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[BACKGROUND] usage of Cosmic_BG and Cosmic_BG_A shaders

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@EvilleJedi wrote:

Has anyone got the cosmic_BG and cosmic_bg_a shaders to work in background hods? I get a black image, in the proper place and the MASK channel works fine, if I change the shader to bgmoon or bg_planet the texture displaysm but with the wrong effect and blending (need full bright transparency) I have also trie saving the TGA as 24 and 32 bit and setting the shader texture parameters to things other than DXT5 to see if would display anything

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[SHIP] Bombers attacking subsystems

[GUI] "Named actor" indicator

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@Mikali wrote:

In my mod I am adding several "characters" with lines of dialogue. What would be a good way to indicate to the player that some ships can be talked to, but others cannot? I need some sort of visual indicator that can be seen at a glance. Thanks!

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[GUI] Passing values between gametype and GUI scripts

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@Mikali wrote:

Other than writing to a file and then reading it, what's a good way to pass values (mostly strings) between gametype scripts and GUI scripts? Thanks.

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[GUI] Changing button text dynamically

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@Mikali wrote:

I'm trying to change some text on a button. I see a few possible choices for functions:

UI_SetButtonTextHotkey
UI_SetTextLabelText
UI_SetLabelTextHotkey

I don't really understand what the first one does. (Why the need for a hotkey?) And the second one doesn't work with buttons AFAIK.

Are there other methods? Thanks.

[edit]

Never mind. I think `UI_SetButtonTextHotkey is definitely what I want. But is there a list somewhere of unused keyboard keys I can bind to the button? Right now I have it set to key #666. Thanks.

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Tefeari's Trail Mods

[SHIP] Only appear in sensors manager?

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@Mikali wrote:

Is it possible to make a ship only appear in sensors manager? Also, is it possible to edit the pie plate model?

[edit]

I was able to do the former by setting NewShipType.meshRenderLimit=0.

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[GUI] Text wrapping in button

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@Mikali wrote:

I created a TextButton in the in-game GUI. I can make it stretch horizontally. Has anyone been able to get one to expand vertically and wrap the text? Thanks.

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Save game format?

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@Mikali wrote:

So I unzipped a save game file using 7zip. I got a file that is semi-readable in Notepad, but a lot is garbled. What format is this file? I know that the globals table is reproduced in it, but nothing about the rest. I tried decompiling it using SpookyRAT, but got an error.

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[SOLVED][SCRIPTING] SobGroup_SplitGroup()

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@Mikali wrote:

Does anyone have an updated version of this script or a similar script or workaround?

http://hw2bsg.org/wiki.hw2.info/UserFunctionSobGroup_SplitGroup.html

It is returning multiple ships in a single sobgroup, because "there are only two ships in sSobGroupToSplit".

Thanks.

[edit]

Never mind. The same function exists in "data\leveldata\multiplayer\lib\lib.lua" but renamed to SobGroup_SplitGroupFromGroup, and I just used the workaround Gearbox devised.

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[SCRIPTING] SobGroup_OwnedBy()

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@Mikali wrote:

It seems the function SobGroup_OwnedBy() returns -1 for the human player instead of 0. Anyone know why this is the case?

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[SOLVED][SCRIPTING] Mission events formatting

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@Mikali wrote:

Here’s an event from my mod that I adapted from the Postmortem mod/tutorial.

{
	{"obj_prim_newobj_id = Objective_Add( sectorName .. ': Build a Scout', OT_Primary )",""},
	{"Objective_AddDescription( obj_prim_newobj_id, 'Build one Scout squadron to win the mission.')",""},
	HW2_SubTitleEvent( Actor_FleetIntel, "Build one Scout squadron to win the mission.", 4 ),
},

Why are some commands surrounded by quotes? What is the difference between a quoted command and a non-quoted command? Why is there an extra pair of empty quotes at the end of some commands?

Thanks.

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[SOLVED][GUI] Timer value

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@Mikali wrote:

I’m looking at the in-game timer in newtaskbar.lua. It has a parameter that formats the time into HH:MM:SS.

customFormat = "%H:%M:%S",

Is there a way to get it to show days as well? I’ve tried changing it but the game just crashes. Thanks.

[edit]

I managed to write my own code for this and used it to replace Gearbox’s timer:

function seconds_to_days_hours_minutes_seconds(total_seconds)
	local time_days		= floor(total_seconds / 86400)
	local time_hours	= floor(mod(total_seconds, 86400) / 3600)
	local time_minutes	= floor(mod(total_seconds, 3600) / 60)
	local time_seconds	= floor(mod(total_seconds, 60))
	if (time_hours < 10) then
		time_hours = "0" .. time_hours
	end
	if (time_minutes < 10) then
		time_minutes = "0" .. time_minutes
	end
	if (time_seconds < 10) then
		time_seconds = "0" .. time_seconds
	end
	return time_days .. ":" .. time_hours .. ":" .. time_minutes .. ":" .. time_seconds
end

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Change language for original HW1

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@chrree wrote:

Hello, I bought the original Homeworld 1 (not the Remaster) and I’m facing the problem that the game is in german. I prefer english voices though so I need to find a way to change the language. Do you guys know what to do?

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[SCRIPTING] Get *all* ships

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@Mikali wrote:

Is there a way to collect all ships into a single sobgroup? the “Player_Ships0” sobgroup ignores ships in hyperspace or that are docked. Thanks.

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How to disable Homeworld 1 Classic LoD Model Scaling?

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@Talrivian wrote:

Ever since the relicnews forums went down, we lost all of the old threads on obscure small topics concerning homeworld 1 classic modding.

In my quest to disable any and all polygon model scaling in Homeworld 1 Classic, I ran across this ancient thread, which made me want to search old ancient posts in the modding forum at relicnews:

Now, is there such a setting that I can switch on in Homeworld 1 Classic?

Or do I need to go into each…

and every…

*.lod file…

and modify the view distance at which the .lod files are switched?

Because that is annoying if that is the only way to disable the low polygon models. I just want to play this game, in all of it’s nostalgic glory, without having my ships look like little blobs of twigs stapled together because I zoomed out 1 time. It’s not necessary when you have an i7 processor and a Geforce GTX 980 Ti.

Any suggestions? Any and all help is appreciated.

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Overdocking question

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@Mikali wrote:

In the HW1 and HW2 campaigns, is it possible to “overfill” the available parking space? What happens at the end of a mission when you’ve built too many craft to fit in the shiphold?

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[GUI] Toggle neighboring screens?

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@Mikali wrote:

When you click the Objectives button it automatically closes the Recall button, and vice versa. What makes this possible? I don’t see anything obvious that would control this behavior in the GUI screens themselves.

Also, what determines whether a screen can be closed using the Esc key?

Thanks!

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[SOLVED][SHIP] Hyperspace and dock capable ships?

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@Mikali wrote:

Are there any ships in HWRM that can both hyperspace and dock inside another ship? Right now I am using this difference to distinguish between different types of ships, and am worried it might result in problems later on. Thanks.

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[SOLVED][SHIP] Load shared model

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@Mikali wrote:

If I copy an old ship using LoadSharedModel into another ship, do I need to make copies of the old ship’s Lua and Events files as well? Or will the new ship fetch them automatically from the old ship? For instance, I want to create a “hgn_mothership_karan” that uses the same model and animations as “hgn_mothership”. Thanks.

[edit]

I’m trying to test this, but the generic error messages are less than useful. :frowning:

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