Problem: Custom weapon in-game don't show…
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I created a new weapon -
(original weapon name from game).cmp and
(original weapon name from game).mat file,and then when I overwrite it from the original, and play the game, the turret didn’t show…
What is the problem?
By the way, what is the scale size for the weapons? I am using Milkshape 3D… and I don’t know what is the scale size used from the original game… What numbers should I type to the X, Y, Z scale sizes…
Please help…
Thanks…
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I don’t really understand “when I overwrite it from the original”.
Actually, when you want to get a new weapon which is based on a default one, you have to make new entries in weapon_equip.ini and weapon_good.ini. You have also to make new IDs for this new weapon.
Here is an example from the orig weapon entries:[weapon_equip.ini]
[Munition]
nickname = fc_j_turret01_mark01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 30.6 –-> you can change the value
energy_damage = 0
weapon_type = W_Photon01
one_shot_sound = fire_photon1 –-> you can change it’s sound
munition_hit_effect = pi_photon_01_impact –-> you can change the hit_effect
const_effect = pi_photon_01_proj –-> you can change the effect
lifetime = 1
force_gun_ori = false
mass = 1
volume = 0.0001[Gun]
nickname = fc_j_turret01_mark01
ids_name = 263178
ids_info = 264178
DA_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 548
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_turret_special_2
damage_per_fire = 0
power_usage = 9.18
refire_delay = 0.12
muzzle_velocity = 700
use_animation = Sc_fire
toughness = 2.4
flash_particle_name = pi_photon_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = fc_j_turret01_mark01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = true
LODranges = 0, 20, 40, 80, 100and [weapon_good.ini]
[Good]
nickname = fc_j_turret01_mark01
equipment = fc_j_turret01_mark01
category = equipment
price = 860
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_turret.3db
combinable = false
ids_name = 263178 –-> you have to make new IDs
ids_info = 264178 –-> see above
shop_archetype = equipment\models\weapons\li_smlturret.cmp
material_library = equipment\models\li_equip.matThe IDs numbers have to be same both in weapon_equip.ini and weapon_good.ini.
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The topic is about .cmp and .mat files and not .ini files and I know how to alter .ini stuffs… I already altered it - {weapon_equip.ini} and {weapon_good.ini} that you said…
I am talking about the turret on not showing when you play the game… cause I made a new .cmp and .mat file for a custom weapon to put in the game…
for example:
li_equip.mat (custom file) >>to overwrite>> li_equip.mat (original file)
and
li_smlturret.cmp (custom file) >>to overwrite>> li_smlturret.cmp (original file)
FYI… it will change the old weapon to a new one which is the custom… which that I made…
thanks…
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When you say they don’t show up, is that
a) don’t show up in the equipment dealer sales window
b) don’t show up in cut scenes and landing sequences
c) don’t show up in space during normal flight
or
d) all of the above
Have you checked the lod entries in the revised ini file entries for the weapons…
Also have you checked the actual cmp files with a utf editor
Specifically
\ weaponname_part_lod1 Multilevel Level0 VMeshPart VMeshRef
weapon part lods have bounding max/min data, centers and radius just like ship meshes, use one of the newer versions of utfedit, and open the vmeshref by double clicking on it.
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That seems to be resizing issue. Try to resize it up to 100 and check it in the game. If the turret appears then all you have to do to set the proper size by playing FLModelTool.
( that is it of course if you imported that from ms3d to get the new cmp.)But the resizing is very simple: when you set a value in FlmodellTool open the cmp and type “S”. The cmp’s sur appears and you can see the differences.
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As Davis said, it’s probably a scaling issue. Kind of an annoying bug in the cmp exporter: when setting scale options, you need to save the options (set scale to 1.0), then click load and use the option file you just saved, then export.
Use this download for scaling references.
It’s always helpful to just keep all those models in a folder in your MilkShape directory. Then you can just merge scenes / import whatever model you need to use as a reference scale to the one you’re working on.
Also handy, is using the SUR importer to see how certain models are hit-boxed.
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[Edit: sry had to reboot router, connection was crap.]
All’s well currently messing with making a home system for my mini-mod; using a series of maze tunnels through a huge asteroid, some intra-system jumpholes to connect them, with a mine field / asteroids outside for good measure. Going this route, I can make some destructible barriers in corridors to throw the players off a bit ;D Might try making the tunnels modular, with HPs for destructibles; but if I recall a thread with Bejay, SURs don’t work properly for damage caps.
Then on to doing a starsphere (my first) using a huge swirling black hole texture animation -I hope- for the bottom. Should be nice and disorienting lol, hopefully not too much motion sickness involved.
Always get distracted though, I should be re-doing the textures for the rest of the ships sigh
Oh … and new ALEs
So much to do QQWhat’s on your plate, m8?
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As I can see Mini me there is a bunch of progress in your mod! In fact I didn’t want only the GB and Matron, I wanted all of them, so I can’t wait the realase, but I must! Keep up the good work!
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Nice long list you have bud
Well my works aren’t as great as yours and rather monotous but here they are: 25 fighters and 1 cruiser in game with manually made surs (that was #&@<>$%# nightmare), 3 battleships 3 fighters 1 carrier are waiting for surs and Hps, 1 cruiser in progress, all of nebulas redesigned in ps, couple of effects added, one orig engine recolored, a dozen new starspheres recolored retextured one new engine for cruiser, 2 new wps ID works so far. Sometimes I feel I got married with ms3d and cmp.
In regards of ales… I think I’m gonna have some questions in the near future
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@ AestheticDemon
a) They don’t show up in the equipments dealer (ship is docked in front of you) (where the weapon should be on the ship after you bought the weapon) - and the sales window is fine… It shows the icon for the item/weapon.
b) In cut scenes it shows up, but in landing or taking off, it don’t shows up… It is the same at the equipment dealer… When you are on dock… the weapons don’t show.
c) It shows up when I am on space or when I am on normal flight.
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wasabitoy wrote:
@ AestheticDemona) They don’t show up in the equipments dealer (ship is docked in front of you) (where the weapon should be on the ship after you bought the weapon) - and the sales window is fine… It shows the icon for the item/weapon.
b) In cut scenes it shows up, but in landing or taking off, it don’t shows up… It is the same at the equipment dealer… When you are on dock… the weapons don’t show.
c) It shows up when I am on space or when I am on normal flight.
sounds like a lod problem
are you using
LODranges = 0, 20, 40, 80, 100 ```on a custom weapon? with a single lod? the above line is for a 4 lod weapon, the model will vanish after 20 metres try changing the lod range to
LODranges = 0, 160
or you could spoof some extra lods in with the xml toolkit
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Yeah, visible in space, vanish on landing, I’ve had this too with custom turrets, its either the lods, or the radius settings in the cmp for the weapon it’s self, like I said check the bounding info, centers and radius info for the meshes that make up the weapon itself, vmeshref, check the sample utf tree I gave above,
Basically the game is deciding your turrets are too far away to draw, when seen on the landing pad etc…
You said they were capship turret replacements, will they be player buyable in the final mod? will the capships be planted landing capable?
If they are only going to be seen in space, then you dont really need to fix their planetscape appearance at all…
Up to you really.
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Another problem is that the HardCMP does not have an option HpFire and the Attached to: doesn’t have li_cannon_barrel_lod1… The Attached to: only have an option ROOT…
And my PC does not support the HardCMP v1.0.0.23… It stops when I load a file… I want to know if there is an option for HpFire in HardCMP v1.0.0.23???
And when I fire the weapon it does not fire UP and DOWN… It only fires 360 degrees horizontally…
Any solutions…
Please help…
Thanks.
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wasabitoy wrote:
Another problem is that the HardCMP does not have an option HpFire and the Attached to: doesn’t have li_cannon_barrel_lod1… The Attached to: only have an option ROOT…
Click “New” then tick in the new box “Not from list”, the box above will it go white, you can then enter what ever name you choose.
And when I fire the weapon it does not fire UP and DOWN… It only fires 360 degrees horizontally…
As you only have a root the barrel will not be animated, you have to group the model when you export it, base/turret/barrel also make sure its exported as a weapon if youre using the milk expoter
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wasabitoy wrote:
Another problem is that the HardCMP does not have an option HpFire and the Attached to: doesn’t have li_cannon_barrel_lod1… The Attached to: only have an option ROOT…
And my PC does not support the HardCMP v1.0.0.23… It stops when I load a file… I want to know if there is an option for HpFire in HardCMP v1.0.0.23???
And when I fire the weapon it does not fire UP and DOWN… It only fires 360 degrees horizontally…
Any solutions…
Please help…
Thanks.
When you click on “new” in Hard CMP can you see any list beyond root? The root often appears as first oppotunity in the list, try to use “ctrl+left click” to that face you want the hp to be attached.
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@ Thaddeus
I am using
LODranges = 0, 2000But the one you gave did not work for me - LODranges = 0, 160
@ Davis
LODranges = 0, 999999…… doesn’t work for me also…
I mean for “custom” is a scratch or new object that you don’t see from the original file of FL… I made a new one… I did not alter the file from a original weapon of FL@ AestheticDemon
Here is my custom/scratch weapon turret from VMeshRef:
Size = 60 ---->>>> I don’t know why it is like this when you export it to .txt but the value here is 0x3C
VMeshLibID = 0xF1403C0E
StartVert = 0
VertQuantity = 5727
StartRefVert = 0
RefVertQuantity = 6726
MeshNumber = 0
NumberOfMeshes = 4
BoundingBox.maxx = 0.588289
BoundingBox.minx = -0.579903
BoundingBox.maxy = 0.335440
BoundingBox.miny = -0.248656
BoundingBox.maxz = 1.750313
BoundingBox.minz = -1.040364
CentreX = 0000000 ---->>>> Also here… the numbers here is 0.004193CentreY = 0.043392
CentreZ = 0.354975
Radius = 1.540594
I am referring or I want to copy the values from li_auto_cannon.cmp…
Which VMeshRef should I copy from the li_auto_cannon.cmp file in order to make my custom weapon see when in land/dock???
This is just my idea… is it correct?
Yes the weapon is buy-able and the ship is planted landing capable or you mean dock/land…
It is not only seen in space… And I did not said it is a capital ship turret replacement, it is only a medium or freighter ship.
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Davis wrote:
Custom ships usually have lods like:
LODranges = 0, 999999, 999999, 999999, 999999I don’t know if the re-imported orig items mean “custom” or not, but you can give it a try.
This is completely wrong when the custom ship has only one LOD mesh.
And the values should not be the same either. They are distance switching points (from the player’s viewpoint) from one LOD mesh to the next LOD mesh.
So when there is only 1 LOD mesh then LODranges = 0, (max visible distance)
For example:
LODranges = 0, 9999
Means the model will be visible with the first mesh until 9,999 metres and if it is 10,000 metres or more away from the player then it will not be drawn. If it is an NPC ship then it will be “destroyed”, meaning deleted, by the game engine.
If you do make a large model with 5 LOD meshes then you can use this format and put in your own distances:
LODranges = 0, 1999, 4999, 9999, 19999, 29999
This means the model’s LOD0 mesh will be used from 0 to 1,999 metres, LOD1 from 2,000 to 4,999; LOD2 from 5,000 to 9,999; LOD3 from 10,000 to 19,999; LOD4 from 20,000 to 29,999 and then the model will not be drawn (or will be deleted) after this.
Only large ships (and bases, planets etc) will be seen at over 10,000 metres so there is no point in telling the engine to keep on drawing small ships (or weapons) over 10,000 metres, it eats processing power when the ship(s) will never be seen, especially in zones where there are large numers of NPC ships.
But anyway, now you understand what LODranges does, play with your own values to see the effects, and make your own decisions for each model.
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@ST:
I know what LOD stands for and what these values are and how can set them but ok, I forgot to delete the rest of the LOD’s values I admit, you were correct it has only one LOD mesh. (but it won’t hurt).
And it’s just a test to check if his turret appears properly or not.You should upload at least the cmp of your turret to have a look, you will get answer much sooner I guess.