Adding A ship? Mod, whatever

This is the place for all questions related to modding Starshatter.
Post Reply
Omega555
Posts: 4
Joined: Sun Aug 15, 2004 5:53 pm

Adding A ship? Mod, whatever

Post by Omega555 »

I have tried to add a ship mod for the last 6 hours. I have tried everything you guys have suggested, but the mod will not enable.
I just read the line below in the error log file


Loading ship design catalog: Ships/catalog.def
Add Mod Catalog Entry 'Coltanker' Class 'Freighter'

Do I have to make a catalog.def file and put it in my ships folder?

What should it look like?

Does anyone have a catalog.def file they can post somewears?
[&:][&:][&:][&:][&:]
Omega555
Posts: 4
Joined: Sun Aug 15, 2004 5:53 pm

RE: Adding A ship? Mod, whatever

Post by Omega555 »

I finally got the new ship to show up in the mission maker menu, under freighter-class [new ship]

The addmod thing still don't work.

It only works using the -filesys thing, don't work at all if you start game normally.

It says in the manual about adding mods. Says you add the mod and in the right screen, there is a thing about copyright, then there is sposed to be something that says [close]
It says when U click on [close] that the mod will then be activated and you can use new ships and weapons and other stuff.

I guess there must be a syntax in the mod.def file that will do the copyright thing and the [close] thing.

If anyone knows what this syntax is, maby they could post it someplace?

Or maby we have to wait for another patch?

Oh well, not a big deal. I think this game could really take off if we can ever get anyone to get into a multiplayer game. Heh.

But yes, It will be a great game to make a mod for. I see the Babylon mod is looking like it will be very good.

I think I can make a Borg cube and have it chase Voyager around and maby even make a Tractor Beam. [well, maby not with the tractor beam] I will be lucky to get the cube to chase Voyager around.

[X(][X(][X(][X(][X(][X(][X(][X(]
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
Contact:

RE: Adding A ship? Mod, whatever

Post by Pheagey »

In order for your mod to show in thge MOD enable screen it must be turned into a *.dat file. You the included modfile.exe program.\
1)copy all the mod files into a temp folder (Everthing from the folder Mods and under)
2)copy modfile.exe into the same temp folder
1)open a command line (dos) window
2) type 'modfile.exe youmodhere.dat and hit enter.
2b)you should see it comprssing your files.
3)copy the *.dat file to your root SS folder- the folder with stars.exe in it.
4)Run SS. it should

File system:
temp folder
|_modfile.exe
\_Mods (folder)
__\Ships (folder)
__|__\YourShip (folder)
__|____\files for your ship
__\Weapons (folder)
.
.
.

There are a copyright file and a mod image that goes with a mod when cpressing them but exact names and layout escaps me. Try download the modfile.exe from www.starshatter.com it may contain them there.
blaa.
User avatar
MDuncan
Posts: 6
Joined: Mon Aug 23, 2004 7:44 pm

RE: Adding A ship? Mod, whatever

Post by MDuncan »

I have gotten to this same place in modding and I am stumped....

I tried what you suggested... but for some reason it will not deploy my mod....

any ideas???

1 modelled my ship
2 copied all textures into the correct folder
3 created my .def file (hopefully correct)
4 copied all folders in MOD folder to temp file and used modfile.exe to create .dat
5 copied dat into main folder with stars.exe
6 launch Starshatter
7 enable in option and try to create custom mission to see it...

view error log to see that it did not deploy...

HELP PLEASE!

MDuncan
Omega555
Posts: 4
Joined: Sun Aug 15, 2004 5:53 pm

RE: Adding A ship? Mod, whatever

Post by Omega555 »

It is quite easy to see your mod, But, You have to know where to look for it.!!
In the DEF file, note what class you make your mod. IE: carrier, drone, Dreadnought, Fighter, etc. Then, when you get to the mision editor, just choose the same type of ship, then under that it has [subclass] or [varianit] , I forget just now, but at any rate if you name'd your ship Doodad9 In the .mag file, then you will see Doodad9 in the slot under the main ship class. Then just chose Doodad9 in the second slot, and it will appear on the map.

Just to repeat my other question here about .dat files:::

It says in the manual about adding mods. Says you add the mod, and in the right screen, there is a thing about copyright, then there is sposed to be something that says [close]
It says when U click on [close] that the mod will then be activated and you can use new ships and weapons and other stuff.

I would think the code for the copyright, and the [close] Icon would be in the .def file. Someone said that he had seen a picture [maby an icon ?] to do with this someplace but he had lost it.

Maby someone could post a message and let us know what this is all about, and how to go about getting our .dat files to work.

[X(][X(][X(][&:][&:][&:]
Mehrunes
Posts: 257
Joined: Wed Mar 31, 2004 6:56 am
Contact:

RE: Adding A ship? Mod, whatever

Post by Mehrunes »

I made a small sample mod a while back to show how to package mods. This should give you an example of directory structure and whatnot, the batch file is just there to package the mod for you.

Sample Mod Rar
Omega555
Posts: 4
Joined: Sun Aug 15, 2004 5:53 pm

RE: Adding A ship? Mod, whatever

Post by Omega555 »

Thanks Mehrunes, that works great.
[&o][&o][&o]
Post Reply

Return to “Starshatter Modding Forum”