Starbase modding - changing the mesh

I have playing a battlestar galactica mod, and I wanted to do some of my own modding on it. The mesh for the Orbital Repair Platform looked great to use as a cylon starbase mesh... so I went into the starbase entity file and updated all references to the mesh so that it pointed to the orbital repair platform mesh (including the meshes when the starbase is upgraded - all pointing to the one mesh)... worked well, and I could upgrade everything normally (trade, weapons etc) but -

1. Wont launch squadrons from the star base. It builds them, but when I click on the squadron icon, it has placed them at some random slot way out in the map somewhere...

2. Wont rotate - is there a way that this can happen?

10,271 views 9 replies
Reply #1 Top

1. It places the strike craft way out somewhere or the icons?  I'm assuming you mean the strike craft and the answer to that is simply because the repair platform mesh doesn't have any hangar points on it for the strike craft to launch from.

2. Another simple answer.  in the entity file for that starbase look near the bottom for the lines that say this:

rotateSoundName ""
rotateFacingType "AwayFromOrbitBody"
rotateConstantly FALSE

If you want it to always spin, then change the rotate constantly line to TRUE and remove the wording in the previous line leaving the quotes like the line above that.

Reply #2 Top

The mesh for the Orbital Repair Platform looked great to use as a cylon starbase mesh... so I went into the starbase entity file and updated all references to the mesh so that it pointed to the orbital repair platform mesh (including the meshes when the starbase is upgraded - all pointing to the one mesh)... worked well....
End of quote

Well, you are a lucky guy... pretty sure that if you use the dev.exe, you will have a bunch of error who pop-up...

Take a model ( .mesh ) for replace a other one without editing thhe .mesh is a horrible hack !!!

The original Orbital repair platform have not the weapons hardpoint, not the ability hardpoint and not the hangar hardpoint from the starbase...

Reply #3 Top

Yeah Thoumsin? Well I'm not about to spend $300 on 3ds Max to edit an existing mesh.

Reply #4 Top

Free modeling tool used for Sins  http://soase.weebly.com/modeling.html with tutorials

You need to add and change the location of the meshpoints http://soase.weebly.com/meshpoints.html

You might be able to do a quick cheat by copying all the mesh point data strings from the starbase mesh file and pasting them into the new mesh file. They will not have proper placement though but will probably not spit out errors.

Example of a mesh point data string

	Point
DataString "Hangar"
Position [ 50.700001 819.700012 -0.000004 ]
Orientation
[ 1.000000 0.000000 0.000000 ]
[ 0.000000 -0.000000 -1.000000 ]
[ 0.000000 1.000000 -0.000000 ]
What's the name of the mesh you want to use?

 

Reply #5 Top

Quoting Mord_Sith84, reply 3
Yeah Thoumsin? Well I'm not about to spend $300 on 3ds Max to edit an existing mesh.
End of Mord_Sith84's quote

And i will say that you are stupid if you spend money on software for modding sins...

Simply look at the outdated modding pdf from Stardock... they recommand XSI mod tool who is free... and it is all you need for the hardpointing ( along a little utility from Ironclad/Stardock who convert the XSI file to .mesh )...

For modeling, i use wings3d ( free ), meshlab ( free ), art of illussion ( free )... for the template UV, i use UV_viewer ( free )... for the texture, i use Gimp ( free )... for the hardpoint, somebody else ( XSI don't like me ) use XSI mod tool ( free )...

By the way, myfist weebly is one of the best place for modding info... reference file there are a little uotdated but master Harpo have everything in control in his own topic... Somebody else have a great eclipse tool too...

Reply #7 Top

Quoting Thoumsin, reply 5
for the hardpoint, somebody else ( XSI don't like me )
End of Thoumsin's quote

:grin:

 

1 of my handy dandy Toolbars that does it all for me.  :thumbsup:

Edit: CRAP  >:( . I just finished it and I forgot the Bomb point button. Arggg

Edit2: That's better

 

Reply #8 Top

Wait, i have always think that the max of weapons was 3 and not 4... max 20 hardpoint by side (4) by weapons(3) = 240 hp...

And there is not room for hardpoint who call "custom" particle effect... by example, the starbase that i work on have a neutro star included in the model, along with two rotation ring, and more...

Reply #9 Top

crap again.  >:(  I think you are correct about the 3 weapons max. Easy fix removing the button. I just remembered the Weopon-3 on a mesh but I keep forgetting that's P001-Weapon-2.

I can add any custom buttons named whatever and create the code to create the Null under the rootpoint

 

I am currently working on a tutorial page for installing my scripts and toolbars. It is a bit jumbled now but as I add to it I will sort out all the information. Also a YouTube How to video coming.

http://soase.weebly.com/xsi-add-ons.html

Fixed