MAKING A CAPITAL SHIP
1. Copy an existing Capital ship that resembles the features you want your new capital ship to have the
most
2. Rename the ship with something that makes sense; ie CapitalShip_<Racename><ShipType>.entity
3. It’s a good idea to load the new capital ship into a game first to make sure it is working before you
change any of the abilities or other details. Go into your Player<race>.entity file and add your new
capital ship to its capital ship list. Make sure you change the count at the beginning of the list to reflect
your new add. Make sure you save all of your new files after you make the changes. You may have to
shut the game down and restart it and reload your mod.
4. Open the newly named capital ship file and note the following changes that need to be made.
a. Change abilities to the abilities that you would like your capital ship to have. We will customize
these abilities and rename them later.
b. MAINVIEWICON_CAPITALSHIP_<SHIPNAME> we will change this later.
c. NameStringID "IDS_CAPITALSHIP_<SHIPNAME>_NAME" we will change this later
d. DescriptionStringID "IDS_CAPITALSHIP_<SHIPNAME>_DESCRIPTION" we will change this
later
e. picture "CAPITALSHIPPICTURE_<SHIPNAME>" we will change this later
f. hudIcon "HUDICON_CAPITALSHIP_TECHSUPPORT" we will change this later
g. smallHudIcon "HUDICONSMALL_CAPITALSHIP_TECHSUPPORT" we will change this later
h. infoCardIcon "INFOCARDICON_CAPITALSHIP_TECHSUPPORT" we will change this later
i. At the bottom of the file there are a group of sounds files listed. We will go over how to change
these later too.
5. The next thing we need to do is create the files and changes that support the changes that you need to
make to your new ship file. If we make the changes to the ship file first the game will not be able to
find them in the files that need to be reference and the game will crash.
6. The first change that we will make is to the 5 files that control the image that you see when you select
the capital ship factory and are selecting the new capital ship that you want to make
a. Open the following four files (located in the \Textures\ folder)in photoshop or equivalent you may
need to install a plugin to do this. Edit each of them adding your new ship icon to one of the blank
slots. Save the files as TGA’s do normal first.
i. Unit_Hud_CurserOver.TGA (make slightly brighter)
ii. Unit_Hud_Disabled.TGA (make black and white)
iii. Unit_Hud_Normal.TGA (just put it in the blank spot)
iv. Unit_Hud_Pressed.TGA (just put it in the same blank spot)
b. In the Window directory open the file called HUDIcon-Ships.brushes
i. We are going to be creating two new brushes.
ii. The first will be the ones that controls the five TGA file that contain the graphics for the
capital ship factory icon. Change the brush count at the top of the file to reflect adding 2
to whatever it currently is
iii. Go to the bottom of the file and add the following lines without the numbers
1. brush
2. name "HUDICON_CAPITALSHIP_<SHIPNAME>"
3. content "States"
4. Disabled
5. fileName "Unit_Hud_Disabled"
6. pixelBox [ 398 , 259 , 47 , 33 ]
7. Pressed
8. fileName "Unit_Hud_Pressed"
9. pixelBox [ 398 , 259 , 47 , 33 ]
10. CursorOver
11. fileName "Unit_Hud_CursorOver"
12. pixelBox [ 398 , 259 , 47 , 33 ]
13. Focused
14. fileName "Unit_Hud_Normal"
15. pixelBox [ 398 , 259 , 47 , 33 ]
16. Normal
17. fileName "Unit_Hud_Normal"
18. pixelBox [ 398 , 259 , 47 , 33 ]
iv. The numbers inside the brackets reflect the location of the drawing of your graphic within
five TGA files
v. You will have to adjust these and save and adjust and save and adjust until you get them
lined up to the correct location of your icon. Make sure you are doing this while you
have the developer’s exe of the game opened. You should be able to see the changes
realtime. After you get them all lined up you your icon is finished
vi. Now the other brush we need to create. This one will control the tiny icon that is seen on
the info card as you mouse over all the tiny dots that indicate ships while in the game.
Type the following lines at the bottom of the HUDIcon-Ship.brushes file (no numbers at
the beginings
1. brush
2. name "HUDICONSMALL_CAPITALSHIP_<SHIPNAME>"
3. content "Simple"
4. fileName "Unit_Main"
5. pixelBox [ 243 , 121 , 28 , 28 ]
vii. The same thing goes for the numbers in the brackets as in the last brush
7. We are now going to edit the file that pertains to the name and description of the new ship as it is seen
in the game.
a. Open the file \String\English.str
b. Add the following lines and change the NumStrings Count at the top of the file to reflect 2 new
strings (do not add numerals)
i. StringInfo
ii. ID "IDS_CAPITALSHIP_GLENSUPPORT_NAME"
iii. Value "<SHIP NAME AS IT IS TO APPEAR INGAME>"
iv. StringInfo
v. ID "IDS_CAPITALSHIP_GLENSUPPORT_DESCRIPTION"
vi. Value "<DESCRIPTION OF THE NEW SHIP>”
c. The first space you put in the name will determine the class of the ship. In other words if your
ship name is “My Ship” then when you mouseover it, it will read My Class Ship. Therefor if you
want your ship to appear with that space try naming it “My_Ship Battleship”. Then it will read
My_Ship Class Battleship.
8. Adding the detailed picture to the middle of the bottom display console
a. You will open the file UNIT_PICTURE.dds
i. Copy your picture and size it into one of the open slots
ii. Look for the Alpha Channel in your channel tab (by layers on photoshop)
iii. Create the appropriate alpha image for your picture (use other images as examples)
iv. Flatten the image and save the file as a .dds (use DXT5)
b. You will have to open the brush file from the /window/ folder called PICTURE-SHIP.brushes
i. After opening this change the count to reflect one more brush
ii. Create a new brush by using one of the others as a template
iii. Experiment with the bracket numbers until you get the correct and you picture shows in
the display window
iv. I got a debugger everytime I saved the brush file but there was no issues after I just
skipped each time
9. Editing the files for the animated icon while zoomed out
a. Open the UNIT_MAIN.tga
i. Add your picture to one of the blank spots. Make sure it is not any larger than the other
capital ships or it will be cut off
ii. Select the alpha channels like you did in the display picture and add the alpha backdrop
iii. Flatten and save
b. Open the MainviewIcon-Ship.brushes from the /windows/ folder
i. Change the brush count at the top to add 1
ii. Add a new brush using your ship’s name and the same conventions as the rest of the
brushes
iii. Experiment with the bracketed numbers to find your ship
iv. You may have to restart the game and mod for effects to be noticed the first time.
Afterward though you should be able to move the bracket numbers around without
restarting as long as you are in developer exe.
10. Editing the icon that is seen when you mouseover the small dots on the info card
a. Open the UNIT_INFOCARD.TGA
i. Add your picture to one of the blank spots. Make sure it is not any larger than the other
capital ships or it will be cut off
ii. Select the alpha channels like you did in the display picture and add the alpha backdrop
iii. Flatten and save
b. Open the INFOCARDICON-SHIP.BRUSHES from the /windows/ folder
i. Change the brush count at the top to add 1
ii. Add a new brush using your ship’s name and the same conventions as the rest of the
brushes
iii. Experiment with the bracketed numbers to find your ship
iv. You may have to restart the game and mod for effects to be noticed the first time.
Afterward though you should be able to move the bracket numbers around without
restarting as long as you are in developer exe.
11. Editing the icon that is seen on the left with all of your planet information
a. This uses the same picture as the one that we already modified for the Unit-main.tga, therefore you
will not need to edit any tga’s for this step as long as you already did for the animated icon
b. Open the HUDICON-SHIP.BRUSHES from the /windows/ folder
i. You should have already created the brush for this on step 6,b,iv. All you need to do is
find it (do search with the edit,find feature for the name of your capital ship and look for
the brush that looks like this
1. brush
2. name "HUDICONSMALL_CAPITALSHIP_<YOURSHIP>"
3. content "Simple"
4. fileName "Unit_Main"
5. pixelBox [ 275 , 121 , 28 , 28 ]
ii. Edit the bracket numbers to find your ship (they should be the exact same as the one you
made for the mainview animated icon
12. Editing Sound Files
a. To edit sound files you must first obtain them from whatever source you like. Use other software
like magix or other converter to convert them to a file that is about 215 db loud and in the .ogg
format.
b. Copy the file to the /sound/ folder
c. Now open your capital ship file and go to the bottom. You will notice that there are a number of
lines that read similar to this
i. NumSoundsFor:ONATTACKORDERISSUED 4 (these are various events)
ii. SoundID "<SOUND>_0"
iii. SoundID "<SOUND>_1"
iv. SoundID "<SOUND>_2"
v. SoundID "<SOUND>_3"
d. Change these lines to reflect the names of the sound files you wish to add
e. Now open the file named SoundDialogue.sounddata
f. Create a new effect to reflect your new sound file. Use the others for an example. Make sure to
adjust the count at the top of the file
g. Your new sound should work now. Make sure the count at the top of c,i matches the number of
sounds you have for that type of event