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Re: Battlestar Galactica
Posted: 06 May 2008, 23:58
by Forboding Angel
In upspring you need to flip the UV.
Re: Battlestar Galactica
Posted: 07 May 2008, 01:27
by rattle
Or use DDS to overcome that.

Re: Battlestar Galactica
Posted: 18 Aug 2008, 22:55
by daan 79
ok to start up this topic a bit. I managed to get 30 units in the game with the right textures. Well basically i dont care if this topic is almost dead i just gonna put a bos file her witch i gonna compile. Script with wings1 wings2 in it i removed. i am not sure i can remove the pieces.
http://pastebin.com/d4cd726d9
Yes its a hawk cob uncobbed to bos that got all the wings animation ripped out of it. I wanted to get rid of the ()killed script and replaced it with stuff argh advised me some 40 years ago. So yeah i am ready to let the cylons get fucked and killed simultanuly! did i say that.
frak..
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:22
by daan 79
I didnt pastebin this fiper fbi but i will pastebin the bos file i compiled.
My trouble is the viper behaves cool but wont shoot cylon garbage!
Could this be the trouble?
original fighter
Base
reartrust
wings2
wings2trust
flare2
wings2
wings2trust
flare1
My fighter
Base
middle
reartrust
wings2trust
flare2
wings2trust
flare1
Note i removed all the script that used the wings pieces i believe be removing the ()killed script and the animation of wings script.
[UNITINFO] // Generated with TAS Modit v2.2 Beta
{
name=Freedom Fighter;
objectname=HViperMK2.s3o;
unitname=HviperMK2;
buildcostenergy=2687;
buildcostmetal=68;
buildtime=4077;
category=ARM VTOL MOBILE WEAPON NOTSUB CTRL_P CTRL_O CTRL_W NOTSHIP ANTIEMG ANTIGATOR ANTILASER ANTIFLAME LEVEL1 NOTLAND ALL;
description=Fighter;
footprintx=2;
footprintz=2;
maxdamage=150;
side=Humans;
soundcategory=ARM_VTOL;
tedclass=VTOL;
brakerate=7.5;
acceleration=0.42;
canmove=1;
maxvelocity=9.64;
maxslope=10;
turnrate=891;
cruisealt=110;
energymake=0.7;
energystorage=0;
energyuse=0.7;
metalstorage=0;
CanAttack=0;
canfly=1;
canattack=0;
canstop=1;
idletime=1800;
idleautoheal=5;
sightdistance=530;
weapon1=ARMVTOL_MISSILE_A2A;
explodeas=SMALL_UNITEX;
selfdestructas=SMALL_UNIT;
maxwaterdepth=255;
smoothanim=1;
buildpic=HviperMK2.DDS;
icontype=air;
bmcode=1;
noautofire=0;
seismicsignature=0;
firestandorders=1;
standingfireorder=2;
defaultmissiontype=VTOL_standby;
canpatrol=1;
mobilestandorders=1;
standingmoveorder=1;
canguard=1;
steeringmode=1;
maneuverleashlength=1280;
bankscale=1;
moverate1=8;
collide=0;
}
Here is the original BOS file i compiled
http://pastebin.com/m90f64
Note All the .h files that came with the scripter were all in the option include folder. (i ment it was set right)
greetz daan

Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:25
by smoth
HOLY CRAP WELCOME BACK!
Where is your weapon def? if it is a turret=1 weapon you need aimprimary/aimweapon1 to aim it.
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:27
by Peet
daan 79 wrote:My trouble is the viper behaves cool but wont shoot cylon garbage!
The bos is missing aimprimary()
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:28
by daan 79
oh and canattack is ofcourse 1 in original my bad
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:31
by smoth
see if adding an aim primary fixes it it.
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:32
by Hoi
Peet wrote:The bos is missing aimprimary()
smoth wrote:see if adding an aim primary fixes it it.

Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:36
by smoth
Hoi wrote:Peet wrote:The bos is missing aimprimary()
smoth wrote:see if adding an aim primary fixes it it.

hoi, read my post above peet's, I already said that. I am waiting for daan to tell us if that was the issue.
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:50
by daan 79
Tx for the warm welcome :D
well i take the advise for granted but i figured a possible solution but i am not sure if when it affects the weapon shooting would result to.
The script replaces the place where the weapon shoots from by animation(streching the wings out) This means spring is relocating the place of the piece of the gun. Only because i removed the whole activatoranima script it wont take that place in my fighter.
This also would explain why ther is no smoke since the smoke is also attached to the same piece.
InitState()
{
statechg_DesiredState = TRUE;
statechg_StateChanging = FALSE;
}
RequestState(requestedstate, currentstate)
{
if( statechg_StateChanging )
{
statechg_DesiredState = requestedstate;
return (0);
}
statechg_StateChanging = TRUE;
currentstate = statechg_DesiredState;
statechg_DesiredState = requestedstate;
while( statechg_DesiredState != currentstate )
{
if( statechg_DesiredState == 0 )
{
call-script activatescr();
currentstate = 0;
}
if( statechg_DesiredState == 1 )
{
call-script deactivatescr();
currentstate = 1;
}
}
statechg_StateChanging = FALSE;
}
I am probelly total wrong here i will try to add weaponaim. Pity the original script doesnt have the tag in its bos aswell.
Tx for fast help all. Hoi supporting me in moddev just got overexcited Smoth.
Re: Battlestar Galactica
Posted: 19 Aug 2008, 21:54
by smoth
ignore the state change stuff that has nothing to do with a combat unit and should be removed. Can you post your weapon code?
Re: Battlestar Galactica
Posted: 19 Aug 2008, 22:07
by daan 79
sure with plesure!
http://pastebin.com/d2d7c3a73
this is the original uncobbed bos
this is the part i also used
FirePrimary()
{
gun_1 = !gun_1;
}
QueryPrimary(piecenum)
{
piecenum = gun_1;
}
SweetSpot(piecenum)
{
piecenum = base;
}
Re: Battlestar Galactica
Posted: 19 Aug 2008, 22:18
by daan 79
fuck i just relise my base piec ecalled body....
me hammers my head
Re: Battlestar Galactica
Posted: 19 Aug 2008, 22:34
by daan 79
Oke i changed the body in to bas ein the model, seems not make a differnece. seems to only removed the areaattack botton.
Sorry for the screw up.

Re: Battlestar Galactica
Posted: 20 Aug 2008, 00:19
by smoth
the weapon tdf where you define the weapon, I can see the cob code.
Re: Battlestar Galactica
Posted: 20 Aug 2008, 13:04
by daan 79
Goooooodmorning yall
Well here is some win in my learning phase :D finally
Smoth you pushed me in the right direction i needed a weapon.tdf and not a noweapon.tdf :D.
This image shows smoke. Because i also put some bitmaps and other folders in my mod folder. I also tried to put sound in ther not sure that worked yet. Ther is no attack button but the fighters attack when target is in site and when i press area attack.
I prefer this script over the gunships script since we talking about real viper manouvers. But ther is a little kamikazi goign on i guess when they gonna attack a bigger object. I really would think its a step back to choice for that reason to use the gunship script.
Fire Smoke Tx Smoth
What this fighters need next is to let them spit fire in the back and to let them accelerate on a different way when starting the engines but thats for a later order. I think i will test soon what they do and how to solve possible conflicts when fighters target big objects.
I could also use a little input from how i should work further from this. I wanna scale some units i made them all same size to have some fisible advantages when testing. Maybe somebody wanna vent ther ideas about how huge this battlestaer could be. I dont matter if its huge.
greetz daan
Re: Battlestar Galactica
Posted: 20 Aug 2008, 18:49
by daan 79
i have a little request
I am not so much of a texture hero myself
But i got a texture and a model for galactica that can be used to refabricate.
It seems because the model was very high to start with i sized it down if someone wanna give it a try you'd be my hero!
Re: Battlestar Galactica
Posted: 20 Aug 2008, 19:57
by Hoi
If you only uniform scaled the model the texture will be exactly the same

Re: Battlestar Galactica
Posted: 20 Aug 2008, 20:20
by daan 79
well i ment i cut it down from 10 k poly to say 3 k poly
sorry about that