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[QUESTION] Help with UI in creating a scrollable ship build queue overview in HW2 Classic

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@jelrak wrote:

Currently I have been having difficulty implementing a button in the buildqueuemenu.lua that will function as a page-down button (in a way similar to how it is possible to create in the gamesetup.lua). The problem at present is that there are far more build queues as a rule in this mod than usual so a screen permitting a simple overview would be of great assistance (even if only allowing the build queue summaries to lie beside one another instead).


Game Setup screen functionality


Desired Build Queue functionality

Though it is fairly straightforward to actually place the button on the screen, it will not function as intended…any suggestions?


Satisfactory alternative…

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[Question] 3DS Max: Object names don't export correctly

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@Talidos wrote:

Hello everyone. I’m wondering if one of you know how to fix this problem.

When I export a scene from Max to a DAE file, any brackets or commas in object names get exported as “FBXASCxxx”; were “xxx” is the ascii code of that symbol. For example, “COL[Root]” comes out as “COLFBXASC091RootFBXASC093”. Does anyone know why this happens, and how to keep it from happening in the future? If it matters, I’m using 3DS Max 2019.

I found one topic with the same issue here, and editing the DAE in notepad++ worked perfectly. If that’s what I gotta do, then so be it, but I hope that isn’t the case.

Also: Shoutout to PayDay and DAEnerys. After a week trying to figure out why HODOR was choking on my files, your error messages showed me the problem.

Thanks

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[QUESTION] Does anyone have the DAEs of the repair beams?

Further help with adding a ship?

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@autohummer wrote:

I am trying to add a fighter-class ship of my own into the game, I have my own model and texture ready, but after following the Kadeshi Swarmer tutorial I received an access violation upon loading the ship. I thought it may be a lack of textures, but other tutorials seem to suggest a ship could be placed in game even without textures. So what could have caused the error?

The ship I am adding has two texture sheets, one for the fuselage and the rest the wings. The game seems to use tga textures with a special naming scheme. How do I get all that to work?

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[QUESTION] sound lua Equalizer values?

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@sastrei wrote:

Do we know what this listing from the sound lua equals? IE which one is bass, treble, whatever.

equalizer = {
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
}

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Tactical overlay spheres?

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@Captain_Freedom wrote:

Hi,

I want to add an intrinsic gravity well to a ship, so I added the line :

addAbility(NewShipType,“HyperspaceInhibitorAbility”,1,10500)

to the .ship file. The grav Well works, but there is no sphere shown in the tactical overlay. Anybody know how to add this?

Thanks!

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[TOOL] HWR_FontCreator - .rcf font creator

How do I do multi-build?

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@Bupul wrote:

I am using a translator because I am bad English.
I’m trying to add multi-build scripts like Kushan and Taiidan, but I don’t know where to touch them.

Posts: 4

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Homeworld Remastered Infection Beam Script

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@herobrine101902 wrote:

After a long while, I have FINALLY been able to get a start on a WORKING infection beam script for Homeworld Remastered. As of right now, it needs work. However, when the script is complete, I will post it here.

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[Question] Rapid fire bullets

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@Nathanius wrote:

Hi All,

I’ve been playing with weapon file values in an attempt to recreate this:

But I can’t figure out how to get the bullets to be rapid firing, has anyone got a handy example for me to plagiarise? :innocent:

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[RESOURCE] Crook's Space Maker

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@sastrei wrote:

Old timers among us will remember Crook from the HW1 days. He’s made a nifty little tool that should come in handy for making backgrounds. I don’t think it’s meant to do skybox type images, but you can spit out the individual layers separately and edit them so you can use them for HWRM skyboxes.

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Research Ship Dock Paths/Scripting

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@880Zero wrote:

I’m wanting to make a research ship that is the same as the HW1 races but there doesn’t seem to be any documentation for this. There looks to be some specific dock paths and I think I can grasp the basics of it, but I was hoping someone here might have done it before or has an extracted HOD file I can look at.

I’m assuming the first ship has a dock path, then when the second ship is built theres an auto script that tells it to dock with the first ship, and that the second ship also has a dock path associated with it, so on and so forth?

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[QUESTION] How to update from per 2.0 to 2.3?

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@nathanbcoco wrote:

I think that one of my favourite mod " [Soban’s Rebalanced MOD for Multiplayer v1.29" (http://steamcommunity.com/sharedfiles/filedetails/?id=646326619) needs to be updated to 2.3. How can I update these ships HOD files to 2.3 from per Homeworld 2.0 patch.

It does work on 2.3 player patch however only the Hiigaran’s work and no other race.
Here is an example of the Ship files in this mod: Kushan assualtfrigate.
NewShipType = StartShipConfig()
NewShipType.displayedName="$10024"
NewShipType.sobDescription="$10025"
NewShipType.maxhealth=17000
NewShipType.regentime=1500
NewShipType.minRegenTime=300
NewShipType.sideArmourDamage=1.2
NewShipType.rearArmourDamage=1.2
NewShipType.isTransferable=1
NewShipType.useEngagementRanges=1
NewShipType.unitCapsNumber=2
NewShipType.SquadronSize=1
NewShipType.formationSpacing=250
NewShipType.passiveFormation=“dockline”
NewShipType.defensiveFormation=“broad”
NewShipType.aggressiveFormation=“delta”
NewShipType.mass=100
NewShipType.collisionMultiplier=1
NewShipType.thrusterMaxSpeed=160
NewShipType.mainEngineMaxSpeed=160
NewShipType.rotationMaxSpeed=30
NewShipType.thrusterAccelTime=7
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=8
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=0.75
NewShipType.rotationBrakeTime=0.4
NewShipType.thrusterUsage=0.5
NewShipType.accelerationAngle=40
NewShipType.mirrorAngle=0
NewShipType.secondaryTurnAngle=0
NewShipType.maxBankingAmount=20
NewShipType.descendPitch=20
NewShipType.goalReachEpsilon=30
NewShipType.slideMoveRange=100
NewShipType.controllerType=“Ship”
NewShipType.tumbleStaticX=10
NewShipType.tumbleStaticY=20
NewShipType.tumbleStaticZ=5
NewShipType.tumbleDynamicX=2
NewShipType.tumbleDynamicY=10
NewShipType.tumbleDynamicZ=5
NewShipType.tumbleSpecialDynamicX=2
NewShipType.tumbleSpecialDynamicY=10
NewShipType.tumbleSpecialDynamicZ=5
NewShipType.relativeMoveFactor=3
NewShipType.swayUpdateTime=4
NewShipType.swayOffsetRandomX=10
NewShipType.swayOffsetRandomY=10
NewShipType.swayOffsetRandomZ=10
NewShipType.swayBobbingFactor=0.15
NewShipType.swayRotateFactor=0
NewShipType.useTargetRandom=1
NewShipType.targetRandomPointXMin=-0.33
NewShipType.targetRandomPointXMax=0.33
NewShipType.targetRandomPointYMin=-0.3
NewShipType.targetRandomPointYMax=-0.3
NewShipType.targetRandomPointZMin=-0.4
NewShipType.targetRandomPointZMax=0.55
NewShipType.dustCloudDamageTime=160
NewShipType.nebulaDamageTime=200
NewShipType.MinimalFamilyToFindPathAround=“MotherShip”
NewShipType.BuildFamily=“Frigate_Kus”
NewShipType.AttackFamily=“Frigate”
NewShipType.DockFamily=“Frigate”
NewShipType.AvoidanceFamily=“Frigate”
NewShipType.DisplayFamily=“Frigate”
NewShipType.AutoFormationFamily=“Frigate”
NewShipType.CollisionFamily=“Big”
NewShipType.ArmourFamily=“MediumArmour”
NewShipType.UnitCapsFamily=“Frigate”
NewShipType.fighterValue=0
NewShipType.corvetteValue=0
NewShipType.frigateValue=12
NewShipType.neutralValue=0
NewShipType.antiFighterValue=8
NewShipType.antiCorvetteValue=4
NewShipType.antiFrigateValue=4
NewShipType.totalValue=12
NewShipType.buildCost=700
NewShipType.buildTime=55
NewShipType.buildPriorityOrder=10
NewShipType.retaliationRange=5500
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=5000
NewShipType.secSensorRange=6000
NewShipType.detectionStrength=1
NewShipType.TOIcon=“Diamond”
NewShipType.TOScale=1
NewShipType.TODistanceFade0=9000
NewShipType.TODistanceDisappear0=7000
NewShipType.TODistanceFade1=4500
NewShipType.TODistanceDisappear1=3500
NewShipType.TODistanceFade2=12000
NewShipType.TODistanceDisappear2=35000
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.045
NewShipType.mouseOverMaxFadeSize=0.1
NewShipType.healthBarStyle=1
NewShipType.nlips=0.00015
NewShipType.nlipsRange=6000
NewShipType.nlipsFar=0.00015
NewShipType.nlipsFarRange=10000
NewShipType.SMRepresentation=“HardDot”
NewShipType.meshRenderLimit=14000
NewShipType.dotRenderLimit=10
NewShipType.visibleInSecondary=1
NewShipType.minLOD=0.25
NewShipType.goblinsStartFade=1550
NewShipType.goblinsOff=1550
NewShipType.minimumZoomFactor=0.63
NewShipType.selectionLimit=150000
NewShipType.preciseATILimit=0
NewShipType.selectionPriority=75
NewShipType.militaryUnit=1
addAbility(NewShipType,“MoveCommand”,1,0);
addAbility(NewShipType,“CanDock”,1,0);
NewShipType.dockTimeBetweenTwoFormations=1
NewShipType.dockTimeBeforeStart=2
NewShipType.dockNrOfShipsInDockFormation=1
NewShipType.dockFormation=“delta”
NewShipType.queueFormation=“dockline”
NewShipType.dontDockWithOtherRaceShips=1
NewShipType.ignoreRaceWhenDocking=0
addAbility(NewShipType,“CanLaunch”);
NewShipType.launchTimeBetweenTwoFormations=1
NewShipType.launchTimeBeforeStart=2
NewShipType.launchNrOfShipsInDockFormation=1
NewShipType.launchFormation=“delta”
addAbility(NewShipType,“ParadeCommand”,1);
addAbility(NewShipType,“WaypointMove”);
addAbility(NewShipType,“HyperSpaceCommand”,0,1.1,200,700,0,3);
addAbility(NewShipType,“CanAttack”,1,1,0,0,0.35,1.5,“Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter”,“Frontal”,{Fighter=“MoveToTargetAndShoot”},{Corvette=“MoveToTargetAndShoot”},{Munition=“MoveToTargetAndShoot”},{SubSystem=“FrontalVsSubSystem”});
addAbility(NewShipType,“GuardCommand”,1,3000,600);
addAbility(NewShipType,“HyperspaceViaGateCommand”,1,3,1,0.3);
addAbility(NewShipType,“CanBeCaptured”,45,0.1,“CapCap”);
addAbility(NewShipType,“CanBeSalvageCaptured”,0,1,0,0,1,“SalCap”);
addAbility(NewShipType,“CanBeRepaired”,“RepCap”);
addAbility(NewShipType,“RetireAbility”,1,1);
LoadModel(NewShipType,1);
StartShipWeaponConfig(NewShipType,“Kus_AssaultGun”,“Weapon_Gun0”,“Weapon_Gun0”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultGun”,“Weapon_Gun1”,“Weapon_Gun1”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultGun”,“Weapon_Gun2”,“Weapon_Gun2”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultGun”,“Weapon_Gun5”,“Weapon_Gun5”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultBomb”,“Weapon_Gun6”,“Weapon_Gun6”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultBomb”,“Weapon_Gun7”,“Weapon_Gun7”);
StartShipWeaponConfig(NewShipType,“Kus_BombGun”,“Weapon_Gun0”,“Weapon_Gun0b”);
StartShipWeaponConfig(NewShipType,“Kus_BombGun”,“Weapon_Gun1”,“Weapon_Gun1b”);
StartShipWeaponConfig(NewShipType,“Kus_BombGun”,“Weapon_Gun2”,“Weapon_Gun2b”);
StartShipWeaponConfig(NewShipType,“Kus_BombGun”,“Weapon_Gun5”,“Weapon_Gun5b”);
StartShipWeaponConfig(NewShipType,“Kus_BombCannon”,“Weapon_Gun3”,“Weapon_Gun3b”);
–StartShipWeaponConfig(NewShipType,“Kus_AssaultBombimp”,“Weapon_Gun3”,“Weapon_Gun3”);
–StartShipWeaponConfig(NewShipType,“Kus_AssaultBombimp”,“Weapon_Gun4”,“Weapon_Gun4”);
addShield(NewShipType,“EMP”,310,20);
NewShipType.battleScarCoverage=2
NewShipType.battleScarBudgetLow = 400
NewShipType.battleScarBudgetNext = 600
NewShipType.sobDieTime=1.9
NewShipType.sobSpecialDieTime=1
NewShipType.specialDeathSpeed=40
NewShipType.chanceOfSpecialDeath=0
NewShipType.deadSobFadeTime=1
NewShipType.trailLinger=4
setEngineBurn(NewShipType,6,1,1.5,60,1.1,0.1,0.25,120);
setEngineBurn(NewShipType,6,1,1.5,60,1.1,0.1,0.25,120);
setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{0.7, 0.55, .35, 0.25});
loadShipPatchList(NewShipType,“data:sound/sfx/ship/Hiigaran/Frigate/”
,0,“Engines/HFrigateEng”,""
,1,“Ambience/HFrigateAmb”,"");
loadLatchPointList(NewShipType,“SalCap”,“SalvagePoint1”,“SalvagePoint2”);
loadLatchPointList(NewShipType,“CapCap”,“CapturePoint1”);
loadLatchPointList(NewShipType,“RepCap”,“RepairPoint1”,“RepairPoint2”);
NewShipType.minFalloffDamageDist=0
NewShipType.maxFalloffDamageDist=400
NewShipType.maxFalloffDamage=400

And here is the 2. 3 version of the same ship.
NewShipType = StartShipConfig()
NewShipType.displayedName="$10024"
NewShipType.sobDescription="$10025"
NewShipType.maxhealth=getShipNum(NewShipType, “maxhealth”, 27500)
NewShipType.regentime=2500
NewShipType.minRegenTime=2500
NewShipType.sideArmourDamage = getShipNum(NewShipType, “sideArmourDamage”, 1.2)
NewShipType.rearArmourDamage = getShipNum(NewShipType, “rearArmourDamage”, 1.2)
setTacticsMults(NewShipType, “ENGINEACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “THRUSTERACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “ROTATION”, 0.95, 1.05, 1.0)
setTacticsMults(NewShipType, “ROTATIONACCEL”, 1.10, 0.90, 1.0)
setTacticsMults(NewShipType, “FIRERATE”, 0.98, 1.02, 1.0)
NewShipType.isTransferable=1
NewShipType.formationSpacing=250
NewShipType.defaultROE=“Defensive”
NewShipType.defaultStance=“Neutral”
NewShipType.mass=100
NewShipType.collisionMultiplier=1
NewShipType.thrusterMaxSpeed=206
NewShipType.mainEngineMaxSpeed=206
NewShipType.rotationMaxSpeed=40
NewShipType.thrusterAccelTime=7
NewShipType.thrusterBrakeTime=2
NewShipType.mainEngineAccelTime=8
NewShipType.mainEngineBrakeTime=2
NewShipType.rotationAccelTime=0.5
NewShipType.rotationBrakeTime=0.3
NewShipType.thrusterUsage=0.5
NewShipType.accelerationAngle=40
NewShipType.mirrorAngle=0
NewShipType.secondaryTurnAngle=0
NewShipType.maxBankingAmount=20
NewShipType.descendPitch=20
NewShipType.goalReachEpsilon=30
NewShipType.slideMoveRange=100
NewShipType.controllerType=“Ship”
NewShipType.tumbleStaticX=10
NewShipType.tumbleStaticY=20
NewShipType.tumbleStaticZ=5
NewShipType.tumbleDynamicX=2
NewShipType.tumbleDynamicY=10
NewShipType.tumbleDynamicZ=5
NewShipType.tumbleSpecialDynamicX=2
NewShipType.tumbleSpecialDynamicY=10
NewShipType.tumbleSpecialDynamicZ=5
NewShipType.relativeMoveFactor=3
setTargetBox(NewShipType, 0, -0.3,-0.3,-0.96, 0.3,0.43,0.4)
NewShipType.useLayoutBounds=1
NewShipType.layoutBoundX=60
NewShipType.layoutBoundY=55
NewShipType.layoutBoundZ=100
NewShipType.layoutCenterX=0
NewShipType.layoutCenterY=0
NewShipType.layoutCenterZ=10
NewShipType.dustCloudDamageTime=160
NewShipType.nebulaDamageTime=200
NewShipType.MinimalFamilyToFindPathAround=“MotherShip”
NewShipType.BuildFamily=“Frigate_Kus”
NewShipType.AttackFamily=“Frigate”
NewShipType.DockFamily=“Frigate”
NewShipType.AvoidanceFamily=“Frigate”
NewShipType.DisplayFamily=“Frigate”
NewShipType.AutoFormationFamily=“Frigate”
NewShipType.CollisionFamily=“Big”
NewShipType.ArmourFamily=getShipStr(NewShipType, “ArmourFamily”, “MediumArmour”)
setSupplyValue(NewShipType, “Frigate”, 1.0)
setSupplyValue(NewShipType, “LayoutFrigate”, 1.0)
NewShipType.fighterValue=0
NewShipType.corvetteValue=0
NewShipType.frigateValue=12
NewShipType.neutralValue=0
NewShipType.antiFighterValue=0
NewShipType.antiCorvetteValue=12
NewShipType.antiFrigateValue=15
NewShipType.totalValue=12
NewShipType.buildCost=700
NewShipType.buildTime=60
NewShipType.buildPriorityOrder=10
NewShipType.retaliationRange=5500
NewShipType.retaliationDistanceFromGoal=160
NewShipType.visualRange=1000
NewShipType.prmSensorRange=5000
NewShipType.secSensorRange=6000
NewShipType.detectionStrength=1
NewShipType.TOIcon=“Diamond”
NewShipType.TOScale=1
NewShipType.TODistanceFade0=9000
NewShipType.TODistanceDisappear0=7000
NewShipType.TODistanceFade1=4500
NewShipType.TODistanceDisappear1=3500
NewShipType.TODistanceFade2=12000
NewShipType.TODistanceDisappear2=35000
NewShipType.TOGroupScale=1
NewShipType.TOGroupMergeSize=0
NewShipType.mouseOverMinFadeSize=0.045
NewShipType.mouseOverMaxFadeSize=0.1
NewShipType.healthBarStyle=1
NewShipType.nlips=0.00015
NewShipType.nlipsRange=6000
NewShipType.nlipsFar=0.00015
NewShipType.nlipsFarRange=10000
NewShipType.SMRepresentation=“HardDot”
NewShipType.meshRenderLimit=14000
NewShipType.dotRenderLimit=10
NewShipType.visibleInSecondary=1
NewShipType.minLOD=0.25
NewShipType.goblinsStartFade=1550
NewShipType.goblinsOff=1550
NewShipType.minimumZoomFactor=0.63
NewShipType.selectionLimit=150000
NewShipType.preciseATILimit=0
NewShipType.selectionPriority=75
NewShipType.militaryUnit=1
addAbility(NewShipType,“MoveCommand”,1,0);
addAbility(NewShipType,“CanDock”,1,0);
NewShipType.dockTimeBetweenTwoFormations=1
NewShipType.dockTimeBeforeStart=2
NewShipType.dockNrOfShipsInDockFormation=1
NewShipType.dockFormation=“delta”
NewShipType.queueFormation=“dockline”
NewShipType.strikeGroupRadius=100
NewShipType.dontDockWithOtherRaceShips=1
NewShipType.ignoreRaceWhenDocking=0
addAbility(NewShipType,“CanLaunch”);
NewShipType.launchTimeBetweenTwoFormations=1
NewShipType.launchTimeBeforeStart=2
NewShipType.launchNrOfShipsInDockFormation=1
NewShipType.launchFormation=“delta”
addAbility(NewShipType,“ParadeCommand”,1);
addAbility(NewShipType,“WaypointMove”);
addAbility(NewShipType,“HyperSpaceCommand”,1,1.1,200,700,0,4);
addAbility(NewShipType,“CanAttack”,1,1,0,1,0.35,1.5,“Capturer, Corvette_hw1, Corvette, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Resource, Fighter_hw1, Fighter, Swarmer”,“frontal_frigate”,
{Fighter=“movetotargetandshoot_Frigate_vs_Fighters”},
{Fighter_hw1=“movetotargetandshoot_Frigate_vs_Fighters”},
{Swarmer=“movetotargetandshoot_Frigate_vs_Fighters”},
{Corvette=“frontal_frigate”},
{Corvette_hw1=“frontal_frigate”},
{Munition=“frontal_frigate”},
{SmallCapitalShip=“frontal_frigate”},
{BigCapitalShip=“frontal_frigate”},
{SubSystem=“FrontalVsSubSystem”});
addAbility(NewShipType,“GuardCommand”,1,3000,600);
addAbility(NewShipType,“HyperspaceViaGateCommand”,1,3,1,0.3);
addAbility(NewShipType,“CanBeCaptured”,45,0.1,“CapCap”);
addAbility(NewShipType,“CanBeSalvageCaptured”,0,1,0,0,1,“SalCap”);
addAbility(NewShipType,“CanBeRepaired”,“RepCap”);
addAbility(NewShipType,“RetireAbility”,1,1);
LoadModel(NewShipType,1);
StartShipHardPointConfig(NewShipType,“Weapon_Gun0”,“Hardpoint_Gun0”,“Weapon”,“Innate”,“Ship”,“Kus_AssaultGun”,"","","","","","","","");
StartShipHardPointConfig(NewShipType,“Weapon_Gun1”,“Hardpoint_Gun1”,“Weapon”,“Innate”,“Ship”,“Kus_AssaultGun”,"","","","","","","","");
StartShipHardPointConfig(NewShipType,“Weapon_Gun2”,“Hardpoint_Gun2”,“Weapon”,“Innate”,“Ship”,“Kus_AssaultGun”,"","","","","","","","");
StartShipHardPointConfig(NewShipType,“Weapon_Gun5”,“Hardpoint_Gun5”,“Weapon”,“Innate”,“Ship”,“Kus_AssaultGun”,"","","","","","","","");
StartShipWeaponConfig(NewShipType,“Kus_AssaultBomb”,“Weapon_Gun3”,“Weapon_Gun3”);
StartShipWeaponConfig(NewShipType,“Kus_AssaultBomb”,“Weapon_Gun4”,“Weapon_Gun4”);
addShield(NewShipType,“EMP”,310,20);
NewShipType.battleScarCoverage=2
NewShipType.battleScarBudgetLow = 400
NewShipType.battleScarBudgetNext = 600
NewShipType.sobDieTime=1.9
NewShipType.sobSpecialDieTime=1
NewShipType.specialDeathSpeed=40
NewShipType.chanceOfSpecialDeath=0
NewShipType.deadSobFadeTime=1
NewShipType.trailLinger=4
setEngineBurn(NewShipType,6,1,1.5,60,1.1,0.1,0.25,120);
setEngineBurn(NewShipType,6,1,1.5,60,1.1,0.1,0.25,120);
setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{0.7, 0.55, .35, 0.25});
loadShipPatchList(NewShipType,“data:sound/sfx/ship/Hiigaran/Frigate/”,0,“Engines/HFrigateEng”,"",1,“Ambience/HFrigateAmb”,"");
loadLatchPointList(NewShipType,“SalCap”,“SalvagePoint1”,“SalvagePoint2”);
loadLatchPointList(NewShipType,“CapCap”,“CapturePoint1”);
loadLatchPointList(NewShipType,“RepCap”,“RepairPoint1”,“RepairPoint2”);
NewShipType.minFalloffDamageDist=100
NewShipType.maxFalloffDamageDist=1002
NewShipType.maxFalloffScuttleDamageDist=100
4
NewShipType.explosiveScuttleDamageOnDeath=1125
NewShipType.maxFalloffForce=500*10
NewShipType.explosiveDamageOnDeath=225
NewShipType.radiusDamageEvadeMod=1.1
NewShipType.canSurround=1
Can @Cloaked and anyone in 2.3 player mod and anyone help me makes these ships in this mod playable again and up to speed in the new version? if not could you please give me guidance on where to start? Thanks!

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Curious about source code

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@Romegypt wrote:

I’m sure this has been asked a million times. But why don’t we have the source code for cataclysm?

Should it not all be on the disc you play the game with? I know you can’t see all the files, but if you go in on windows and tell it to show hidden files, you can see all the files on a particular CD.

Would this not work? You wouldn’t even need installation to view the files on the CD. I lifted some music from an iPod to a computer this way because Apple music or itunes or whatever wasn’t working.

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Textures, What is each specific shader is used for? More specifically "When" should it be used?

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@Major_Stress wrote:

This topic has been covered before. I have read the shader details, but much is still unclear. I am no stranger to shaders. However there are times the HWRM system just baffles me, and gives me fits.

For example. I just NOW realized (after 3 years of modding this game) that the SPEC, and REFL shaders should be used in TANDUM with each other. I just used SPEC for hull plating with no REFL before, and lets just say i get some very mixed results. Also i did not realize that you had to start from BLACK, and work your way up.

Heres some examples of the fits i have been having…

My goal was to have the hull plating or “aztec” only be seen when the ship is backlit. However the old way i did my spec maps was similar to how Bridge Commander modders did theirs. The results as you can see is that the ship is way too shiny, and the aztecs are visible no matter the direction of the light sources. It looked especially bad when viewed from top down, or bottom up.

After i realized SPEC/REFL symbiosis…

Following the examples from the HWRM sample ships i made a REFL map identical, but darker than the SPEC map (with a few exceptions for mirror like surfaces). I also darkened the original SPEC map. The results are much more like was intended, and the aztecs reflect the backlit light source as they should.

Can some people with more experience elaborate on the non self explanatory on how, and when each shader should be used? Also the PAIN map is still baffling me. What exactly is its purpose?

It took me 3 years to figure out what i did on my own. I hope i dont have to take another 3 years to figure out the rest.

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Help! MY WEAPON EDITOR WON'T WORK! I KEEP GETTING AN ERROR!

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@shadowgod3211 wrote:

i keep getting this error

HW2 Weapon-script editor run-time error “13” type mismatch and also the type 9 error

can someone PLEASE HELP ME!!

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[MOD] Operation: HOMEFRONT | Halo Mod | General Discussion and Progress

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@880Zero wrote:

I haven’t actively posted here in a long time… I’m making huge strides, so I figured I have enough to show off now!

This is Homefront, same as the classic mod, but for Remaster. :stuck_out_tongue:
Everything going into the mod is receiving a face lift in both poly count and texture resolution. We’ve collectively as a community made great strides working on the Sins of the Prophets mod for Sins of a Solar Empire and I’m pleased to announce we’ll be doing a soft release in the near future!

Something I thought was pretty cool is that all the Covenant weapon FX are carried straight over from the first ever released version back in 2008 or thereabouts. Partially because FX for this game don’t make any sense to me and because they look awesome in the Remaster!

As of this post, the ship list for the Covenant has been filled from fighter to frigate. I took a break from doing builders because it took me a whole two weeks just to rig the Assault Carrier… lol. I’ll be posting here more frequently. It’s usually every two or so days I get a new ship in game.

Hope you all enjoy!

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Formation Spacing

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@880Zero wrote:

NewShipType.formationSpacing=1000 doesn’t seem to work anymore.

Does this mean I have to make custom formations or is there some way I can modify formations specifically for one race?

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[TOOL] Blender HWRM Toolkit - Cube Maps!

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@Dom2 wrote:

As I hinted in another thread, I have been working on a few updates to the blender toolkit written by @dkesserich (Blender DAE Exporter for HWRM). These updates are mostly related to backgrounds, and they are not quite ready to roll out yet. When they are, I plan to fork the original toolkit on github and merge it with the importer to make a new package.

However I will share the cube map part for now, because people have asked me to @Nathanius . Here goes…

Replace the previous file joint_tools.py in your blender addons HWRM toolkit directory with this one:

https://www.dropbox.com/s/m6kc4alsa5nnuj6/joint_tools.py?dl=1

It is quite self explanatory. You can create the cameras and then render the cube maps. The maps will be created in the same directory as where the current blend file is saved. Unfortunately I have not yet worked out how to make them .TGA format, so you will have to convert them in GIMP… Hopefully in time I can fully automate the whole process.

image

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Where is the menu for setting up CPU players?

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@Captain_Freedom wrote:

Hi,

I wanted to add some more difficulty levels to my mod, and I think I have everything set up in the AI and script files, but I can’t find the menu for setting up the CPU players anywhere. Does anybody know where it is? I guess it’s in ‘newui’ somewhere, but I can’t find it.

Just to clarify: I mean the screen when your setting up a player vs. CPU game and you pick the map in the upper right, the game options in the lower right (found this already), and I’m looking for the center-left window where you set up the positions, teams, colors, and difficulty or closing the player out of the game.

Thanks!

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