Dynaverse.net
Taldrenites => Starfleet Command Models => Topic started by: Fedman NCC-3758 on September 11, 2006, 06:44:01 pm
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I recall a post on this board that details how to have SFC3 determine the size of the models in the game. It creates a file that looks like this:
ASSETS\MODELS\BORGPYRAMIDX\BORGPYRAMIDX.MOD 19.93
ASSETS\MODELS\BORGPYRAMIDX\BORGPYRAMIDX_BRK.MOD 19.93
ASSETS\MODELS\BORGPYRAMID\BORGPYRAMID.MOD 7.08
ASSETS\MODELS\BORGPYRAMID\BORGPYRAMID_BRK.MOD 7.08
ASSETS\MODELS\BORGSCOUT2\BORGSCOUT2.MOD 12.50
ASSETS\MODELS\BORGSCOUT2\BORGSCOUT2_BRK.MOD 12.50
ASSETS\MODELS\BORGSCOUT\BORGSCOUT.MOD 1.94
ASSETS\MODELS\BORGSCOUT\BORGSCOUT_BRK.MOD 6.74
ASSETS\MODELS\BORGSHUTTLE\BORGSHUTTLE.MOD 0.83
ASSETS\MODELS\BORGSPHEREX\BORGSPHEREX.MOD 30.45
ASSETS\MODELS\BORGSPHEREX\BORGSPHEREX_BRK.MOD 30.45
Anyone recall which threat had the info about how to launch this tool?
Thanks,
Fed
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There is a file like that in OP and maybe SFCII, I think it is called models.siz in assets/models directory.
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Greenvalv would know more about this than anyone else. I believe his guide for modding SFC3 addresses this, and if not, you could always ask him.
Far as I know, the ship size class in the defaultcore specs for SFC3 is just the hit profile, larger the number, more likely you are to get hit, as F_W pointed out. In the final column in the defaultcore specs, right before the arc assignments, that number is meant for the shield ring size. The closer the shield size is in relation to the model size, the better the ship will look in game.
Although, as F_W also said, the actual model size plays a major role in the size of the ship in game.
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Sorry guys, I worded that wrong. I didn't mean to say the program sets the size of the models in the game. I meant it will show the size of the model in the default core file. The value allows for proper shield placement and game perspective.
Thanks for the help.
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Oh happy Day! Found it! ;D
Here's the original post. This is a great tool to have on hand.
Thanks Victory. :thumbsup:
it's not a seperate program, Taldren actually scripted it into the game itself, you just gotta know how to unlock it. Here's the instructions:
Open the SFC.INI file in the main SFC3 directory.
Add the line writeoutmodelsizfile=1 in the file, in the section labled [3D]
Remove any models from the models folder that you do not wish to size IE Planets, Stock ships.....
Start up your game and go into Single Player Skirmish
When you click on "Start Single Player" button, your game will hesitate. Depending on the speed of you computer and the number of files you have in the models folder, it could take anywhere from a few seconds to a couple of minutes. You game will act locked up, but it's not. Don't close it or it won't work. When the screen changes to the Mission Selector screen, just back out and exit the game. Go to the Models folder in your game, and you'll see a file called Model.siz Open that file in notepad and it'll have every model listed that was in the folder followed by it's size. For whatever reason, it puts decimal points in. The size of 7.78 in the file will be 778 in the DefaultCore. Put the size value in the last column of numbers for the ship(s) you wanted to size, and there ya go. It will size the shields to the proper fit around the ship, and it will adjust the zoom so you can see where you are flying as well.
**Please Note: If you get an error report durring the writing process, when the game is locked up, Don't panic. If you have too many ships in the Models folder, it can't handle it. Just take the file you get, copy it out and rename it. Find out where it left off and remove the files it already sized. It lists the ships in alphabetical order by the name of the folder. Just find out which ship it stopped on and remove all folders before that and run again.
***After you run the program, you can switch the 1 to a 0 on the line you added. That way you'll still have the line if you need it and won't have to go searching for this post. Just switch it back to a 1 to work (0 is turned off, duh)
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I remember the similar issue regarding the SFC2:OP Does it work in the same way as in SFC3? :)
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i just tryed this trick, it worked fine. now i would like to ask if anyone knows of more tricks taldren left behind.
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i just tryed this trick, it worked fine. now i would like to ask if anyone knows of more tricks taldren left behind.
In OP you have to open the shiplist.txt with notepad or some other text editor and manually type in "TRBL" or TRBH" in a heavy weapon slot. This is the tractor repulser beam I believe it's caled. I think it was supposed to be an Andromedan weapon, but although the Andromedans never quite made it into the game, their heavy weapon did.
Drone D
Tractor-Repulsor Beam
Those were the only two 'hidden weapons' mentioned. they are coded as:
DroD
TRBL
TRBH
Also:
DroE - 40 reloads double rate of fire...
DroF - 20 reloads normal rate of fire
ADD30 - but its not done... won't reload, works like a one load ADD6, only one per hardpoint
OptW no UI or implementation - not working at all... too bad...
P.S.: The Tractor-Repulsor beams are TRBL and TRBH (not TRB)
Power Costs:
TRBL 2 arm 1 hold
TRBH 3 arm 1.5 hold
Both have a 2 turn arming cycle (power is per turn). Neither can overload or have short range feedback. Max range for both is 25.
Very incomplete damage tables so far.
I found someone elses tables:
Code:
TRBH
| Die Roll | Rng: 0-3 | 4-5 | 6-8 | 9-12 | 13-18 | 19-25 |
| 1 | 20 | 20 | 18 | 12 | 8 | 3 |
| 2 | 20 | 20 | 15 | 9 | 5 | 2 |
| 3 | 20 | 18 | 12 | 6 | 3 | 1 |
| 4 | 20 | 15 | 9 | 3 | 2 | 0 |
| 5 | 18 | 12 | 6 | 2 | 1 | 0 |
| 6 | 15 | 9 | 3 | 1 | 0 | 0 |
TRBL
| Die Roll | Rng: 0-3 | 4-5 | 6-8 | 9-12 | 13-18 | 19-25 |
| 1 | 10 | 10 | 9 | 6 | 4 | 2 |
| 2 | 10 | 10 | 7 | 4 | 3 | 1 |
| 3 | 10 | 9 | 6 | 3 | 2 | 0 |
| 4 | 10 | 7 | 4 | 2 | 1 | 0 |
| 5 | 9 | 6 | 3 | 1 | 0 | 0 |
| 6 | 7 | 4 | 2 | 0 | 0 | 0 |