Quantcast
Channel: Homeworld Mods and Modding - The Official Gearbox Software Forums
Viewing all 663 articles
Browse latest View live

Is converting homeworld to VR possible?

$
0
0

@aishare wrote:

I'd love to play homeworld in VR. I'm not even sure if modding the game to that extent is possible with the current tools. I wanted to get some experienced modders' opinions before I jump down the rabbit hole.

Posts: 3

Participants: 3

Read full topic


Pros and Cons of subsystem turrets

$
0
0

@EvilleJedi wrote:

I'm trying to weigh the benefits of subsystem turrets vs integrating turrets into the main ship hod, please add your thoughts

Pros for Subsystem turrets
Easily swappable in .ship file
Can be built/destroyed
can be damaged
Minimal rigging in parent ship
Supposedly instanced to reduce graphics overhead
type can be randomized through a script (maybe?)
Gives subsystem attackers something to do

Cons for subsystem turrets
hard to line up exactly
Does not work with whole ship animations (hyperspace)
may be a performance hit to track each one?
requires sphere burst weapons to damage unless lucky or subsystem attacker
UI can get messy with lots of turrets if you want to see health bars

Pros for integrating into ship
Works with whole ship animations(hyperspace mainly)
higher precision with placement and better integration with parent ship
Potentially better control of LOD/performance

Cons for Integrating into ship
much longer time to rig up (per ship)
can't swap out easily
Cannot be damageable/destroyable

Posts: 3

Participants: 2

Read full topic

A tidbit about ship loading

$
0
0

@EatThePath wrote:

The -tracehods command exposed some information to us about what is and isn't being loaded into memory that we didn't have before. Based on my experiments so far, if a ship is listed a build file for an available race according to the filters(in single player missions, the rules might be a bit different in skirmish) it will be loaded at game start. Missiles and subs used by included ships will also be loaded. Otherwise things won't be loaded unless they're in the .level file. Things not in that list can still be spawned on the map later, and will be loaded durring the game.

This can be used to considerably reduce load times for testing certain things!

Posts: 5

Participants: 3

Read full topic

How to format Lua on this forum

$
0
0

@Dom2 wrote:

I just found something extremely useful that will make pasted lua code much more readable on this forum:

i=1
print("hello"..i)
if (Player_IsAlive(playerIndex) == 1 and Player_HasShipWithBuildQueue(playerIndex) == 0) then
		Player_Kill(playerIndex)
		if playerIndex ~= Universe_CurrentPlayer() then
				local playerNameW = Player_GetName(playerIndex)
				Sound_SpeechPlay("data:sound\\speech\\missions\\m_15\\47100")
				Player_AddLocalChatMessage("$1231", playerNameW);
		end
end

This is done using

```lua
[Your code]
```

Posts: 5

Participants: 3

Read full topic

[POLL] Would you like to help create a Homeworld-Based animated short? (cross-post)

$
0
0

@PrivateHix wrote:

Hello!

I'll cut right to the chase, I am an Animation student graduating college very soon. When I graduate, I am going to try to work on multiple projects I have been putting off due to time constraints. One of these projects is a 3D animated short based in the Homeworld Universe following a few characters.

(Let me be clear that this Project could/will be years in the making, not something that would happen very fast since it is a side project and I'll have a job and such. However, progress could ramp up in the middle of it if I have help)

Would any of you like to help out with this short film? I would need help on Texturing, Particle Effects in Maya/another program (Houdini perhaps? :grin: ), and possibly modelling. Oh and sound design, if anyone does that here. Since it is a side project, I could (in theory) do all these things myself over time, but I specialize in animation so if I had people on the project that were adept in say, texturing, the final product would most likely be better :wink:

Please use the Poll below so I can get a handle on how many people would/wouldn't want to participate in this! I believe that if we worked together, this could be something truly amazing!

Also, PM me if you would like to get a hold of me through email incase you would like me to contact you about this project in the future

(I posted this in the main HW:RM discussion forum, but I actually meant to post it here. Mods, if it is against the rules to cross-post please let me know)

Posts: 4

Participants: 2

Read full topic

Player Research Granting and Restrictions

$
0
0

@Krnt_13 wrote:

Hi,

Need some help here with an "Player_UnrestrictResearchOption" that I used to have in a script for the previous version of the game, but now it doesn't work any more:

function Balance(playerid)
	Player_UnrestrictResearchOption(playerid, PlayerRace_GetString(playerid, "Balance_research_Unrestrict", ""))
	Player_UnrestrictBuildOption(playerid, PlayerRace_GetString(playerid, "Balance_build_Unrestrict", ""))
	Player_RestrictBuildOption(playerid, PlayerRace_GetString(playerid, "Balance_build_restrict", ""))
end
function HW2BalanceToggle()
	local i=0;
	local numplayers=Universe_PlayerCount();
	while (i<numplayers) do
		Balance(i);
		i=(i + 1);
	end
end

     luaplayer 144:  Player_UnrestrictResearchOption: unable to unrestrict (AttackBomberImprovedBombs)
     parameter: 3
    stack traceback:
       1:  function `Balance' at line 2 [string ""]
       2:  function `HW2BalanceToggle' at line 11 [string ""]
       3:  function `OnInit' at line 57 [string ""]

The strange thing is that not even granting all research works as intended, I'm not sure what is happening, but seems that I'm missing something obvious.

Posts: 4

Participants: 2

Read full topic

Map script to simulate falling out of orbit

$
0
0

@EvilleJedi wrote:

I am looking for functions that would help create a script as part of a map that would cause ships to fall if they were destroyed or disabled. This would be applied to maps where ships are in orbit or upper atmosphere. I think a rule that checks if health percentage > 0 or if the ship is in a disabled status would work, but It would also need to apply to salvage debris as well and I can't think of a way to get those into a sobgroup.

Thoughts?

Posts: 7

Participants: 6

Read full topic

Modding in Maya - bracket symbols are invalid

$
0
0

@Pouk wrote:

It took me a while to understand why whenever I import a working ship DAE or project into Maya, all names get messed up into the gibberish like this:

COLFBXASC091RootFBXASC093

But now I get it. Apart from the FBX format being mentioned from whatever reason, the ASC091 and ASC093 are obviously ascii characters for open bracket and closed bracket. So in fact you're looking at:
COL FBX ASCII 091 Root FBX ASCII 093
which means simply

COL[Root]

You know why?

Because Maya doesn't do brackets...

Whenever you copy&paste a COL[Root] as a name for any object in Maya, it'll get rewritten to COL_Root_. It won't let you.

...

So how do people mod in Maya?
Is Maya literally unusable tool for this work?

Posts: 2

Participants: 2

Read full topic


Linking a Dock Path to a Specific Animation

$
0
0

@Nathanius wrote:

Hi all,

Pretty sure this hasn't been addressed specifically elsewhere, a search of the forum hasn't turned anything up at least.

I am currently setting up the fed_TNG_starbase so all four of the main doors open and close, I've prepared everything and given it three animations per door (launch, dock and close) and am looking at the kad_FuelPod example to see how the pros have done it. First thing I notice is the "_MAD[1]" Sub Parameter, this seems tied in with the different animations but there's nothing on the ANIM joints to tie these together

How/where are these actually linked? Nothing in the kad_fuelpod *.madstate file looked like it really linked these together except for these "wrappers" below

--
-- State-specific wrappers
--
--
-- Docking path 0
--
KAD_FUELPOD_DockPathOpen_OnSet = function(ship)
    KAD_FUELPOD_DockPathOpenArm_OnSet(ship, "DockPathOpen", "FightL0Open", "FightL0Close")
end
KAD_FUELPOD_DockPathOpen_OnPause = function(ship)
    KAD_FUELPOD_DockPathOpenArm_OnPause(ship, "DockPathOpen", "FightL0Open", "FightL0Close")
end
KAD_FUELPOD_DockPathClosed_OnSet = function(ship)
    KAD_FUELPOD_DockPathClosedArm_OnSet(ship, "DockPathClosed", "FightL0Open", "FightL0Close")
end
KAD_FUELPOD_DockPathClosed_OnPause = function(ship)
    KAD_FUELPOD_DockPathClosedArm_OnPause(ship, "DockPathClosed", "FightL0Open", "FightL0Close")
	setState(ship, "DockPathClose", 1)
end
--
-- Docking path 1
--
KAD_FUELPOD_DockPathOpen1_OnSet = function(ship)
    KAD_FUELPOD_DockPathOpenArm_OnSet(ship, "DockPathOpen1", "FightL1Open", "FightL1Close")
end
KAD_FUELPOD_DockPathOpen1_OnPause = function(ship)
    KAD_FUELPOD_DockPathOpenArm_OnPause(ship, "DockPathOpen1", "FightL1Open", "FightL1Close")
end
KAD_FUELPOD_DockPathClosed1_OnSet = function(ship)
    KAD_FUELPOD_DockPathClosedArm_OnSet(ship, "DockPathClosed1", "FightL1Open", "FightL1Close")
end
KAD_FUELPOD_DockPathClosed1_OnPause = function(ship)
    KAD_FUELPOD_DockPathClosedArm_OnPause(ship, "DockPathClosed1", "FightL1Open", "FightL1Close")
	setState(ship, "DockPathClose1", 1)
end

The only difference being the number inserted into the name of the _OnSet functions... is this the link? Am I missing something? If anyone has played with this before please let me know of your experience :smiley:

Posts: 5

Participants: 3

Read full topic

[SOLVED] Collision avoidance help!

$
0
0

@Dom2 wrote:

Can anyone help me out with SobGroup_AvoidanceIgnore()? I have used it before successfully, but for some reason the following lines don't seem to work in a custom code file:

SobGroup_AvoidanceIgnore(CustomGroup, "Player_Ships0")
SobGroup_AvoidanceIgnore("Player_Ships0", CustomGroup)

In frustration I also tried:

SobGroup_AvoidanceIgnore("Player_Ships0", "Player_Ships0")

Which also appears to be having no effect...

Posts: 8

Participants: 3

Read full topic

UI Textures unable to load?

$
0
0

@Krnt_13 wrote:

So after trying some mild modding, I have been getting this weird issue:

Almost all UI textures are unable to load when I load in Kadeshi ships, this is very strange because I haven't made any hods or even textures, but only playing with adding some races, using the stock hods.

Here are the messages contained in the log file

Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Tai_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Vgr_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Hgn_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Tai_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Hgn_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Tai_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Hgn_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Hgn_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\icon_ships.mres)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\icon_ships.mres)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Tai_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Hgn_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_misc_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW2_icon_Vgr_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\HW1_icon_Kus_ships.dds)
 Unable to retrieve UI (animated) texture (DATA:\Ship\Icons\icon_ships.mres)
And the list goes on....

It could be due to some corruption of the "shipicons.lua"?

Posts: 3

Participants: 3

Read full topic

GOG mod grabber/patcher

$
0
0

@Nathanius wrote:

Hi all,

Just throwing some thoughts out there, is there such a thing already as a program which can pull Steam workshop content without Steam? I'm just thinking of the constant requests for GOG versions of STC here. Coupling this with a pre-existing mod manager would be an effective solution to their mod access.

For context, there's no one on the STC team with the GOG version of HWRM and maintaining two release channels will become very arduous on a small team that's essentially hobbyists. Especially when you can't test the released product... I'm keen to do a GOG version once we run out of steam (ha!) with our updates but until then I've just been singing that tune :confused:

Posts: 3

Participants: 2

Read full topic

(cancelled) Homeworld Remastered Community Fix

$
0
0

@CryCoh wrote:

So, its been a while since the last update, and there is much unfinished work to be done. Good news: there is still quite a lot that can be done that doesn't require major game-engine work.

Is anyone willing to group up and make a community 'fix' to put up on steam? Some work to be done includes weapon effects, missing sounds, attack priorities, and so on. I'll pitch in what I can, but I don't have the drive to make this happen alone.

If there is little traction here or no serious takers after a few days or so, I'll let it rest. I guess part of me really wants to see the game up and going again.

Posts: 9

Participants: 4

Read full topic

Damagable Turrets inside base hods?

$
0
0

@EvilleJedi wrote:

I'm trying to wrap my head around something with turret subsystems

A "System" subsystem can have a collision/selection mesh .subs and .hod, with the actual graphical mesh being inside the ship that is damageable and the subsystem controlling if the effect is active or not, can the same be done with a turret?

we can have a couple different types of subsystems:
NewSubSystemType.type="Hidden"
NewSubSystemType.type="System"
NewSubSystemType.type="Weapon"

I'm assuming that Weapon provides all of the code hooks for the animation

this entry seems to be just for text and has no functional meaning
NewSubSystemType.typeString=

the substyem also it can be listed as inate,which Believe bitvenom said that damage contributed to the parent ship not to the subsystem, only one weapon system has this set, the Vgr BC heavy missile launcher
NewSubSystemType.innate=1

THese entries are what controls the subsystem life time
NewSubSystemType.maxhealth=20000
NewSubSystemType.inactiveTimeAfterDamage=40
NewSubSystemType.activateHealthPercentage=0.1

has anyone made an animated turret that is graphically on the base ship hod with a damageable sub tied to it?

Posts: 1

Participants: 1

Read full topic

Docking Issues - BSG Fleet Commander


Automatic Missile Defense Weapon?

$
0
0

@CryCoh wrote:

I've been messing around with custom subsystems and weapons for the Hiigaran Bc out of boredom, and I've been trying to convert the side pulsar weapons to an anti-missile system. The trouble here is I'm trying to make these side defense weapons automatically attack incoming missiles, similar to the Defense Fighter.

Am I missing something? Its possible to make the cruiser force select the missiles, but then all attention is focused away from actual ship targets, which defeats to purpose of an automatic system.

Posts: 9

Participants: 4

Read full topic

Defense and Magnetic Fields Not Visible?

$
0
0

@CryCoh wrote:

I've try adding the ability for a defense field on a ship, but I have been unable to actually see the field. I've tried editing the ships .events file as well as making a .madstate file with no progress.

I don't know the programming for custom luas or madstate files, so any help here is greatly appreciated.

Posts: 9

Participants: 4

Read full topic

[RESOURCE] HODOR error logs

$
0
0

@Dom2 wrote:

After many hours of troubleshooting over the last few years, I finally started to compile a record of HODOR errors and their solutions. I hope this is useful to others as well. If anyone finds any more, do post them.


HODOR stops at:

DAE->HOD: Loading xxx.dae

Path to DAE file is wrong in .hodor file


Windows dialogue "HODOR has stopped working" after

Parsing C:\Program Files (x86)\Steam\steamapps\common\Homeworld\GBXTools\HODOR\SHADERS.MAP

Problem with MAT[] or IMG[] definition in DAE file.

  • Did you specify SHD[]?
  • Did you specific FMT[]?
  • Did you put _DIFF in IMG[]?

Windows dialogue "HODOR has stopped working" after

-- Building LMIP[//.....] for Param[$xxx] (widthxheight - DXT1)

Corrupted image file?


No HODOR error but game crashes with this in the log file:

Unknown mesh group type (1) -- FATAL EXIT -- basicmesh/602:! --stack trace--

Problem with HODOR application files

  • delete HODOR and re-subscribe to steam item

HODOR:

DAE->HOD: Unable to locate SHADER.MAP entry for InnateSS - MAT[xxxxx]_SHD[InnateSS] - using generic!

No effect, HODOR successfully generates innate material.

Do nothing!


HODOR:

DAE->HOD: MAT[xxxx]_SHD[yyyy] lacks Diffuse channel, is required for SHADER.MAP processing!

Blender material may be set to "cooktorr" instead of "phong"


DAE->HOD: Generating Animation Channels
WARNING: xxx has more than 6 channels - potential dupe name?

Check for duplicate node names in the DAE

Posts: 2

Participants: 2

Read full topic

[RESOURCE] HW1 Classic Audio Chatter

[RESOURCE] Cataclysm Classic Audio Chatter

Viewing all 663 articles
Browse latest View live