MOD SUPPORT- Ship Sets and Race Images

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

Moderators: Icemania, elliotg

Post Reply
User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

MOD SUPPORT- Ship Sets and Race Images

Post by lordxorn »

Hey fellow modders,

I am in a frenzy to get my Star Wars mod up to Shakturi standards. However, I am getting some errors when I select the Rebellion, I get this error "Index was outside the bounds of the array".. I have a sneaking suspision that it has something to do with the races.txt

ANother odd occurence is, I went ahead and played one of the default races and edited some of the Rebellion ships in.
A funny thing happened when I went to launch what I thought would be some xwing and ywing fighters and bombers, was that the default race fighters and bombers launched. Which makes sense because the that is what was assigned to the default race I was playing.

So anyways here is how I have my mod setup so far,

Rebellion
shipImages named to family12
raceImages named race_22.png, race_22a.png
and troopImages Troop_22.png

I have attached my races.txt

So if any of you other beta testers who delve more into this aspect can help me pinpoint where I am going wrong, I can get my Star Wars Mod ROTS version up. [:)]




Attachments
races.txt
(7.76 KiB) Downloaded 41 times
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Shark7 »

Same problem. AS of right now, it seems the game will not support more than 22 race image families, so you are limited to the ones that already exist.
Distant Worlds Fan

'When in doubt...attack!'
User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

RE: MOD SUPPORT- Ship Sets and Race Images

Post by lordxorn »

I was hoping I was doing something wrong, but I am thinking you are right. Although I am sure Elliot said it was ok?

Ok I replaced two of the default races with my mod and renamed the corresponding folders and files to match, and the errors went away.

Hopefully Elliot can clear this all up before he goes on xmas vacation. [:)]
User avatar
Shark7
Posts: 7936
Joined: Tue Jul 24, 2007 4:11 pm
Location: The Big Nowhere

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Shark7 »

OK to add more than 22 races, but apparantly there is no support for the race images. I've put a post about this in the modder's wishlist as a priority.
Distant Worlds Fan

'When in doubt...attack!'
User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: MOD SUPPORT- Ship Sets and Race Images

Post by tjhkkr »

Ah... Okay, I understand now.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: MOD SUPPORT- Ship Sets and Race Images

Post by tjhkkr »

I think that has got it.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
ehsumrell1
Posts: 2529
Joined: Tue Aug 17, 2010 7:53 am
Location: The Briar Patch Nebula
Contact:

RE: MOD SUPPORT- Ship Sets and Race Images

Post by ehsumrell1 »

ORIGINAL: lordxorn

Hey fellow modders,

I am in a frenzy to get my Star Wars mod up to Shakturi standards. However, I am getting some errors when I select the Rebellion, I get this error "Index was outside the bounds of the array".. I have a sneaking suspision that it has something to do with the races.txt

ANother odd occurence is, I went ahead and played one of the default races and edited some of the Rebellion ships in.
A funny thing happened when I went to launch what I thought would be some xwing and ywing fighters and bombers, was that the default race fighters and bombers launched. Which makes sense because the that is what was assigned to the default race I was playing.

So anyways here is how I have my mod setup so far,

Rebellion
shipImages named to family12
raceImages named race_22.png, race_22a.png
and troopImages Troop_22.png

I have attached my races.txt

So if any of you other beta testers who delve more into this aspect can help me pinpoint where I am going wrong, I can get my Star Wars Mod ROTS version up. [:)]
The only thing I see in your races file is to change your two added races' reproduction
rate to a decimal format (1 to 1.00).
This "might" cause an out of range, not sure, but if the code is looking for a
decimal format for that particular data, who knows? Just a thought. I always just
copy and paste an entire line of one of the original races then tweak each data
area to my liking.
Shields are useless in "The Briar Patch"...
User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: MOD SUPPORT- Ship Sets and Race Images

Post by tjhkkr »

Hey gang, did the issue with the designs.txt file get resolved?
In the prior game, if you added or changed the file, the game freaked out?
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
Igard
Posts: 2282
Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Igard »

ORIGINAL: tjhkkr

Hey gang, did the issue with the designs.txt file get resolved?
In the prior game, if you added or changed the file, the game freaked out?

Haven't tested it yet, tj. In fact I think I've lost the file of Star Trek ship names I had for it. [:(]
User avatar
Tampa_Gamer
Posts: 161
Joined: Mon Dec 27, 2010 9:02 pm

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Tampa_Gamer »

On a related question re: shipsets, one point of confusion I have:

It appears that the game modifies the size of the original image based on the in-game size of the ship/base. Has anyone worked out the ratio of pixels to in-game size? That would be very helpful in trying to properly proportion our own shipsets (e.g. escort vs. capital ship). Many of the shipsets available for download appears to swing widely between 200-300 and even 500 pixels, but not necessarily corresponding to in game size (e.g. I have seen some shipsets with 500 pixel fighters). Perhaps it does not matter?

For those interested, forum thread link to post with a master list of all my DW mods: Link

User avatar
Igard
Posts: 2282
Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Igard »

The game scales ships by calculating the number of opaque pixels. The more opaque pixels there are, the smaller the ship will appear. I haven't figured it out completely but it seems to me to be a ratio of transparent to opaque pixels. For example if I use a ship image that's 500x500 with alot of transparent pixels, it still looks the same size as the same ship of 200x200 pixels with the same ratio of transparent to opaque.

Here's a thread where it's discussed with Elliot: tm.asp?m=2513492&mpage
User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

RE: MOD SUPPORT- Ship Sets and Race Images

Post by lordxorn »

To help clarify things further, the pixel size of a ship ie 200x200 vs 500x500px only adds to a more detailed image in game and thus taking for memory. Thus it only makes sense for say a Cruiser and Capital class ship to have a base picture at 500 pixel size. All the other class can be rendered at 250px to help keep things running smoothly.

The game also has problems rendering long pencil shaped ships (ie Nebulon Frigate)and large square ships (ie Borg Cube). The former can be fixed, however the latter in my opinion can only be fixed by Elliot and the way the game calculates the ratio that Igard mentioned, opaque vs transparent.

User avatar
tjhkkr
Posts: 2431
Joined: Wed Jun 02, 2010 11:15 pm
Contact:

RE: MOD SUPPORT- Ship Sets and Race Images

Post by tjhkkr »

I usually convert all to 200 x 200, and all fighters to 100 x 100. That is simply to give all the memory and space that I can to the computer to play the game.
There have been a few images I have never converted because they are so cool, but I do so for the sake of the memory issues.
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
User avatar
Igard
Posts: 2282
Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Igard »

I'm totally guilty of making esorts and frigates 500x500. I just can't bear to scale them down and lose all that lovely texture. I've not noticed any performance issues with my 4GB setup, but I should really consider making a low res alternative version for lower end machines.
User avatar
Tampa_Gamer
Posts: 161
Joined: Mon Dec 27, 2010 9:02 pm

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Tampa_Gamer »

Thanks for the links/tips everyone, will be tinkering tonight with this.
For those interested, forum thread link to post with a master list of all my DW mods: Link

User avatar
lordxorn
Posts: 768
Joined: Sun Dec 06, 2009 6:18 am

RE: MOD SUPPORT- Ship Sets and Race Images

Post by lordxorn »

ORIGINAL: Igard

I'm totally guilty of making esorts and frigates 500x500. I just can't bear to scale them down and lose all that lovely texture. I've not noticed any performance issues with my 4GB setup, but I should really consider making a low res alternative version for lower end machines.

Yeah plus at the size I design them at I don't really notice the drop in detail.
User avatar
Igard
Posts: 2282
Joined: Mon Mar 29, 2010 2:43 am
Location: Scotland

RE: MOD SUPPORT- Ship Sets and Race Images

Post by Igard »

ORIGINAL: lordxorn

ORIGINAL: Igard

I'm totally guilty of making esorts and frigates 500x500. I just can't bear to scale them down and lose all that lovely texture. I've not noticed any performance issues with my 4GB setup, but I should really consider making a low res alternative version for lower end machines.

Yeah plus at the size I design them at I don't really notice the drop in detail.

That's true, I find that your ship images, lordxorn are usually taken from a nice image source, or perhaps you touch them up a bit yourself to make them look sharp.

My method on the other hand uses sometimes 10 year old 3D models viewed with a basic model viewer and then copied and slapped into GIMP. So I need all the quality I can get! [;)]
Post Reply

Return to “Design and Modding”