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How to edit ships - the quick and dirty guide

  1. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #1
    Gimme your lunch Moeney! Moe's Avatar
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    How to edit ships - the quick and dirty guide

    Most modders start by tweaking a few ship values such as cost, build time and speed. It's easy and effective and will get you started on the way to your mod.
    In order to edit ships and weapons, you will have to do three things:
    1. Get the ship/weapon info from the .big archive files
    2. Set up HW2 to accept mods
    3. Edit the values



    1. Get the ship information from the .big archive files

    All data regarding ships, weapons, scripts and much more is stored in a single file, called homeworld2.big. It's like a giant .zip archive. In order to access the files, you have to decompress that file. You can use a tool called SpookyRAT to do that, which you can download here. An alpha build of a working installer (thanks to HomeBoy) for this tool can be found here. Once you have decompressed the folders you will have to decompile them. This can be done by using a tool called luaDC. The main problem is that all of this is rather difficult to do.

    But there is hope yet. Friendly souls have already decompressed and decompiled the necessary files for you.
    Download the data.exe file and extract it to a convenient location by double-clicking on it.


    2. Set up HW2 to accept mods

    This is fairly simple. First off, go to your HW2 folder and copy the entire "data" folder someplace safe.
    This is just in case, if you screw something up you can always restore a working version of HW2 by deleting the data directory and replacing it with the original files which you have just backed up.

    Now take a look at the data folder you extracted from the data.exe. If you want to edit ship and weapon values you will need the ship and weapon folders respectively. Copy those folders to HW2\data. Your data folder in the HW2 directory should now contain the following files and folders:
    [Folders]
    Animatics
    ship
    weapon
    [Files]
    English.big
    EnglishSpeech.big
    Homeworld2.big
    Music.big

    Finally, you have to tell HW2 to actually accept the decompiled data (which you will be modifying) rather than the stock data. To do this, create a shortcut to HW2 (In case you don't have a shortcut: left-click on HW2 once, keep the left button pressed, hit ctrl and shift simultaneously while moving the mouse cursor to your desktop, then release everything). Then right-click on your shortcut, and select "properties".
    Take a look at the "target" line. It should read something like this:
    Code:
    "C:\Program Files\Sierra\Homeworld 2\Bin\Release\Homeworld2.exe"
    Add -overrideBigFile to that line. It should now look exactly like this (obviously you have to replace the program files\sierra part with whereever it is you installed HW2 to):
    Code:
    "C:\Program Files\Sierra\Homeworld 2\Bin\Release\Homeworld2.exe" -overrideBigFile
    .
    The quotation marks are important, don't forget them.


    3. Editing the ships

    You can now edit individual files in the ship and weapon folder by opening the .ship and .wepn files with the text editor of your choice. This can be windows notepad for example, any other editor will work as well.
    Some of the entries in those files will be fairly self-explanatory, others will seem cryptic. Karos Graveyard is an invaluable resource with a full listing of what the individual functions do. Take a look at that wiki before asking questions here.

    Remember to launch HW2 with the shortcut you just created, otherwise it will simply ignore your modifications. If you do something wrong, the game will crash back to desktop, usually during the "Universe" part of the loading screen.
    To get an idea of what went wrong, take a look at the HW2.log file which can be found in the Homeworld2\Bin\Release folder.

  2. #2
    bokboren
    Guest
    Thumbs up!

    Myself, I found it easier to download Spookys RAT (than to download the whole data folder). Just read the readme that comes with it to figure out how to register those .dll files, seems to work just fine. And the RAT comes with a luadc decompile function, at least the newest version does. Yay!

    I would guess its a matter of personal preference though.

    Anyway, good guide.

  3. #3
    EhraniNavy
    Guest
    Although I use Spooky's RAT a lot, I downloaded EvilleJedi's decompiled archive of files:
    http://forums.relicnews.com/showthread.php?t=27089.

    If you don't have WinZip, maybe Moe's self-extractor would work better.

  4. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #4
    Gimme your lunch Moeney! Moe's Avatar
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    By the way, HomeBoy made an installer for SpookyRAT that should do all that dll registering stuff for you. If anyone could try it out and post the results, that'd be awesome.

  5. #5
    bluvishnu
    Guest
    Yeah, but I think the original file itself was first made by unfunf or some similar moniker. Anyway, I've been messing around with the program (which HomeBoy developed into an installer which registers all the .dll files for you = awesome), and it works brilliantly. Since I'm still new to the HW2 modding scene, I haven't quite realized its full potential yet, but the program runs without a hitch, provided it's nestled in a file path devoid of spaces, for some odd reason. I don't question, I just comply at this point. Nicely done, team!

  6. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #6
    Ignorans, te absolvo Homdax's Avatar
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    I have dumped Spooky as for BIG handling and it seems Locutus concur due to the lock of that tools thread.

    I have made another installer, not to be considered alpha, for Unfunfs UnfBig 1.41.
    Would have done it with 1.42 but cant find it. Check last post here, you will find it MOST useful. (Not for ships though... )
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
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    www.homeworldaccess.net. Still WIP.

  7. #7
    yacoub
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    One quick question: Is the DATA.EXE (the pre-extracted scripts installer) from version 1.1 (ie, patched)? If so, good. If not, will those extracted folders and using the -overrideBigFile switch mess up anything that v1.1 fixes?

    Thanks!

  8. #8
    yacoub
    Guest
    anyone know if the DATA.EXE above is from v1.1? I'm assuming it is but I want to be sure before using it as a base to edit from. Thanks.

  9. #9
    Devil's Advocate Zatch's Avatar
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    When in doubt, extract and decompile everything yourself. I haven't used the data.exe unless it's just a self-extracting version of lefthandback's archive.
    ~

  10. #10
    Sorryyoulost
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    I know im a fing retard but can this be done with HW1? Im not a super moderator with computers or anything so big terms....melt my brain....=/

  11. #11
    Devil's Advocate Zatch's Avatar
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    The HW1 Section of the RDN would be a better place to ask. I'm pretty sure the extraction and decompilation process is similar but I don't know the details.

  12. #12
    Lost in the code... Mikali's Avatar
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    BTW, the self-extracting data.exe is for v1.1 of HW2.

    Note, that some of the files are buggy, as LuaDC never reached a finished state. (This shouldn't affect ship-stat modding. Mainly it affects UI and level modding.)
    Download my HW2 mods, maps & tools. link
    Username|SF on Gamespy/Xfire/Hamachi/Gameranger

  13. #13
    willshim
    Guest

    game won't start?

    I've changed the ship config a bit and used the -overridebigfile

    but when i do that, the game won't start.

    When I removed the -overridebigfile from the target line, game started fine.

    Any idea what's going on?

    Below is the log of the HW2 log file:

    Sun Nov 05 14:55:24 2006
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~2\Sierra\HOMEWO~1\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile William
    Changing from a 32 bit colour depth in winNT (5.2 build 3790), Service Pack 1
    Using NVIDIA Corporation's 2.0.0 GeForce 7800 GTX/PCI/SSE2 renderer (Suspected driver is nvoglnt.dll 0)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : C:\PROGRA~2\Sierra\HOMEWO~1\data
    LUA 'data:UI\CommandIcons\CommandIcons.lua' -- parameter: attempt to call global `AREA' (a nil value)
    stack traceback:
    1: main of string "" at line 6

    Thanks.
    Last edited by willshim; 5th Nov 06 at 12:57 PM.

  14. Child's Play Donor Technical Help Senior Member General Discussions Senior Member Boardwars Senior Member  #14
    Gimme your lunch Moeney! Moe's Avatar
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    Open your DATA folder. Remove everything except:

    Now take a look at the data folder you extracted from the data.exe. If you want to edit ship and weapon values you will need the ship and weapon folders respectively. Copy those folders to HW2\data. Your data folder in the HW2 directory should now contain the following files and folders:
    [Folders]
    Animatics
    ship
    weapon
    [Files]
    English.big
    EnglishSpeech.big
    Homeworld2.big
    Music.big

  15. #15
    bt21rex
    Guest
    Finding the HardEd programs starting to become a .BIG pain to the Brain 'there an alternative program for that

  16. #16
    Member Salamander's Avatar
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    Yes bt21rex, CFHodEd.
    Rejected by zombies

  17. #17
    bt21rex
    Guest
    thnks pal

  18. #18
    panblackrose
    Guest
    Hey,
    New to the whole modding thing, but so far have pretty much every good tool out there on my desktop and learning as I go. I am trying to change the cost, build time, speed, etc of ships. I am using spooky RAT to unzip and decompile, and so far I was able to unzip everything and decompile the hgn_destroyer.ship file into readable luaDC form. I am trying to do it again for the build.lua and research.lua as well as other .ship files, but I can't remember for the life of me how to do it, nor can I find information on it. I have tried redoing what I did with the destroyer file, but I can't remember the entire process. I loaded everything in spooky RAT and then hit decompile on the file I want to use. It saved a copy of the luaDC the first time I tried, but then when i tried 30 minutes later on the build, research, and battlecruiser files, but no luck. Something I am missing, I'm sure.

    Second off, I changed the destroyers speed, cost, build time, and missile firing rate (Yes, I remembered to go in and change the correct weapons attributes) but nothing affected the game, even though I used the -overrideBigFile I saved everything correctly and all.

    Thanks majorly in advance!

    EDIT: I was able to make it to step 6 in the Keeper guide, but I have not yet gotten past the weapons development and placement... different story, but just to show I know something useful about computers. (majoring in programming and computer sciences)

  19. #19
    SoulHunter
    Guest
    Strange! If you have done it before I am assuming that all the dll's are in place. okay step by step...

    You open the Homeworld2.big file, within which you expand the data folder, then ship, then expand the folder with the ship (or whatever you want) and then click on and highlight the lua script file.

    Then pressing the 3rd icon from the right (single save) you extract the lua (or .ship) file, and finally click on the far right icon that decompiles the file to a .LuaDC.

    Also check in the options menu whether or not "overwrite Lua" is selected. I have it switched off, but I don't think it matters. If it is selected you will get a decompiled lua file only and it will not have the luaDC extension.

    I find on my system that the archive tool makes a data directory within the data directory and I have to move the decompiled files into the correct folder location, so check that you are looking in the right place and at the right file.

    You probably know most of this already but just in case there's that one thing you missed...

  20. #20
    panblackrose
    Guest
    Haha, that's exactly what it was! I had two seperate Data, and data folders, but it was only saving into the data one. I had the data.exe from when I previously had tried the Keeper tutorial so I got rid of them both and started from scratch. So much easier to copy the entire HW2 game onto the desktop, and then just delete the one inside of the Sierra program folder and copy.... well you know how it goes. Thank you, I tried it and it works fine, I was just tired and over looking things at 5 AM This site is so helpful! I originally had tried to use one of the trainers but the +6 doesn't work, and the +3 is a Trojan program. I scan everything with virus stuff, so I am glad I caught it!

    Now on to the next thing. I am going to try going through a few more files, but if I can't get it to work then i will post again.

    THANK YOU!!

  21. #21
    SoulHunter
    Guest
    In my experience, for every hour you work when your shattered, you'll spend another two the next day fixing the mistakes you made

    What are these 'trainers' +3 and +6?

  22. #22
    Devil's Advocate Zatch's Avatar
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    Trainers are programs/hacks used to make the game easier.

  23. #23
    panblackrose
    Guest
    Exactly, just cuts out the step where I go in and mess everything up. BUT, after using a few mods and seeing how things are done, I don't need such things. I am still having trouble getting changes I've made such as cost and build time to go through, any helpful bits of information? I know I have to change the .ship file, but what else will allow that to go through? Or is that it? I want to change a weapons fire rate, but it keeps crashing every time I do, as well as when I tried to change the price and time on a destroyer.... silly things I know, but I am still getting the hang of it.

  24. #24
    Member Joe 2987's Avatar
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    Leading my inteceptor squadron on patrol over Texas
    Does anyone know how to use LuaDC?? It says to "call" "LuaDC <filename>" I tried "LuaDC Hgn_Interceptor.ship" you know like the example? well i tried command prompt and I don't have any more ideas so if anyone can help me?
    Last edited by joe 2987; 30th Sep 07 at 5:40 PM.

  25. #25
    Devil's Advocate Zatch's Avatar
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    If you type LuaDC Hgn_Interceptor.ship that implies Hgn_Interceptor.ship is in the same folder as LuaDC.exe. You need to type out the full path, which means you need to wrap it in quotes, like so (you're program path is probably different) --

    LuaDC "C:\HW2\Data\Ship\hgn_interceptor\hgn_interceptor.ship"

    Note: The space in .ship is added by the forum software, it's not really there.

  26. #26
    Member Joe 2987's Avatar
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    Leading my inteceptor squadron on patrol over Texas
    It said something like: "The command 'LuaDC' is not a valid command" or something like that.

    "I HAVE NO IDEA WHERE THOSE EXTRA 1,800 USERS WENT." - Moe
    "To subdue the enemy without fighting is the acme of skill." - Sun Tzu

  27. #27
    SwitchBladeMX
    Guest
    Quick question: I'm assuming LuaDC works for decompiling .LUAs, but does it work for REcompiling them as well? I'm asking this before I start working with the files so I don't have to re-install again. For the sixth time.

  28. #28
    LuaDC is not to my knowledge capable of recompiling, but Homeworld2 will accept both compiled and uncompiled Lua files so it's not particularly an issue.
    Co-founder of Homeworld:@
    Open to new members

  29. #29
    shilum
    Guest
    was wondering where i could go to find a listing of what some of the lines mean for modding. i have looked in the kraos graveyard wiki but cant find anything that gives details for them. unless im blind, could someone help me?

  30. #30
    Banned Phatboygeo's Avatar
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    Check dates of last post first! not to bad. ummm the comprehensive ship guide or summink. have you checked the making a keepers a playable race tutorial out yet that will help

  31. #31
    ==Troy==
    Guest
    I am very sorry to necro this thread, but I do not want to create a new topic about such a little question, and I couldnt find a topic more appropriate than this one.


    I would like to add a missile to the hng interceptor squadron, but most of the available missiles are just too big visually.

    What I am interested in, is adding that "missile" which is created when the torpedo frigate attacks the corvettes (the torpedo bursts into 5-ish smaller ones). But I could not find a name for those smaller missiles, neither could I understand how to exactly find them at all.

    On the same note, is it possible to modify the acceleration and agility of the missile?

    Thank you.
    Troy.

  32. #32
    Banned Phatboygeo's Avatar
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    Yeah, Easy. Use the vaygr missle corvette, missile! To do all the stuff with weapons, get HW2WSE and edit the weapon file. Make sure you decompile the wepn files first :P

  33. #33
    Outcast 309
    Guest
    hey guys since im a beginner at modding hw2 i have recently been trying to globally change build times and research times and make them faster so that i don't have to go into every single ship, module, subsystem etc etc to edit them. As I still can't find the right files to edit to make it work.
    Last edited by Outcast 309; 11th Apr 09 at 6:10 AM.

  34. #34
    There is no such thing. If you feel it nessicary to cheat download a trainer or something. Otherwise you have to edit all the ships.

    However for research you just remove the subsystem and research requirements in the build lua file.
    Hath anyone verily existed a stones throw unwavering quite assured to employ thee venture yonder desireth to become appear vastly similar?

  35. #35
    Member S110's Avatar
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    hey guys since im a beginner at modding hw2 i have recently been trying to globally change build times and research times and make them faster so that i don't have to go into every single ship, module, subsystem etc etc to edit them. As I still can't find the right files to edit to make it work.
    No, there isn't a single file that can be edited to change the stats. The only way currently is to edit each ship and subs file individually. It may very well be possible, but the time spent on the coding of the scripts needed would likely take longer than just doing things individually.

    @Demonslayer:
    If you feel it nessicary to cheat download a trainer or something
    No offense intended, but by that statement you are actually saying that creating any mod is cheating. Most folks new to modding tend to think in terms of lowering the skill curve or just speeding up gameplay. It is the sort of thing that gets a new modder enthusiastic about modding, and should be encouraged as a first exercise, not discouraged with insensitive comments. Being overly critical of someone's ideas when they start out is a fast way to discourage them, and for an older game like Homeworld 2, new talent should especially be encouraged. New modders do eventually learn the importance of balancing their mods. They will walk away from modding a game if the criticism they recieve is not a bit more constructive.

  36. #36
    Outcast 309
    Guest
    No offense, but I wasn't planning to cheat at all, because all I have been trying to do is to speed up the gameplay for complex 6.9.2 as I would like it to be just a little bit quicker.

    But I will not be releasing this modification as it is someone else's work and it is just for my own personal use.

    I was simply thinking that it could've been possible to change the gamerule options for deathmatch and increase the modifiers for research & build speed So that low could be complex's default high build speed modifer, medium could be 2x quicker than default complex high, high be 3x/4x higher etc.

    Thanks S110 for your help

  37. #37
    Quote Originally Posted by S110
    No, there isn't a single file that can be edited to change the stats. The only way currently is to edit each ship and subs file individually. It may very well be possible, but the time spent on the coding of the scripts needed would likely take longer than just doing things individually.

    @Demonslayer:


    No offense intended, but by that statement you are actually saying that creating any mod is cheating. Most folks new to modding tend to think in terms of lowering the skill curve or just speeding up gameplay. It is the sort of thing that gets a new modder enthusiastic about modding, and should be encouraged as a first exercise, not discouraged with insensitive comments. Being overly critical of someone's ideas when they start out is a fast way to discourage them, and for an older game like Homeworld 2, new talent should especially be encouraged. New modders do eventually learn the importance of balancing their mods. They will walk away from modding a game if the criticism they recieve is not a bit more constructive.

    I was not speaking negatively. Whenever I'm making a mod I always using a trainer for testing purposes.

    Quote Originally Posted by Outcast 309
    No offense, but I wasn't planning to cheat at all, because all I have been trying to do is to speed up the gameplay for complex 6.9.2 as I would like it to be just a little bit quicker.

    But I will not be releasing this modification as it is someone else's work and it is just for my own personal use.

    I was simply thinking that it could've been possible to change the gamerule options for deathmatch and increase the modifiers for research & build speed So that low could be complex's default high build speed modifer, medium could be 2x quicker than default complex high, high be 3x/4x higher etc.

    Thanks S110 for your help
    Use a Big file extractor on the Complex big file. I don't suggest using the newer one because it extracts everything in one go. HW2ICArchive is the one I prefer because you can extract things individually.

    As for what you want to do it might not be that straight forward. The easiest way to do what you want would be to just modify each ship honestly. Doesn't take that long. However if there is a lua file for the gamerule options that allows you to change build time multipliers than you should be able to do it.

    I myself have spent a few hours screwing around with the files in the Complex mod and I never saw such file.

  38. #38
    lankakashi
    Guest
    Hi, I'm kind of new to moddings and thing, still a noob, so I might be asking a few stupid question so don't mind me. It seem that what you guys show here is the instruction on how to mod Homeworld 2 and how to make it work, does it goes the same for other mods if we want to modify them? Because I been testing out the gudam seed mod, and I got to the part of editing the files. But I don't know how to get it to work. I try putting the overight on the mod but it din't do anything.


    If anyone can, can they show me how to create a .big file? I looked around and most of the instruction on here are just too confusing for me.

  39. #39
    Member S110's Avatar
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    For starting out, don't bother with putting things into big files. It's not that hard, but it's not needed. For basic modding the Target box of your shortcut should look like so:

    "C:\Program Files\Sierra\Homeworld2\Bin\Release\Homeworld2.exe" -luatrace -overrideBigFile

    Make sure all the files you intend to modify are extracted to the correct directory. For changes to ship files your folder path should look similar to this:

    C:\Program Files\Sierra\Homeworld2\Data\Ship\xxx_ModShipFolderNameHere

    The most common errors are caused by having those incorrect. For finding mod errors check the HW2.log file located in:

    E:\Program Files\Sierra\Homeworld2\Bin\Release

    For editing someone else's mod, it follows the same process. A word of caution though, the guidelines are very strict for respecting intellectual property here. Modding the files for personal use is okay as long as you don't release them without express permission from the mod's origional creators. Some give permissions in their readme files, while others consider their work to be more precious than their firstborn child. Should the latter type be the case, well just don't. As well, if you can't find the mod creator, don't release the mod.

    There are a lot of resources available to help you along, including other forum members. If you find the tutorals scattered here on the forums too difficult to understand, just ask for clarification.

    Don't forget to read the stickied tutorials as they are usually the most current on the boards.

  40. #40
    lankakashi
    Guest
    I got it to work for this one mod, but Seedbeta 1.2 is not working....I wonder why.

  41. #41
    Outcast 309
    Guest
    Well Im going to delay the game option mod for complex as it seems to be a bit too tricky for such a young modder like me at hw2, (although I have heavily modded DOW Dark Crusade and CNC 3 & Command & Conquer Generals Zero Hour). So before I attempt to do my main mod im going to probably make a new race, researches, modify weapons which i have already started so that i can get some more experience at modding hw2.

    @ Lankakashi, if you wish to make your modifications/files into .big files download the Relic Developers Network Tools package that includes a mod packager which can extract, create and organise .big files easily and it's easy to use. And if you need any help for anything just pm me or post a reply here.

    EDIT: @demonslayer there is an interesting file in leveldata\multiplayer in complex692.big that has a few different files such as: carnage, deathmatch, deathmatch fast, deathmatch normal & deathmatch tactical each containing some intesting options. Finally in the lib folder in leveldata\multiplayer there is a file called oninit.lua which contains information half way through the file about buildspeeds, research speeds, research sensitivity etc, for when the game first starts. I suggest you take a look and see what you can do with it cause I tried a few things and it didn't work so hope you can find something.
    Last edited by Outcast 309; 13th Apr 09 at 5:04 AM.

  42. #42
    Saladinbob
    Guest
    Hi, could anybody please tell me how I go about creating a new ship based upon an existing model (for example, the Torpedo Frigate firing Plasma Bombs) and/or importing a ship from one mod into another?

  43. #43
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    Expanding upon S110 method; for those who use Vista, try putting modified files, (in appropriate subdirectories) in the <X>:\Users\<USERNAME>\AppData\Local\VirtualStore\Program Files (x86)\Sierra\Homeworld2\Data
    where <X> is the drive letter where window's was installated; and <USERNAME> is your profile name.

    @Saladinbob: For *.ship files there is a function called LoadSharedModel(NewShipType, "<ship_name>"), replace <ship_name> with the name of the ship model you wish to use (for example, the Hiigaran torpedo frigate is "Hgn_torpedofrigate", or something akin to that. After that, you simply need to assign weapons for the shared model's weapon joints; you can learn the joint name's two ways: the first is to use CFHod and look at the Hierarchy tab....the other is to look at the original ship's *.ship file.

  44. #44
    Saladinbob
    Guest
    So where can I download CFHod from then, please because all the links are either broken or download something that says the "DLL file is missing"?

    Whilst I'm at it, where exactly are the models stored? I want to take the turret off one ship and place it on another ship and assign it a particular weapon type.

  45. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #45
    Ignorans, te absolvo Homdax's Avatar
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    I have lots of stuff hosted at www.hwaccess.net, not much documentation wise, but i think I have most tools...

  46. #46
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    @Saladinbob
    A) Models are stored in HOD files (which also hold textures, amonst other things), CFHod allows you to export them as *.obj (Wavefront) files.
    B) Turrets can be in one of two places; the first is in the ship's HOD (as is the case for the corvettes), the other is in the subsystems folder (for many capital ship turrets) Check the ship's *.ship file to check....if the turret is mentioned in a line beginning with "StartShipHardPointConfig", then it is a subsystem; if the line instead starts with "StartShipWeaponConfig" then it is a turret included with the ship.

  47. #47
    Saladinbob
    Guest
    Quote Originally Posted by Sagyxil_I
    @Saladinbob: For *.ship files there is a function called LoadSharedModel(NewShipType, "<ship_name>"), replace <ship_name> with the name of the ship model you wish to use (for example, the Hiigaran torpedo frigate is "Hgn_torpedofrigate", or something akin to that. After that, you simply need to assign weapons for the shared model's weapon joints; you can learn the joint name's two ways: the first is to use CFHod and look at the Hierarchy tab....the other is to look at the original ship's *.ship file.
    Well I went to the *.ship files and no they don't have that line in it. In no mods I have downloaded does this line exist and this is one of the two things I need to learn - how to correlate a ship with a particular model so if anyone can help me, I'll be very grateful.

  48. #48
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Look in hgn_marinefrigate_soban for example, and you'll see
    Lead developer of the Homeworld: Blue Planet TC.
    Member of The Apocalypse Project TC for Freespace 2.
    To all newbies : remember to use S110's clean data.
    Latest version of CFHodEd.

  49. #49
    Saladinbob
    Guest
    Quote Originally Posted by MatthCoFreak
    Look in hgn_marinefrigate_soban for example, and you'll see
    You tell me because I'll be damned if I can find it (and I've looked in multiple mod data folders across multiple ships):

    NewShipType = StartShipConfig()
    NewShipType.displayedName = "Resolution M.4 FA"
    NewShipType.sobDescription = "Close Assault Frigate"
    NewShipType.maxhealth=750000
    NewShipType.regentime=450
    NewShipType.minRegenTime=450
    NewShipType.frontArmourDamage=0.65
    NewShipType.sideArmourDamage=1
    NewShipType.rearArmourDamage=2
    NewShipType.isTransferable = 1
    NewShipType.useEngagementRanges = 1
    NewShipType.unitCapsNumber = 2
    NewShipType.SquadronSize = 1
    NewShipType.passiveFormation = "Spear"
    NewShipType.defensiveFormation = "x"
    NewShipType.aggressiveFormation = "Claw"
    NewShipType.mass = 140
    NewShipType.collisionMultiplier = 1
    NewShipType.thrusterMaxSpeed=150
    NewShipType.mainEngineMaxSpeed=300
    NewShipType.rotationMaxSpeed=33
    NewShipType.thrusterAccelTime=6
    NewShipType.thrusterBrakeTime=6
    NewShipType.mainEngineAccelTime=8
    NewShipType.mainEngineBrakeTime=8
    NewShipType.rotationAccelTime=4
    NewShipType.rotationBrakeTime=2
    NewShipType.thrusterUsage=1
    NewShipType.accelerationAngle=40
    NewShipType.mirrorAngle=30
    NewShipType.secondaryTurnAngle=0
    NewShipType.maxBankingAmount=80
    NewShipType.descendPitch=90
    NewShipType.goalReachEpsilon=3000
    NewShipType.slideMoveRange=100
    NewShipType.controllerType = "Ship"
    NewShipType.tumbleStaticX = 10
    NewShipType.tumbleStaticY = 20
    NewShipType.tumbleStaticZ = 5
    NewShipType.tumbleDynamicX = 2
    NewShipType.tumbleDynamicY = 10
    NewShipType.tumbleDynamicZ = 5
    NewShipType.tumbleSpecialDynamicX = 2
    NewShipType.tumbleSpecialDynamicY = 10
    NewShipType.tumbleSpecialDynamicZ = 5
    NewShipType.relativeMoveFactor = 3
    NewShipType.swayUpdateTime = 4
    NewShipType.swayOffsetRandomX = 10
    NewShipType.swayOffsetRandomY = 10
    NewShipType.swayOffsetRandomZ = 10
    NewShipType.swayBobbingFactor = 0.1
    NewShipType.swayRotateFactor = 0
    NewShipType.useTargetRandom = 1
    NewShipType.targetRandomPointXMin = -0.5
    NewShipType.targetRandomPointXMax = 0.5
    NewShipType.targetRandomPointYMin = -0.65
    NewShipType.targetRandomPointYMax = 0.45
    NewShipType.targetRandomPointZMin = -0.9
    NewShipType.targetRandomPointZMax = 0.6
    NewShipType.dustCloudDamageTime = 0
    NewShipType.nebulaDamageTime = 0
    NewShipType.MinimalFamilyToFindPathAround = "MotherShip"
    NewShipType.mirrorAboveManeuver = "ImmelMann"
    NewShipType.mirrorBelowManeuver = "Split_S"
    NewShipType.BuildFamily = "Frigate_Hgn"
    NewShipType.AttackFamily = "Capturer"
    NewShipType.DockFamily = "Frigate"
    NewShipType.AvoidanceFamily = "Frigate"
    NewShipType.DisplayFamily = "Frigate"
    NewShipType.AutoFormationFamily = "Frigate"
    NewShipType.CollisionFamily = "Big"
    NewShipType.ArmourFamily = "Composite"
    NewShipType.UnitCapsFamily = "Frigate"
    NewShipType.UnitCapsShipType = "CaptureFrigate"
    NewShipType.fighterValue = 0
    NewShipType.corvetteValue = 0
    NewShipType.frigateValue = 10
    NewShipType.neutralValue = 0
    NewShipType.antiFighterValue = 0
    NewShipType.antiCorvetteValue = 0
    NewShipType.antiFrigateValue = 5
    NewShipType.totalValue = 10
    NewShipType.buildCost = 1200
    NewShipType.buildTime = 65
    NewShipType.buildPriorityOrder = 30
    NewShipType.retaliationRange=20000
    NewShipType.retaliationDistanceFromGoal=160
    NewShipType.visualRange=1000
    NewShipType.prmSensorRange=15000
    NewShipType.secSensorRange=15000
    NewShipType.detectionStrength = 1
    NewShipType.TOIcon = "Diamond"
    NewShipType.TOScale = 1
    NewShipType.TODistanceFade0 = 9000
    NewShipType.TODistanceDisappear0 = 7000
    NewShipType.TODistanceFade1 = 4500
    NewShipType.TODistanceDisappear1 = 3500
    NewShipType.TODistanceFade2 = 12000
    NewShipType.TODistanceDisappear2 = 35000
    NewShipType.TOGroupScale = 1
    NewShipType.TOGroupMergeSize = 0
    NewShipType.mouseOverMinFadeSize = 0.045
    NewShipType.mouseOverMaxFadeSize = 0.1
    NewShipType.healthBarStyle = 1
    NewShipType.nlips = 0.0001
    NewShipType.nlipsRange = 6000
    NewShipType.nlipsFar = 0.0001
    NewShipType.nlipsFarRange = 10000
    NewShipType.SMRepresentation = "HardDot"
    NewShipType.meshRenderLimit = 13000
    NewShipType.dotRenderLimit = 10
    NewShipType.visibleInSecondary = 1
    NewShipType.minLOD = 0.25
    NewShipType.goblinsStartFade = 1500
    NewShipType.goblinsOff = 1500
    NewShipType.upLOD = 2000
    NewShipType.upLOD = 2500
    NewShipType.downLOD = 2015
    NewShipType.downLOD = 2515
    NewShipType.minimumZoomFactor = 0.5
    NewShipType.selectionLimit = 150000
    NewShipType.preciseATILimit = 0
    NewShipType.selectionPriority = 75
    NewShipType.militaryUnit = 1
    addAbility(NewShipType,"MoveCommand",1,0)
    addAbility(NewShipType,"CanDock",1,0)
    NewShipType.dockTimeBetweenTwoFormations = 1
    NewShipType.dockTimeBeforeStart = 2
    NewShipType.dockNrOfShipsInDockFormation = 1
    NewShipType.dockFormation = "delta"
    NewShipType.queueFormation = "dockline"
    NewShipType.dontDockWithOtherRaceShips = 1
    NewShipType.ignoreRaceWhenDocking = 0
    addAbility(NewShipType,"CanLaunch")
    NewShipType.launchTimeBetweenTwoFormations = 1
    NewShipType.launchTimeBeforeStart = 2
    NewShipType.launchNrOfShipsInDockFormation = 1
    NewShipType.launchFormation = "delta"
    addAbility(NewShipType,"ParadeCommand",1)
    addAbility(NewShipType,"WaypointMove")
    addAbility(NewShipType,"CaptureCommand",1,-50)
    addAbility(NewShipType,"HyperSpaceCommand",1,1,200,500,0,3)
    addAbility(NewShipType,"CanAttack",1,1,0,1,0.35,1.5,"Mothership, BigCapitalShip, SmallCapitalShip, Capturer, Frigate, Utility","Frontal",{
    SubSystem = "FrontalVsSubSystem",
    },{
    Frigate = "fthcirclestrafe",
    },{
    Corvette = "fthcirclestrafe",
    },{
    Fighter = "fthcirclestrafe",
    })
    addAbility(NewShipType,"GuardCommand",1,1,600)
    addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3)
    addAbility(NewShipType,"CanBeCaptured",45,1)
    addAbility(NewShipType,"CanBeRepaired")
    addAbility(NewShipType,"RetireAbility",1,1)
    LoadModel(NewShipType,1)
    addAbility(NewShipType,"MinelayerAbility",1,3.5)
    addAbility(NewShipType,"DefenseFieldAbility",0,0,1000,4000,4000,-1,0.1,0.6,"none")
    StartShipWeaponConfig(NewShipType,"hgn_MRAC100-360","Weapon_TurretTop","")
    StartShipWeaponConfig(NewShipType,"sm2er-2","Weapon_AMHDFront","")
    StartShipWeaponConfig(NewShipType,"hgn_nucleardrone-srx1","HVML","")
    StartShipWeaponConfig(NewShipType,"hgn_nucleardrone-srx1","HVMR","")

    StartShipWeaponConfig(NewShipType,"PLSR-1GW-360","AC35L","")
    StartShipWeaponConfig(NewShipType,"PLSR-1GW-360","AC35R","")
    StartShipWeaponConfig(NewShipType,"PLSR-1GW-360","AC35F","")
    StartShipWeaponConfig(NewShipType,"PLSR-1GW-AMS360","AC35L","")
    StartShipWeaponConfig(NewShipType,"PLSR-1GW-AMS360","AC35R","")
    StartShipWeaponConfig(NewShipType,"PLSR-1GW-AMS360","AC35F","")

    StartShipWeaponConfig(NewShipType,"PLSR-2GW-fixed","AsWL","")
    StartShipWeaponConfig(NewShipType,"PLSR-2GW-fixed","AsWR","")

    addShield(NewShipType,"EMP",400,5)

    StartShipHardPointConfig(NewShipType,"Weapon Front","HardpointWeaponFront","Weapon","Generic","Damageable","hgnws_3xAC275fixed")

    StartShipHardPointConfig(NewShipType,"aswl3","HVRL","Weapon","Generic","Destroyable","hgnws_2xAC100-M2")
    StartShipHardPointConfig(NewShipType,"aswl4","HVRR","Weapon","Generic","Destroyable","hgnws_2xAC100-M2")
    NewShipType.battleScarMaxTriBase = 75
    NewShipType.battleScarMaxTriInc = 100
    NewShipType.sobDieTime = 1
    NewShipType.sobSpecialDieTime = 1
    NewShipType.specialDeathSpeed = 40
    NewShipType.chanceOfSpecialDeath = 0
    NewShipType.deadSobFadeTime = 0
    NewShipType.trailLinger = 4
    setEngineBurn(NewShipType,6,1,1.5,60,1.01,0.1,0.25,120)
    setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{
    0.27,
    0.47,
    0.69,
    0.25,
    })
    loadShipPatchList(NewShipType,"data:sound/sfx/ship/Hiigaran/Frigate/",0,"Engines/HFrigateEng","",1,"Ambience/HFrigateAmb","")

  50. #50
    Member MatthCoFreak's Avatar
    Join Date
    Aug 2006
    Location
    France
    Wake up mate, you're looking in your PDS folder, not in your decompiled Homeworld2.big

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