Omicron Major
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I’m trying to add Omicron Major (system with Nomad Lair, and system with Nomad Dyson Sphere) as well as the interior of the Dyson Sphere.
Initially I had issues with the navmap not providing any info in the St02 and St03 systems, so I cloned the systems and fixed that problem.
I’m facing a couple of other issues though:
One: I converted the airlock entry gate to a jumpgate to allow for jump to the interior of the dyson system. The jump effect is all messed up though during the first half of the cinematic. The airlock entry is converted to a jumpgate and it jumps to a jumphole inside the dyson sphere. Do you suppose that might be the prob?
Two: Even though I’ve renamed all of the nomad solararches (dyson_city to FLU_dyson_city, etc.), the tag on the object does not change to what I have specified in my ids_names. For example, I have the dyson city re-nicknamed from dyson_city to FLU_dyson_city, and the solar type changed from type = SATELLITE to type = STATION and the ids_name changed to say ‘Dyson City’ but, when you click on the city, the name above the target still states Nomads Station (if type = station), or Nomads Satellite (if type = satellite). The same goes for the shield generators, platforms, etc.
I renamed the solars rather than added them, because it’s been my experience that adding entries to the shiparch and solararch.ini files cause all kinds of problems with players not running the mod.
Anyone have any experience with this?
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The jump tunnel screwing up is because you are jumping at a non-horizantal angle - the airlock points straight down. To fix this, you’d have to change the airlock’s orientation - however, I realize doesn’t really fix your problem (as the airlock is part of the whole landscape), so I dunno what to suggest.
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I wanted to use the airlocks in and out but they’re messed up. The interior airlock is of course not against the outer wall of the sphere but rather in the middle of the space. When you view it you have a constant view of the interior of the airlock from the outside. It’s as if the airlock is missing it’s side. But, when you circle around it, that view circles with you.
So, to get rid of that very odd looking (and wrong looking) view, I replaced the interior airlock with an alien jumpgate with a jumphole in the middle.Any idea how to get the airlocks working properly?
I suppose I could always just make the airlock a NON_TARGETABLE object, and put a jumphole right on top of that as well…
I did get the tags working right. Turns out I had all of the faction = fc_n_grp lines entered as reputation = fc_n_grp. As soon as I corrected that, all was well.
I still need to figure out why the dyson city doesn’t show up on the navmap though.
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In its vanilla form, there is no need for the air lock to be viewed from it’s rear / outer, so they only constructed the inner surface of it. If you still wish to use it, you might try copying the textures into a new .mat file (or however this particular model accesses its material). Rename that, change the reference in solars.ini so it points to your renamed .mat file, then go into it and make the textures two sided by adding Two after the DcDtxxx in its type. That should show its texture from both sides, even if there is only 1 surface.
But if this isn’t on the player’s computer, it won’t show up. -
In order for a player to access that system, they’d need to be running a mod anyway. As soon as I can figure out what you’re talking about, I’ll give that a try.
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@ Robocop feel free to copy what you need from the MU mod for this. We have this all working including the airlocks.
I cant tell you how it was done or who did it because it was done a long time before i learnt to mod, but you’re more than welcome to use it all id ask in return is a credit to MU for it.
As for the base still saying nomads base i would guess this is related to the universe.ini, and will be the line starting BCGS_run_by, If not that then maybe the universe.ini infocard.
Also check the infocardmap.ini as all infocards for bases systems and universe all link together with this. So as such the ids_name number you use in the system file should match the number you use in the universe.ini.
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[EDITED OUT]
Edit by FF: I’m sorry, but we can’t allow people to wash their dirty laundry in public. If you have something with Dragnite or the current Monkey Universe team, please either PM Dragnite here or visit their site.
Please also don’t try posting this again or I will have to delete it. I’ve sent you your post through PM in case you want to reuse it.
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Well, I’m not sure what happened in the previous post, but I resolved the issue for us by using the alien jumpgate as the exit point from the dyson sphere interior. So, it’s all academic anyway.
Thanks to Drag for his help. It’s people like him that keep FL alive.
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Anytime Robocop glad to be of some help to you
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