Why dont these mods work?

This is the place for all questions related to modding Starshatter.
Post Reply
Nereth
Posts: 7
Joined: Sun Dec 24, 2006 2:37 pm

Why dont these mods work?

Post by Nereth »

So i just started making a starshatter ship, and im having some difficulty.

Ive made a model of the ship i wanted using magic, then i went to some websites i found on this forum directed at people just like me, which gave me a standard ship .def file and a quick mission to load up the ship in. I put it into the correct folders (mods/ships/interceptor) and named them all interceptor, aswell as naming the ship to be used in the mission interceptor.

Despite this, when i try to load the game it refuses to recognise the ships existance, saying it is invalid. It does however work when i replace the ships ID with Spectre or Asher, which means its working with the stock ships.

So, here is my entire mods folder, put straight into the starshatter directory, but renamed 'mods'. Can anyone get it to work?

Mods! (same as above)
Hi.
Toshiro
Posts: 26
Joined: Sun Dec 24, 2006 2:50 pm

RE: Why dont these mods work?

Post by Toshiro »

First
one question, are you using the "-filesys" extension on a shortcut of Starshatter the gathering storm exe??

This enables the use of open mods, non datted.

Second, both ships have the def file pointing to its original mag file, not the mag of interceptor or longbow. The mag file is the model.
If you want your model to show up and not the stock model, change the "model" to Longbow.mag.

For interceptor remove
detail_0: "Lo Detail.mag"
feature_0: 1000
detail_1: "Hi Detail.mag"
feature_1: 32

these are the 2 levels of detail models of the stock ship.

replace with "model: Interceptor.mag"

the def file names and the mag file name are the key

Toshiro
Nereth
Posts: 7
Joined: Sun Dec 24, 2006 2:37 pm

RE: Why dont these mods work?

Post by Nereth »

It wooooorks!

*elation*

Im damn lucky someone saw this, and it didnt go weeks without being dsicovered.

Now i wanna complicate up the model and tweak that file a helluva lot :D

By the way, is there any problem withe me using magic 2.0 instead of magic? Its in prerelease right now but it seems much easier to add textures and beutify up the ship. I cant seem to add polygons though :/
Hi.
User avatar
Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Why dont these mods work?

Post by Dragonlead »

Milo hasn't released a version of Magic 2.0 that allows polygon manipulation yet. Right now it is limited to texturing.

V/R
USAF Ret.
User avatar
wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Why dont these mods work?

Post by wdboyd »

Hi,
 
Do your model poly adjustments in version 1.5 of magic and then do your texture work in 2.0 of magic.
 
I have a shorcut to both on my desktop.
"Time is a great teacher, but unfortunately it kills all its pupils!"
Post Reply

Return to “Starshatter Modding Forum”