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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Posted: Tue, 14. Sep 10, 01:26 Post subject: [TUTORIAL] How to edit the Tships file. |
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I've been asked how to make a new entry in the Tships file when making a new ship. Instead of just writing the whole thing in a PM, I decided to make a complete (or as close to that I could get it) tutorial, so anyone could benefit from it.
I know that this thing is far from perfect, suggestions, corrections of any mistake (both spelling/grammar or something I just explain completely wrong) or any other kind of feedback are appreciated.
If you have any questions, feel free to ask so, I realise that sometimes I don't explain everything very well, this is unfortunatly how my mind works, the fact that English is only my 3rd language is of course not helping either.
If there is something you don't understand, I'll try my best to explain it better, or at least in a different way.
http://www.killerog.co.uk/ccount/ModFiles/Tutorial_Tships_file.pdf
Also, a 'Thank you' if this was at all helpful is appreciated.
I'd like to thank killerog for hosting this tutorial on his website.
_________________ Bringing Ship and Turret diversity to the Universe.
Last edited by Topcross on Fri, 17. Sep 10, 09:52; edited 3 times in total |
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Tue, 14. Sep 10, 20:18 Post subject: |
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Just downloaded. Looks good. I will have a prober read later make sure there's no errors anywhere (or are far as I know ).
Do you want some where better to host it ? Easy 5 sec upload for me if you do.
_________________
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Posted: Tue, 14. Sep 10, 21:00 Post subject: |
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Would be awesome, also for my mod. I didn't reread it myself yet, did a quick reread today, noticed few spelling/grammar mistakes, which I'm going to fix later today.
_________________ Bringing Ship and Turret diversity to the Universe. |
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Tue, 14. Sep 10, 21:04 Post subject: |
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When You have updated it, send me a pm with a link to it and ill upload it for you.
_________________
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Anubitus
Joined: 21 Jan 2005 Posts: 474 on topic

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Posted: Wed, 15. Sep 10, 01:27 Post subject: |
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this tutorial has helped me a lot, thanks topcross..
perhaps this is worth a link in the tutorials and resource topic..? 
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Hektos

Joined: 27 Aug 2010 Posts: 395 on topic Location: South Carolina, USA

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Posted: Wed, 15. Sep 10, 16:33 Post subject: |
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Id just like to say, I think its an excellent guide. A few things you may want to add (or maybe not)
In section 2, you state the formula for the RelVal can be found in stickies, however I couldn't find anything (I'm sorta fail at searching forums). You may want to put a link in the guide for those of us who have trouble finding the obvious This post helped me out.
Also you mentioned notoriety. Same thing with the RelVal, it helps to have all the resources you need without having to spend too much time searching. *bing*
Lastly, Section 4, with the engine sounds/glows/effects. I found a list of sounds posted here Sadly I couldn't find anything about engine glows/effects closest thing I could find was this mod by Killerog, so maybe talk to him?
Please don't take this the wrong way, I wasn't expecting you to know or have all the answers, just trying to enhance the experience of reading your guide (which was very helpful, by the way!)
Hektos
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Posted: Wed, 15. Sep 10, 17:18 Post subject: |
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Thanks for the suggestions, I might add those some day.
I think however that someone that takes making ships serious, should have checked all those tutorials.
Also note that I made that thing passed midnight, so forgive me for not being in the mood anymore too add links (which I considered ) 
_________________ Bringing Ship and Turret diversity to the Universe. |
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Wed, 15. Sep 10, 18:53 Post subject: |
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@ hektos :: I have been meaning to create a tut on engine effects plus 1 or 2 other things. Just need to find the time to do so.
_________________
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F.A.B.

Joined: 27 Feb 2009
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Posted: Wed, 15. Sep 10, 19:43 Post subject: |
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| Hektos wrote: |
In section 2, you state the formula for the RelVal can be found in stickies, however I couldn't find anything (I'm sorta fail at searching forums). You may want to put a link in the guide for those of us who have trouble finding the obvious This post helped me out. |
hi Topcross,
i don't know if someone ever checked on this formula(e) before, but i think its not... very accurate (no offense).
here a little something (lets call it kiss-formula) that might help everyone to adjust prices simpler and more precise
| Code: |
(with relval = 0; pricemod1 = 0; pricemod2 = 0) basic price for [...] is
TL 161,740
TS 11,116
TP 8,000
TM 155,816
M1 171,568
M2 171,568
M3(P) 5,192
M4(P) 5,192
M5(P) 5,192
M6(M) 155,816
M7(M) 161,740
M8 5,192
GO 155,816 <- Ranger
1 point relval = 64.9238892 |
ie you want set the price for your m3 to 30,000,000 credits
30,000,000 - 5,192 = 29,994,808
29,994,808 / 64.9238892 = ~461,999 "lickety-split!"
new price setting for your m3: relval = 461,999; pricemod1 = 0; pricemod2 = 0
_________________ best,
F.A.B. |
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Posted: Wed, 15. Sep 10, 20:18 Post subject: |
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Thanks, I see how you got to this formula, its a bit complex but probably more accurate then the one in the stickies. I'll give it a go.
EDIT: Could I I include this in the tutorial?
I also included the noteriety ranks, as suggested, I'm however not going to include a list of all the sound/color effects, I'm still of the opinion that using reference for this is faster than checking a list every time.
_________________ Bringing Ship and Turret diversity to the Universe. |
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Hektos

Joined: 27 Aug 2010 Posts: 395 on topic Location: South Carolina, USA

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Posted: Wed, 15. Sep 10, 21:22 Post subject: |
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@ F.A.B. - Well I stand, corrected i guess (wasnt really my formula, just linked to it) Anywho, that link was the only thing I could find and it seemed close enough. However, I do appreciate you pointing out a more precise formula! (and it's so simple too!)
@ Killerog - awesome, not saying your mod isn't I just can't seem to get it to work with my current assortment of mods (for another thread though, lol)
@ topcross - Right-O! I can respect that. I don't really expect you to change your (already awesome) guide just on account of me, just figured I'd point out that tid-bit of info. Engine sound probably doesn't really need to change all that much anyway, as your choice (or lack there of) probably wouldn't make much difference in the end.
Before I ramble on too much more, thanks again for the guide
Hektos
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Topcross

Joined: 15 Aug 2009 Posts: 180 on topic Location: Belgium

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Posted: Wed, 15. Sep 10, 21:56 Post subject: |
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I'm not changing on your account only , the purpose of this guide is to help people that are having trouble with editing the Tships file the best it could possible do, so adding this information to it makes the guide better. 
_________________ Bringing Ship and Turret diversity to the Universe. |
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