0.002167;0.176025;-0.116669; 0.000000;0.000000;0.000000;
ships\split\split_TS_storage_S; 1;
NULL; -0.007751;0.389191;-0.152618; 0.000000;0.000000;0.000000;
ships\split\split_TP_S; 1;
NULL; -0.005463;0.301254;-0.412750; 0.000000;0.000000;0.000000;
ships\split\split_M1; 1;
NULL; -0.002304;0.182266;-0.122604; 0.000000;0.000000;0.000000;
ships\split\split_M2; 1;
NULL; -0.002304;0.214127;-0.123917; 0.000000;0.000000;0.000000;
ships\split\split_M3; 1;
NULL; 0.000000;0.023453;-0.389328; 0.000000;0.000000;0.000000;
ships\split\split_M4; 1;
NULL; 0.000000;0.145401;-0.571609; 0.000000;0.000000;0.000000;
ships\split\split_M5; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
ships\split\split_M6; 1;
NULL; -0.009201;0.125198;-0.027847; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TL; 1;
NULL; -0.002243;0.245300;0.591583; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TS_storage_S; 1;
NULL; 0.000473;0.485260;-0.233673; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TP_S; 1;
NULL; 0.000290;0.317856;-0.515625; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M1; 1;
NULL; 0.000000;0.277191;0.366913; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M2; 1;
NULL; -0.002151;0.092865;0.568771; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M3; 1;
NULL; 0.000000;0.167709;0.074814; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M4; 1;
NULL; 0.021835;0.336349;-0.370468; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M5; 1;
NULL; 0.000031;0.500656;-0.020615; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M6; 1;
NULL; -0.002289;0.067383;0.365051; 0.000000;0.000000;0.000000;
ships\boron\boron_TL; 1;
NULL; -0.000046;-0.016479;0.708344; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_storage_S; 1;
NULL; 0.001160;0.495438;0.391312; 0.000000;0.000000;0.000000;
ships\boron\boron_TP_S; 1;
NULL; -0.000137;0.306885;0.545151; 0.000000;0.000000;0.000000;
ships\boron\boron_M1; 1;
NULL; 0.000000;0.075821;0.689301; 0.000000;0.000000;0.000000;
ships\boron\Boron_M2; 1;
NULL; 0.000153;0.048325;0.000015; 0.000000;0.000000;0.000000;
ships\boron\boron_M3; 1;
NULL; 0.000000;0.221603;-0.025406; 0.000000;0.000000;0.000000;
ships\boron\boron_M4; 1;
NULL; 0.000000;0.299362;-0.391479; 0.000000;0.000000;0.000000;
ships\boron\boron_M5; 1;
NULL; 0.000000;0.214706;-0.448120; 0.000000;0.000000;0.000000;
ships\boron\boron_M6; 1;
NULL; 0.000000;0.102493;0.713440; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TL; 1;
NULL; 0.079010;0.169510;0.098770; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_storage_S; 1;
NULL; 0.000015;0.413422;-0.305115; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TP_S; 1;
NULL; 0.000000;0.356537;-0.535690; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M1; 1;
NULL; 0.136154;0.292099;0.054810; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M2; 1;
NULL; 0.059982;0.141037;-0.450882; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M3; 1;
NULL; 0.000000;0.106155;0.780792; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M4; 1;
NULL; 0.000000;0.243973;0.021210; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M5; 1;
NULL; 0.000000;0.202057;0.097244; 0.000000;0.000000;0.000000;
ships\teladi\teladi_M6; 1;
NULL; 0.000000;0.019043;0.710419; 0.000000;0.000000;0.000000;
ships\xenon\Xenon_M1; 1;
NULL; 0.129211;0.132080;0.382599; 0.000000;0.000000;0.000000;
ships\xenon\Xenon_m3; 1;
NULL; 0.000000;0.540451;0.226196; 0.000000;0.000000;0.000000;
ships\xenon\xenon_M5; 1;
NULL; 0.000000;0.240448;0.198044; 0.000000;0.000000;0.000000;
ships\xenon\xenon_M6; 1;
NULL; 0.000000;0.330688;0.179810; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_liquidstorage_M; 1;
NULL; -0.006012;0.285049;-0.613785; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m3_var3; 1;
NULL; 0.000000;0.005585;0.799744; 0.000000;0.000000;0.000000;
ships\argon\argon_M4_var2; 1;
NULL; -0.000107;0.280457;0.897873; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m5_var2; 1;
NULL; 0.000000;0.273499;0.092804; 0.000000;0.000000;0.000000;
939; 1;
NULL; -0.000031;-0.000031;0.396393; 0.000000;0.000000;0.000000;
771; 1;
NULL; 0.000000;-0.000031;-0.000031; 0.000000;0.000000;0.000000;
124; 1;
NULL; -0.000031;0.060852;0.826111; 0.000000;0.000000;0.000000;
ships\others\astronaut; 1;
NULL; -0.078293;0.806793;0.385559; 0.000000;0.000000;0.000000;
ships\others\goner_M3; 1;
NULL; -0.007370;0.280014;-0.466385; 0.000000;0.000000;0.000000;
976; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
46; 1;
NULL; -0.164856;0.302521;-0.024353; 0.000000;0.000000;0.000000;
950; 1;
NULL; -0.000031;-0.000031;0.049652; 0.000000;0.000000;0.000000;
10465; 1;
NULL; -0.000031;0.166718;0.866455; 0.000000;0.000000;0.000000;
ships\terran\terran_M2; 1;
NULL; -0.003159;0.180145;-0.155258; 0.000000;0.000000;0.000000;
ships\terran\terran_M3; 1;
NULL; 0.000000;0.112305;0.783218; 0.000000;0.000000;0.000000;
ships\terran\terran_M5; 1;
NULL; -0.009933;0.167023;0.683426; 0.000000;0.000000;0.000000;
ships\others\pirate_TL_var2; 1;
NULL; 0.089569;0.150208;0.617065; 0.000000;0.000000;0.000000;
ships\others\goner_M6; 1;
NULL; 0.000000;0.285004;-0.205353; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_liquid_S; 1;
NULL; 0.000000;0.428925;-0.417221; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_storage_M; 1;
NULL; -0.006119;0.294785;-0.615891; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_liquid_M; 1;
NULL; 0.000000;0.291550;-0.612366; 0.000000;0.000000;0.000000;
ships\argon\argon_TP_L; 1;
NULL; -0.000046;0.165909;-0.757629; 0.000000;0.000000;0.000000;
ships\argon\argon_TS_liquidstorage_L; 1;
NULL; -0.003662;0.168701;-0.757401; 0.000000;0.000000;0.000000;
ships\argon\argon_M3_var1; 1;
NULL; 0.000000;0.268188;-0.514664; 0.000000;0.000000;0.000000;
ships\argon\argon_m3_var2; 1;
NULL; 0.000000;0.273880;-0.504196; 0.000000;0.000000;0.000000;
ships\argon\argon_M3_var3; 1;
NULL; 0.000000;0.263596;-0.505844; 0.000000;0.000000;0.000000;
ships\argon\argon_M4_var1; 1;
NULL; 0.000000;0.262772;0.841232; 0.000000;0.000000;0.000000;
ships\argon\argon_M4_var3; 1;
NULL; -0.000107;0.137283;0.847458; 0.000000;0.000000;0.000000;
ships\argon\argon_M5_var1; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
ships\argon\argon_M5_var2; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
ships\argon\argon_M5_var3; 1;
NULL; 0.000000;0.000000;0.000000; 0.000000;0.000000;0.000000;
ships\split\split_TS_liquid_S; 1;
NULL; -0.007904;0.392212;-0.153824; 0.000000;0.000000;0.000000;
ships\split\split_TS_storage_M; 1;
NULL; -0.005493;0.292404;-0.413422; 0.000000;0.000000;0.000000;
ships\split\split_TS_liquid_M; 1;
NULL; -0.005463;0.289413;-0.409149; 0.000000;0.000000;0.000000;
ships\split\split_TP_L; 1;
NULL; -0.003433;0.184280;-0.435547; 0.000000;0.000000;0.000000;
ships\split\split_TS_liquidstorage_M; 1;
NULL; -0.005417;0.289581;-0.409393; 0.000000;0.000000;0.000000;
ships\split\split_TS_liquidstorage_L; 1;
NULL; -0.003464;0.189331;-0.627411; 0.000000;0.000000;0.000000;
ships\split\Split_M3_var1; 1;
NULL; 0.000000;0.158585;-0.393478; 0.000000;0.000000;0.000000;
ships\split\Split_M3_var2; 1;
NULL; 0.000000;0.111832;-0.364456; 0.000000;0.000000;0.000000;
ships\split\Split_M3_var3; 1;
NULL; 0.000000;0.126358;-0.391785; 0.000000;0.000000;0.000000;
ships\Split\Split_M4_var1; 1;
NULL; -0.000015;0.144348;-0.357178; 0.000000;0.000000;0.000000;
ships\split\Split_M4_var2; 1;
NULL; 0.000000;0.250168;-0.468460; 0.000000;0.000000;0.000000;
ships\split\Split_M4_var3; 1;
NULL; -0.000031;0.143280;-0.291992; 0.000000;0.000000;0.000000;
ships\split\Split_m5_var1; 1;
NULL; -0.016937;0.115982;-0.123688; 0.000000;0.000000;0.000000;
ships\split\Split_m5_var2; 1;
NULL; -0.018051;0.057480;0.009018; 0.000000;0.000000;0.000000;
ships\split\split_m5_var3; 1;
NULL; -0.018417;0.107864;-0.303543; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TS_liquid_S; 1;
NULL; 0.000473;0.482254;-0.231125; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TS_storage_M; 1;
NULL; 0.000336;0.345734;-0.455551; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TP_L; 1;
NULL; -0.003418;0.047119;0.554077; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TS_liquidstorage_M; 1;
NULL; 0.000336;0.346878;-0.462753; 0.000000;0.000000;0.000000;
ships\paranid\paranid_TS_liquidstorage_L; 1;
NULL; 0.000183;0.211151;-0.657303; 0.000000;0.000000;0.000000;
ships\paranid\Paranid_M3_var1; 1;
NULL; 0.000000;0.190582;0.712097; 0.000000;0.000000;0.000000;
ships\paranid\Paranid_M3_var3; 1;
NULL; 0.000000;0.147980;0.077576; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M4_var1; 1;
NULL; 0.000000;0.275375;-0.330048; 0.000000;0.000000;0.000000;
ships\paranid\paranid_m4_var2; 1;
NULL; 0.000000;0.319641;-0.327026; 0.000000;0.000000;0.000000;
ships\paranid\paranid_m4_var3; 1;
NULL; 0.000000;0.327499;-0.324142; 0.000000;0.000000;0.000000;
ships\paranid\paranid_m5_var2; 1;
NULL; 0.000031;0.528320;-0.021759; 0.000000;0.000000;0.000000;
ships\paranid\paranid_m5_var3; 1;
NULL; 0.000031;0.553558;-0.022797; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_liquid_S; 1;
NULL; 0.001160;0.513641;0.413696; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_storage_M; 1;
NULL; -0.000137;0.294327;0.631683; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_liquid_M; 1;
NULL; -0.000137;0.310089;0.491745; 0.000000;0.000000;0.000000;
ships\boron\boron_TP_L; 1;
NULL; -0.000214;0.205841;0.467941; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_liquidstorage_M; 1;
NULL; -0.000137;0.316605;0.487991; 0.000000;0.000000;0.000000;
ships\boron\boron_TS_liquidstorage_L; 1;
NULL; -0.000092;0.196014;0.722870; 0.000000;0.000000;0.000000;
ships\boron\boron_M3_var2; 1;
NULL; 0.000000;0.221741;-0.023254; 0.000000;0.000000;0.000000;
ships\boron\boron_M3_var3; 1;
NULL; 0.000000;0.203201;-0.191895; 0.000000;0.000000;0.000000;
ships\boron\boron_m4_var1; 1;
NULL; 0.000000;0.302094;-0.340866; 0.000000;0.000000;0.000000;
ships\boron\boron_m4_var2; 1;
NULL; 0.000000;0.322174;-0.370026; 0.000000;0.000000;0.000000;
ships\boron\boron_m4_var3; 1;
NULL; 0.000000;0.285645;-0.412811; 0.000000;0.000000;0.000000;
ships\boron\Boron_m5_var1; 1;
NULL; 0.000000;0.231888;-0.418655; 0.000000;0.000000;0.000000;
ships\boron\Boron_M5_var2; 1;
NULL; 0.000000;0.220352;-0.309860; 0.000000;0.000000;0.000000;
ships\boron\Boron_m5_var3; 1;
NULL; 0.000000;0.220627;-0.226639; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_liquid_S; 1;
NULL; -0.000015;0.381271;-0.315781; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_storage_M; 1;
NULL; 0.000015;0.290375;-0.513748; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_liquid_M; 1;
NULL; 0.000000;0.280090;-0.532639; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TP_L; 1;
NULL; 0.000000;0.240921;-0.718857; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_liquidstorage_M; 1;
NULL; 0.000076;0.284088;-0.522369; 0.000000;0.000000;0.000000;
ships\teladi\teladi_TS_liquidstorage_L; 1;
NULL; 0.000000;0.181458;-0.697418; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m3_var1; 1;
NULL; 0.000000;0.005463;0.782608; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m3_var2; 1;
NULL; 0.000000;0.021835;0.785919; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m4_var1; 1;
NULL; 0.000000;0.206009;0.019989; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m4_var2; 1;
NULL; 0.000000;0.207565;0.019791; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m4_var3; 1;
NULL; 0.000000;0.247650;0.018692; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m5_var1; 1;
NULL; 0.000000;0.240570;0.095749; 0.000000;0.000000;0.000000;
ships\teladi\teladi_m5_var3; 1;
NULL; 0.000000;0.384262;0.075546; 0.000000;0.000000;0.000000;
ships\others\sargon; 1;
NULL; -0.009201;0.079300;0.426117; 0.000000;0.000000;0.000000;
ships\argon\argonMdemo; 1;
NULL; 0.000000;0.096619;0.445572; 0.000000;0.000000;0.000000;
ships\paranid\paranid_M5_var1;1;
NULL;0.000031;0.528320;-0.021759;0.000000;0.000000;0.000000;
SCTYPE_DOCKING;1;
10524;1;
NULL;0.000000;0.000000;-0.837097;
you should have the latest version of the ships...i cant guarantee anything with the older versions
also note...i haven't done ANY work on this in months...too many things keep coming up
If anyone could come up with some names for those ships that I've got pictured on page 3 it would be helpful, im not gona release those ships till ive got some "themed" names for them
-
- Posts: 868
- Joined: Fri, 15. Jun 07, 07:07
-
- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
well...not all ships use all entries...and i had LOTS of messups....say i added a ship that had had my medium turret...and later i added another....there would end up being two entries in the components and some "wierd" things would happen
best solution at this point would to be to create a file that doesnt add a ship or anything, but does add the components entries...all of them
you will also notice that ive got alot of "extra" entries in my components file...i went through every components file and made sure i had one of every entry ever entered....it fixed a few "oddities"
anyways...if you can create an xsp or whatever that does have the components entires then ill post that in my fileshack folder
I was thinking of useing the names of various Egyptian Gods for those ships...but I dont know enough about the subject to match a God name to a ships class/function
the leviathan dreadnaught was intended originally as an ALL race ship...the version that is stalling me takes too much resources...I've got a top of the line computer and having one in sector would reduce my FPS to 5....and thats with nothing else around (without it i was at 80 FPS)
best solution at this point would to be to create a file that doesnt add a ship or anything, but does add the components entries...all of them
you will also notice that ive got alot of "extra" entries in my components file...i went through every components file and made sure i had one of every entry ever entered....it fixed a few "oddities"
anyways...if you can create an xsp or whatever that does have the components entires then ill post that in my fileshack folder
I was thinking of useing the names of various Egyptian Gods for those ships...but I dont know enough about the subject to match a God name to a ships class/function
the leviathan dreadnaught was intended originally as an ALL race ship...the version that is stalling me takes too much resources...I've got a top of the line computer and having one in sector would reduce my FPS to 5....and thats with nothing else around (without it i was at 80 FPS)
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- Posts: 2030
- Joined: Mon, 23. Feb 04, 23:42
We then needed only the Components entries these are in the section "SCTYPE_LASER" if I have understood this correctly.
The cockpit assignments concern none of your models. Is this right?
It is then an easy for me to add the corresponding entries in the xsp file (Components section) anyway if this is correct.
This should overcome the problems anyway or am I mistaken there? There are merely problems with the not firing Turrets anyway. For your models I cannot find cockpit assignments in your posted Components.txt.
The cockpit assignments concern none of your models. Is this right?
It is then an easy for me to add the corresponding entries in the xsp file (Components section) anyway if this is correct.
This should overcome the problems anyway or am I mistaken there? There are merely problems with the not firing Turrets anyway. For your models I cannot find cockpit assignments in your posted Components.txt.
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- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
correct...i didn't use cockpit stuff in the components file, i used the turret ID method of placing the cockpits
it should overcome the problem...the only time i have turrets that dont work is when i forget to equip a laser now...(the turrets still tend to rotate *grin* even without a laser)
the extra stuff in there re-includes some cockpit assignments for the vanilla game that were taken out...i went through every components file in available and wound up with like 4 or 5 extra cockpits i think...cause the entry was missing for a given ship - no need to include anything but the SCTYPE_LASER entries...
it should overcome the problem...the only time i have turrets that dont work is when i forget to equip a laser now...(the turrets still tend to rotate *grin* even without a laser)
the extra stuff in there re-includes some cockpit assignments for the vanilla game that were taken out...i went through every components file in available and wound up with like 4 or 5 extra cockpits i think...cause the entry was missing for a given ship - no need to include anything but the SCTYPE_LASER entries...
-
- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27
-
- Posts: 461
- Joined: Fri, 5. Jan 07, 06:27