Creating Ship Entities

Nulls and Points

Hiya folks,

 

workin on a mod right now that swaps out ship models, essentially, and ive followed through the modding supplements (thx IC and SD) that are provided in the "toolset".  now im looking at the entity files, and want to designate which weapons/types fire out of which nulls i defined in XSI. but, in all of these sections (looking at vanilla ships for example), i don't see any calls to the XSI defined null points.

 

where do you tell it to have the hanger be from the p006-hanger null (for example), or the lasers from the poo5-weapon0 point? etc., etc., etc.

 

another quick question i have is, do you need to have/specify -da and -cl textures? like, if i dont care whether or not the ship (a.t.m.) has the right team color, or any bump-mapping, can i just not point it to any files for these?

 

thanks in advance!

-Boe

3,340 views 2 replies
Reply #1 Top
ok, i hate to be annoying, but one more question... (for now...)

if i make a change in the entity, mesh, wtv, files as im playing with the dev.exe, it will on the fly update the game with those changes? so, if i change what mesh the entity file is pointing toward while using the dev.exe, i can see the model change in the game?

figured i'd ask before i try it, and somehow screw up the durn thing.

thx again,
-Boe
Reply #2 Top
Your not looking hard enough, its the name

weapon0 is the first weapon in the entity file, second is 1 and third (max of 3) is 2.

hangers, exhaust and abilitys all work automatical based on the name again.

You don't NEED to have any textures but it will look strange in certain situations. In fact it dons't spout errors at me and I have textures that don't exist being refrenced by the .mesh atm.



Yes the dev.exe can reload almost anything on the fly, somethings don't change and will need to restart the game to see the changes. .mesh changes usualy need a restart, abilitys can be tricky but I've had it both ways.