Topic: Problem with adding ship to SFC3 and non vissible break mesh  (Read 1050 times)

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Offline Terradyhne

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Problem with adding ship to SFC3 and non vissible break mesh
« on: February 28, 2005, 02:20:16 am »
i tryed to add my two TOS destroyer models of the Avenger and Predator classes to SFC3 both where first made for SFC2 and the Predator works fine with the game but the Avenger is not really working good, the BS,TI and VL pics are not shown ingame, the ship model itself you could see verry big as you have zoomed into but i didn't zoom in because this is not functional in my german SFC3 version and at least the break mesh is not vissible, i tryed everything i could imagine to solve this problem ( reconverted the mesh, made it a other shipclass, deleted some weapons...)
or could it be the problem that the Avenger has more than 10.000 polys ??
please could someone help

a screenshot of the problem ship:



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Offline Cozbo

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Re: Problem with adding ship to SFC3 and non vissible break mesh
« Reply #1 on: February 28, 2005, 02:42:59 am »
I  have the Avenger working fine in my version of this mod.  Did you make sure all the file names are matching?
Did you create  BS,VL, and TI files?

I will double check to see if the break mod is working but I believe it was.

Offline manitoba1073

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Re: Problem with adding ship to SFC3 and non vissible break mesh
« Reply #2 on: February 28, 2005, 03:19:08 am »
ok terra,

 the BS,TI,VL  should be in this range and share the same names as the ship folder and .mod files

BS- 304x241
TI- 141x157
VL- 598x365

and should be in BMP format. as far as the brk model goes how did u make the brk model. size has to be change in 3dsmax. as far as poly count goes 10000 polies isnt a big deal if ur comp is fairly highend and the ship happens to be the only high poly ship in the screen at that time.  i have had a ship upto 30000 polies in a skirmish with no real probs. u can send me your version of that ship to manitoba1073@gmail.com and i can also take a look at it for u.

hope that helps some.



Offline Victory

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Re: Problem with adding ship to SFC3 and non vissible break mesh
« Reply #3 on: February 28, 2005, 05:59:07 am »
as far as the sizing goes, that's easy to correct. in your DefaultCore.txt file, there's a column of numbers that determins the ship size for each ship. It wont change the model size, it'll adjuct the game specs to that size. If you raise the number in that column, you'll adjust the zoom and the shield rings around the ship.
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Offline Terradyhne

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Re: Problem with adding ship to SFC3 and non vissible break mesh
« Reply #4 on: February 28, 2005, 06:59:16 am »
as far as the sizing goes, that's easy to correct. in your DefaultCore.txt file, there's a column of numbers that determins the ship size for each ship. It wont change the model size, it'll adjuct the game specs to that size. If you raise the number in that column, you'll adjust the zoom and the shield rings around the ship.

i used the same settings for hardpoints etc for the Predator and Avenger but i added one more weapon to the Avenger and the BS,TI and VL pics are in the same folder like the model and its textures, they have the correct names and they are the correct size and the textures for the ship are 512x512, i had the same problem with my Loki class and there was only the problem to have one texture that was 600x512 but i will look in the defaultcore.txt for those ship size numbers
but i think SFC3 just hates me LOL  ;D



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Offline Terradyhne

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Re: Problem with adding ship to SFC3 and non vissible break mesh
« Reply #5 on: February 28, 2005, 08:33:37 am »
ok now it works fine, all i did was deleting all specs in the defaultcore and defaultloadout files added the specs to the text files again  and now it works fine and i think the problem was only the shieldspace settings where to smal  ;D
little settings problem causes such big ingame problems, thats odd



"there will be no better worlds with human presence as mankind tends to ignorance, intolerance and selfishness, despite they tell you about themselves"