Has anyone ever made an easier way to do modular stations?
-
I like modular stations, who doesn’t, they’re like space legos.
But so far I do everything by coding, it takes a very long time, seeing as you have to reactive the mod, set up a server, check your work, see that you messed something up, swear, deactive the mod, and repeat.So, did anyone ever compile either some sort of program that can calculate or otherwise assist in placing station parts together, or has anyone made a database of where to place such things?
-
Nope, all manual I’m afraid - you have to do the leg-work and put in the time.
After all, that is what will make a mod your own work.
You could always write a utility and give it to the community ?
-
FL explorer has a wireframe window where u can see your station and all parts as wireframe but it still needs tons of imagination even if it makes your work easier and faster.
-
Yep. We’ve used FL Explorer. It’s much easier to do it that way.
-
Yep mine was too until I changed my graphics card. FLE didn’t like my old one.
-
I’ve only used the modular station components on a few occasions as I prefer the look of the original game station components, but I build stations by editing the system ini in an activated game.
Essentially my approach is to position the main base component and then locate it in game so I can see the component location from my ship.
Its then a matter of editing the X, Z, Y position coordinates and any axis rotations needed to the additional modules to achieve the desired effect.
The best bit is if you want to edit component locations you just leave the play test server hit the windows key do the edits and then rejoin the server again to see the effect of the edit.My biggest station to date has over 100 FL vanilla objects, mind you it took quite a few days to achieve the desired result LOL
CK256
-
Should I ever need to do this though, I tend to make a clone of the mod and edit THAT with FLE, then copy/paste the station’s code.
This way, I avoid FLE messing with anything I don’t want it to, IE creating a bunch of entries or a new DLL or removing all comments.
-
Well, it’s nice to see how useful it is, but I would like to get that issue fixed, I’ve tried running it under compatibility mode and in different resolutions and colors because why not, but it’s made no difference, is there some sort of trick to making it work?
-
Trainwiz wrote:
Are you telling me I have to change my graphics card just to use the thing?Of course not, that’s totally up to you and how badly you want full graphics functionality. Your graphics card cannot be not working with FLE only.
I changed the one on my desktop, not for FLE, but mainly because of jerky graphics in FL and because LithUnwrap’s OpenGL preview also wouldn’t work, it blipped on and then closed again within a second.
I now use an nVidia FX5700 that I got on e-bay for around £10 and it’s super.
By the way my current laptop with Intel eXtreme built-in graphics also doesn’t display FLE’s base alignment screen (black screen). So it seems many cards have OpenGL compatibility problems.
-
Personally i add the base with FLE then edit room files etc by hand.
Then code in the parts “x” amount at a time using copy and paste then editing the archetype names to the bits i want then use FLE to postion them.
Never have any issues doing it this way and its highly addictive. Most bases i pieced together i didnt have a clue how they would look until they were finished.
heres a couple of screenies of recent ones i did
http://i69.photobucket.com/albums/i80/megalo-man/screen17-2.jpg
http://i69.photobucket.com/albums/i80/megalo-man/miningf3.jpg
-
I believe at this point if anybody knew you’d have an answer already.