Help My torpedo does not show up in Game?

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scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

Help My torpedo does not show up in Game?

Post by scottpkeene »

I have added a ship to the game its a .mag all the textures are there however when i imported it from 3ds it did not say it had the textures but they are in the folder

i have written a 304.def
here it is can any one help me?
SHIP

name: x304
display_name: X-304
class: Fighter
abrv: "X-304"

detail_0: "x304.mag"
feature_0: 0.1
detail_1: "x304.mag"
feature_1: 0.4

mass: 14.9
integrity: 2e3
vlimit: 290
agility: 150
air_factor: 0.25
roll_rate: 1800
scale: 0.25
acs: 1.1
detet: 50e3

trans_x: 2000
trans_y: 1500
trans_z: 2000

drag: 0.0035
roll_drag: 10
pitch_drag: 7.5
yaw_drag: 7.5

CL: 1e-2
CD: 1.5e-5
stall: 0.40

prep_time: 15
avoid_fighter: 7

chase: (0, -1200, 250)
bridge: (0, 132, 22)

power: {
type: Fusion,
max_output: 60,
fuel_range: 0.5,

loc: (0, 0, -40),
size: 32,
hull_factor: 0.75
}

drive: {
type: Plasma,
thrust: 17,
augmenter: 50,
scale: 0.45,
port: (0, 0, -152),

loc: (0, 0, -100),
size: 16,
hull_factor: 0.85
}


weapon: {
type: "Delta Cannon",
abrv: Cannon,
muzzle: (-36, 6, 12),
muzzle: ( 36, 6, 12),

loc: (0, 0, -32),
size: 16,
hull_factor: 0.5
}

hardpoint: {
type: "Javelin",
type: "Vector",
type: "Harpoon",
abrv: "STA-1",
muzzle: ( 72, -16, -80),

loc: ( 72, -16, -80),
size: 16,
hull_factor: 0.2
}

hardpoint: {
type: "Javelin",
type: "Vector",
type: "Harpoon",
type: "Hammer",
abrv: "STA-2",
muzzle: ( 48, -16, -80),

loc: ( 48, -16, -80),
size: 16,
hull_factor: 0.2
}

hardpoint: {
type: "Javelin",
type: "Vector",
type: "Harpoon",
type: "Hammer",
abrv: "STA-3",
muzzle: (-48, -16, -80),

loc: (-48, -16, -80),
size: 16,
hull_factor: 0.2
}

hardpoint: {
type: "Javelin",
type: "Vector",
type: "Harpoon",
abrv: "STA-4",
muzzle: (-72, -16, -80),

loc: (-72, -16, -80),
size: 16,
hull_factor: 0.2
}

decoy: {
type: "Fighter Decoy",
abrv: Decoy,
muzzle: ( 0, -32, 0),

loc: (0, 0, 0),
size: 16,
hull_factor: 0.5
}

sensor: {
pcs: 25,
active_efficiency: 2e9,
passive_efficiency: 500,
range: 25e3,
range: 50e3,
range: 75e3,

loc: (0, 0, 100),
size: 25,
hull_factor: 0.25
}

computer: {
name: "Avionics Package",
abrv: HUD,
type: 1,

loc: (20, 0, 80),
size: 8,
hull_factor: 0.2
}

computer: {
name: "Flight Computer",
abrv: Flight,
type: 2,

loc: (-20, 0, 80),
size: 16,
hull_factor: 0.5
}

gear: {
name: "Undercarriage",
abrv: Gear,
loc: (0, 0, 0),
size: 16,
hull_factor: 0.5,

gear: {
model: "NoseGear.mag",
start: (0, -18, 80),
end: (0, -43, 110)
},

gear: {
model: "LeftGear.mag",
start: (-20, -20, -54),
end: (-40, -56, -50)
},

gear: {
model: "RightGear.mag",
start: ( 20, -20, -54),
end: ( 40, -56, -50)
},
}

nav: {
loc: (0, 0, 60),
size: 16,
hull_factor: 0.1
}

loadout: { name: "Clean", stations: (-1, -1, -1, -1) }
loadout: { name: "ACM Light", stations: (0, -1, -1, 0) }
loadout: { name: "ACM Short Range", stations: (0, 0, 0, 0) }
loadout: { name: "ACM Medium Range", stations: (0, 1, 1, 0) }
loadout: { name: "Ground Strike", stations: (0, 3, 3, 0) }
loadout: { name: "Ship Strike", stations: (0, 2, 2, 0) }
loadout: { name: "Hvy Ship Strike", stations: (2, 2, 2, 2) }

death_spiral: {
time: 2.5,

explosion_type: 10, // SMALL_EXPLOSION
explosion_time: 1.1,
explosion_loc: (0, 0, -64),

explosion_type: 10, // SMALL_EXPLOSION
explosion_time: 1.5,
explosion_loc: (20, 10, -20),

final_type: 11, // LARGE_EXPLOSION
final_loc: (0, 0, -32),

final_type: 12, // LARGE_BURST
final_loc: (0, 0, -32),
}

map: {
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx",
sprite: "map0.pcx"
}

any help would be appreshiated thanks
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Help My Ship does not show up in Game?

Post by John DiCamillo »

Some suggestions to get you started:

1. Check the file errlog.txt for WARNING and ERROR messages. These will often lead you to the source of your problem, and it is an excellent habit to get into.

2. Remember that the 3.9 demo does not support packaged mods, and by default the game will ignore all mod designs on your hard disk. To use a mod with the demo, you must use the command line switch -filesys when you start the game. You may want to create a new shortcut to the game for use during mod development "C:\Program Files\Destroyer Studios\Starshatter\stars.exe -filesys"

3. I'm not sure why Magic couldn't load your textures. Remember that all textures should be square powers-of-two in dimension, and must be stored as 8-bit or 24-bit PCX files.
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

Thanks sorry if i was being a bit stupid it now works thanks thats what you call personal service [:)]
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

My missile does not show up in game it says this in errlog.txt
ERROR: could not parse 'AIM.def'
WEAPON

primary: {
name: AIM,
group: missile,
target_type: 0x0000000f,
value: 4,

capacity: 1000,
charge: 10,
min_charge: 10,
damage: 5,
speed: 10e3,
life: 2,
mass: 0.2,
thrust: 2e3,
drag: 2,
roll_drag: 4,
pitch_drag: 4,
yaw_drag: 4,
roll_rate: 1,
pitch_rate: 8,
yaw_rate: 8,
guided: 1,
self_aiming: true,
aim_az_max: 1,
aim_el_max: 1,

min_range: 10e3,
max_range: 50e3,
max_track: 90e3,
turret: "AIM.mag",
scale: 0.15,

visible_stores: True,
graphic_type: 1, // solid
scale: 0.15,
light: 200,
model: "AIM.mag",
trail: "smoke.pcx",
trail_width: 1,
flare: "drive.pcx",
flare_scale: 0.25,
sound: "missile2.wav",
sound_min_dist: 1e3,
sound_max_dist: 10e3

any help would again help
User avatar
Pheonix Starflare
Posts: 254
Joined: Wed Mar 31, 2004 8:20 pm
Location: Boston, MA, USA

RE: Help My Ship does not show up in Game?

Post by Pheonix Starflare »

Is the file name actually aim.def and not aim.def.txt? Some word processors think they are soo smart.
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

"What do you get when you cross a chicken and and elephant? Chicken elephant sine(theta)"
Mehrunes
Posts: 257
Joined: Wed Mar 31, 2004 6:56 am
Contact:

RE: Help My Ship does not show up in Game?

Post by Mehrunes »

Does the weapon structure actually lack the closing curly-bracket, or did you just miss that when you where copied it here?
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

where would the next } go?
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Help My Ship does not show up in Game?

Post by John DiCamillo »

At the very end of the weapon structure. In this case, at the bottom of the file.
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

yep it was there just missed it in the copy its at the end in the right place and it is a .def nothing else still baffled i will try to continuing working it out lol thanks for the help quick question as well does starshatter support specular high lights and bump mapping
p10ppy
Posts: 37
Joined: Sat Apr 10, 2004 11:11 pm

RE: Help My Ship does not show up in Game?

Post by p10ppy »

try putting the name in commas
like

Code: Select all

 WEAPON
 drone: {
 name: "Guiscard AR4",
 target_type: 0x00000fff,
 value: 3,
 ammo: 6,
 
 deletia
 
 }
 

[:)]
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Help My Ship does not show up in Game?

Post by John DiCamillo »

visible_stores: True,
The def files are generally case-insensitive, but this is an exception. Boolean literal values must always be spelled in all lower case - true and false.

When I try to use your code in my version of the game, I get this warning message in the error log:
WARNING: invalid bool visible_stores in 'AIM.def'. value = "True"
Good luck with your mod!
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

Still not working sorry to bother you good people i must be getting annoying lol
anyway i did what you said and now im getting nothing still
i've put the updated version below so do you seen anything else?
Thanks again for all your help so far and a great game [:D]
WEAPON

primary: {
name: "AIM",
target_type: 0x0000000f,
value: 4,
ammo: 1,

capacity: 1000,
charge: 10,
min_charge: 10,
damage: 5,
speed: 10e3,
life: 2,
mass: 0.2,
thrust: 2e3,
drag: 2,
roll_drag: 4,
pitch_drag: 4,
yaw_drag: 4,
roll_rate: 1,
pitch_rate: 8,
yaw_rate: 8,
guided: 1,
self_aiming: true,
aim_az_max: 1,
aim_el_max: 1,

min_range: 10e3,
max_range: 50e3,
max_track: 90e3,
turret: "AIM.mag",
scale: 0.15,

visible_stores: true,
graphic_type: 1, // solid
scale: 0.15,
light: 200,
model: "AIM.mag",
trail: "smoke.pcx",
trail_width: 1,
flare: "drive.pcx",
flare_scale: 0.25,
sound: "missile2.wav",
sound_min_dist: 1e3,
sound_max_dist: 10e3,
}
John DiCamillo
Posts: 360
Joined: Sat Feb 28, 2004 7:02 am
Contact:

RE: Help My Ship does not show up in Game?

Post by John DiCamillo »

Well, it's hard to say for sure - what problem are you having exactly? Are there any errors or warnings in the error log? Or does everything seem to work fine except that you can't shoot? Or something else?

By the way, something I forgot to mention last time: If this is a missile weapon, it should not be identified as a primary. The def file should look like this instead:

Code: Select all

WEAPON
 missile: {
 // etc. etc.
 }
 
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

Tryed changing it to missile still nothin

it says
ERROR: could not parse 'AIM.def'
in errlog

it does not acctually apear on the list of missiles to put on your ship and the missile has been added to the ships .def file
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Help My Ship does not show up in Game?

Post by TheDeadlyShoe »

Could not parse is a fairly basic error... what directory is AIM.DEF in?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

dir is AIM
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Help My Ship does not show up in Game?

Post by TheDeadlyShoe »

Full directory starting from Starshatter. :)
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

Destroyer Studios\Starshatter Demo\Mods\Weapons\AIM\AIM.def
User avatar
TheDeadlyShoe
Posts: 549
Joined: Tue Apr 06, 2004 3:06 pm

RE: Help My Ship does not show up in Game?

Post by TheDeadlyShoe »

Ok. Try just leaving it in the \Weapons\ directory.

Also. You NEED the weapon type to be missile: or drone:! Basic guide is, if its a fighter missile make it a missile. if it's a capital ship missile, make it a drone.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
scottpkeene
Posts: 21
Joined: Tue Apr 06, 2004 5:42 pm

RE: Help My Ship does not show up in Game?

Post by scottpkeene »

lol thats funny i fixed it today came here and saw the same conclusion i came to about the directory structure and it had already changed the thing to missile couple of days ago thanks for all your help btw this turns into my please help me thread but if i tack it on the bottom then i won't clutter the forum is there a way to launch fighters towards the back of the ship instaed of the front thanks again for the missile thing i [&o] before your knowlege once more last time i hope[8|]
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