Modding Picture of the day...

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Sun Oct 21, 2012 3:42 am

Aww... his hasn't had any love in a while =(

So here something that took me 2 seconds to do :shock:

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Alehandr WS
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Re: Modding Picture of the day.

Post by Alehandr WS » Tue Oct 23, 2012 2:35 pm

ProjectLevyDelta wrote:Aww... his hasn't had any love in a while =(
So here something that took me 2 seconds to do :shock:

Holy macaroni, does that shield actually WORKS? :shock:

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Tue Oct 23, 2012 5:01 pm

Yes the shield actually works :twisted:

It part of a little mod I am working on (for myself mostly) contains some new sections (not new models) :lol:

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:edit:
Last edited by ProjectLevyDelta on Thu Oct 25, 2012 2:41 am, edited 1 time in total.
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Exavier724
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Re: Modding Picture of the day.

Post by Exavier724 » Tue Oct 23, 2012 5:25 pm

LMAO did you add the triple turret type to the Projectors? I been curious to see how that would work on an LV :)

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Tue Oct 23, 2012 6:31 pm

... The Projector and the Heavy turret are both classified as Heavy Mounts. So they are actually the same size turret one isn't smaller then the other. :lol:

To load projectors into a Heavy Turret I would have to change the projector weapon from a Heavy Mount to a Large Mount. . 8)

,but that would change a lot of other things in the game as well, which I don't want to do. I am trying to add "additions" to the game, that don't effect or deal with as much of the actual game files as possible ;)

What I did was change the Weapon Mount from Heavy Turret to Project, which in turn changed the mounts to projectors.

So what your looking at are single projector mounts in place of where the Heavy Turrets where. :)


I figure it only appropriate to just add another 2 pictures :angel:

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Image

shielded dreadnought test
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Exavier724
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Re: Modding Picture of the day.

Post by Exavier724 » Tue Oct 23, 2012 7:51 pm

Erg one of these days I will get this straight...
So the projectors are using the Triple Mount War Turret points? or the Super Heavy Impactor/HCL points? :P
For some reason its really hard to differentiate posts made about those new heavy turrets... Terms keep getting used interchangeably for the two different types :roll:

On another note while your playing with shields and posting neat screenshots... Whats the shield look like if applied to a BR? And is the game actually scaleing the shield bubble to the object its around? Though by the look of it it still keeps its oblong shape.

Also do you know what shield values are getting used for the shields your putting on LVs, Monitors, and other oddballs? I know the files have HP values for CRs & DNs but I am curious what health value is being assigned to the Monitor or LV versions. :)

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Tue Oct 23, 2012 10:25 pm

The mounts go like this

Small Mount

Medium Mount

Heavy Mount (aka Large Mount)

Very Heavy Mount ~ Triple Barrel Heavy Mount & Projector size

Super Heavy Mount ~ HCL & Impactor Turret size

------------------------------------------------

BR shielded as requested 8)

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Exavier724 wrote:
Also do you know what shield values are getting used for the shields your putting on LVs, Monitors, and other oddballs? I know the files have HP values for CRs & DNs but I am curious what health value is being assigned to the Monitor or LV versions. :)



Now another thing about your. . . "shield health" I assume you mean the "Shield bar" that gives you the percentage of shield left? This is on all ships that get a shield as a ship option.

There is nothing special about the Cruiser Shield cmd section, other then it was custom designed and reflects what the race would have for weaponry (mounts) if they put a shield into their command section.

Now- what was special about the Shield Command Section is that it had a tag that looked like this.

Code: Select all

<ShipOptionGroup>
      <ShipOptions>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Shield_Mk._I</Name>
        </ShipOption>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Shield_Mk._II</Name>
        </ShipOption>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Shield_Mk._III</Name>
        </ShipOption>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Shield_Mk._IV</Name>
        </ShipOption>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Grav_Shields</Name>
        </ShipOption>
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Meson_Shields</Name>
        </ShipOption>
      </ShipOptions>
    </ShipOptionGroup>


by adding these tags to any other section in the game you can give that section the option to use a shield.

What I have not tested however is if adding it to a command & mission section will allow you to pick two different shields :shock:

Code: Select all

<ShipOptionGroup>
      <ShipOptions>
       <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Grav_Shields</Name>
        </ShipOption>
       </ShipOptions>
    </ShipOptionGroup>
    <ShipOptionGroup>
     <ShipOptions>   
        <ShipOption>
          <AvailableByDefault>False</AvailableByDefault>
          <Name>SLD_Meson_Shields</Name>
        </ShipOption>
      </ShipOptions>
    </ShipOptionGroup>


However writing it out like the above . . . should have the same effect as well. :lol:


So to answer the question. The shield health is the same as what the CR uses, I don't believe it "increases" depending on if you add the tag options to a CR DN or LV. They should all be the same in terms of Shield Health.

Now shield command section health, the actual integrity and armor matrix of that section, is unique to that section. I can scale the other two to be similar, but I have not done that. 8)
Last edited by ProjectLevyDelta on Wed Oct 24, 2012 6:57 am, edited 2 times in total.
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Kohlrabi
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Re: Modding Picture of the day.

Post by Kohlrabi » Wed Oct 24, 2012 5:55 am

Good find, PLD!
Hiver Psychoanalyst: So... tell me about our mother.

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Wed Oct 24, 2012 6:46 am

Well it more like I stumbled across it, was half expecting it to be like the Deflector shield. Very happily wrong however :lol:

You know that CR sata that we all miss? You know the one that didn't require any tech to get? Well here he is! and he got some upgrades!

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Image
Image

still being worked on of course :lol:
Image

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Exavier724
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Re: Modding Picture of the day.

Post by Exavier724 » Wed Oct 24, 2012 3:19 pm

Actually I was referring to this piece with my shield health question:
\Steam\steamapps\common\sword of the stars ii\assets\base\commonassets.xml

Code: Select all

    <shield
      name="Shield Mk. I"
      techID="SLD_Shield_Mk._I"
      type="SHIELD_MK_I"   
      crHealth="200"
      crRechargeTime="10"
      crRicochetMod="5"
      crModelFileName="Shield_MK1.scene"
      crImpactEffectName="effects/Weapons/Shield_Impact_MK1.effect"   
      dnHealth="200"
      dnRechargeTime="10"
      dnRicochetMod="5"
      dnModelFileName="Shield_MK1.scene"
      dnImpactEffectName="effects/Weapons/Shield_Impact.effect" />

I know from playing with it that DNs seem to properly use the dnHealth value because I have set it to 10x the cruiser value and it stays up longer under a weapon test screen missile barrage (no PD shooting at the missiles). What I was curious about was if you give the shield to BRs, LVs, Platforms/Monitors like you have been doing is it using the crHealth or dnHealth for the health values of the shield :P

Thanks for the BR pic... I know what I am doing when I get home tonight lol
Also like the platform. The question is have you been able to get the custom platform to show up as a defense asset in the Battle Manager. I know that was a problem the last time someone tried creating new platform types.

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Wed Oct 24, 2012 3:49 pm

Have yet to test it in the defense assets yet, am going to do that when I get home in a couple hours.

Having all Shield techs and giving Leviathans mk 1 shields only, their shields will pop in little less then 35 missiles. So, I let you do the math about which shield health they are using :lol:


:edit: after some painful war between me and the computer. I have to admit defeat for today :lol:

It appears that the file that tells the platforms that they can be accessed is either not in reachable hands or it just not in plain sight and therefore I will continue my hunt tomorrow 8)

Even attempting to make platforms into police cutters failed :roll:

Irony eh? well I will attempt again tomorrow.
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Selak
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Re: Modding Picture of the day.

Post by Selak » Thu Oct 25, 2012 1:04 am

I have looked myself and I am pretty sure that whatever defines the defense assets is not something we have access to yet.

The only way that I think it has sort of worked is that some took a torpedo sat and just replaced the torp launchers with missiles and leaving it capped torpedo sat but i am not sure it worked all that well.

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Naja
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Re: Modding Picture of the day.

Post by Naja » Thu Oct 25, 2012 3:17 am

Wow, shielded DN's and LV's! Mecron must be rolling his eyes to the max.

Quick question: Would it be possible to make shields invisible? I like the idea of all my ships being shielded if I so choose, but I don't like the image of a big energy blob.

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ProjectLevyDelta
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Re: Modding Picture of the day.

Post by ProjectLevyDelta » Thu Oct 25, 2012 5:19 am

I would assume you would have to go into the shield file and remove whatever file causes the shield to show? Like say the .scene file? not exactly sure, but that be my best guess.
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Alehandr WS
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Re: Modding Picture of the day.

Post by Alehandr WS » Thu Oct 25, 2012 4:10 pm

ProjectLevyDelta wrote:Well it more like I stumbled across it, was half expecting it to be like the Deflector shield. Very happily wrong however :lol:

You know that CR sata that we all miss? You know the one that didn't require any tech to get? Well here he is! and he got some upgrades!
still being worked on of course :lol:

Did you imported the model into the game, ir is it one of the stock ones? T_T

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