Hi all,
I am working on a Naboo Starfighter just for fun,
I thought it would be a good idea to put a turret where the r2 unit is..lol
Its not completly acurate, just a version.
All i need to do now is get the guns to work, i cant figure that out..!
I plan to make a cockpit to.
Here's a couple of pics of my work so far.
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N1_Starfighter
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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N1_Starfighter
Last edited by T_Stephen on Fri, 9. Apr 04, 05:41, edited 1 time in total.
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Also, the only thing I can offer about guns and such is that everything is done via hardpoints, and that some ships, such as Carriers, have 'Internals' in which to store Strike Craft.
Simply enough, almost all the NPC ships in X2 are either unplayable, or really really unpleasent due to something being broken because of this. For example.
The AP Gunner is unable to dock a M5 craft to it.
The Xenon J looks like its moving 24/7 with engine effects, mislocated engine effects, no internals, and crappy landing/launching ports.
Simply enough, almost all the NPC ships in X2 are either unplayable, or really really unpleasent due to something being broken because of this. For example.
The AP Gunner is unable to dock a M5 craft to it.
The Xenon J looks like its moving 24/7 with engine effects, mislocated engine effects, no internals, and crappy landing/launching ports.
Dimensional Navigator Nanaki, Terran Empire
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ok lets see what i remember from the X-shuttle
ok what u need are the scene-BOD (thats the one of your n1 u put in the Cut folder
the tships.txt-file from the types-folder
and that X2txt-editor that is available.
step by step:
open the tships file with the X2TXT-editor and the scene-bod with notepad
ok now first we go into the bod:
check that behind the parts of the guns and the cockpit is an entry called C1
(for example: P4;B919;C1; <- that would be a gun)
now keep the part numbers of the guns and the cockpit in mind since u need them in the tships-file
next thing is the tships (we use the x2txt-editor since it is quite comfortable)
first , select your ship from the left side (e.g. SS_SH_XP would be the Xperimental)
on the right , switch from raw data to ship info and select the Turrets-section
in the turrets section there should be an entry like this:
1 48 1 frontgun(0) 15000 3
that means that the frontguns (which are the forward firing weapons for every fighter ) are controlled from the main fighter cockpit.
15000 means the BOD-File of your fighter from the v-folder
and 3 means the hardpoint
this is where the part numbers of the scene-bod come in since here you have to use the part-number of your cockpit!
next thing are the guns themselves:
switch to the guns-section and look at the lower window designated "Guns in turret"
in my case there are two guns shown. one gun has the following entry:
# offset Gun Index Active GunBOD Hardpoint ? ?
1 57 1 1 919 2 111 1
ok # offset and active dont care (i would set it always to 1 ,however)
gun index depends on the number of guns, e.g the second gun has a gun index of 2
Gun Bod is the body of the gun (it MUST be the same body as the one mentioned in the scene-bod!)
the hardpoint here in the guns section is a strange thingy:
you have to take the part-number of your gun in the scene-bod and subtract 1 from it:
(that means a part number of 4 would be a Hardpoint-number of 3)
i don't know what the last two entries are but using the mentioned values seems to work.
OK im through with what i figured out so far.
I hope u can use it.
Good luck
BTW: Did I already say that the guy who programmed that x2txt-editor did an awesome job?
ok what u need are the scene-BOD (thats the one of your n1 u put in the Cut folder
the tships.txt-file from the types-folder
and that X2txt-editor that is available.
step by step:
open the tships file with the X2TXT-editor and the scene-bod with notepad
ok now first we go into the bod:
check that behind the parts of the guns and the cockpit is an entry called C1
(for example: P4;B919;C1; <- that would be a gun)
now keep the part numbers of the guns and the cockpit in mind since u need them in the tships-file
next thing is the tships (we use the x2txt-editor since it is quite comfortable)
first , select your ship from the left side (e.g. SS_SH_XP would be the Xperimental)
on the right , switch from raw data to ship info and select the Turrets-section
in the turrets section there should be an entry like this:
1 48 1 frontgun(0) 15000 3
that means that the frontguns (which are the forward firing weapons for every fighter ) are controlled from the main fighter cockpit.
15000 means the BOD-File of your fighter from the v-folder
and 3 means the hardpoint
this is where the part numbers of the scene-bod come in since here you have to use the part-number of your cockpit!
next thing are the guns themselves:
switch to the guns-section and look at the lower window designated "Guns in turret"
in my case there are two guns shown. one gun has the following entry:
# offset Gun Index Active GunBOD Hardpoint ? ?
1 57 1 1 919 2 111 1
ok # offset and active dont care (i would set it always to 1 ,however)
gun index depends on the number of guns, e.g the second gun has a gun index of 2
Gun Bod is the body of the gun (it MUST be the same body as the one mentioned in the scene-bod!)
the hardpoint here in the guns section is a strange thingy:
you have to take the part-number of your gun in the scene-bod and subtract 1 from it:
(that means a part number of 4 would be a Hardpoint-number of 3)
i don't know what the last two entries are but using the mentioned values seems to work.
OK im through with what i figured out so far.
I hope u can use it.
Good luck
BTW: Did I already say that the guy who programmed that x2txt-editor did an awesome job?

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