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Imp0815

Lt. General
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Jun 26, 2012
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Hi,

yesterday i wasted 5 hours on modding weapon hardpoints on a new Port Section. I can move the Weapons around with the locator function but when i build the sections the weapons won't show up anymore. But on existing build sections the weapons change the position.
Also it seems when i change the "name = "LARGE_GUN_01"" into something like "name = "MEDIUM_GUN_03"" the component_slot won't be recognized anymore.
In the weapon_component_template the changes i made that the entity for the large gun should be a medium model also won't be recognized.
The dmg and projectile_gfx values are also ignored. And where can i change the shooting sound effects?
When i add a weapons_components.csv into my mod the game CTD when i try to load a game with a fight in it.
It seems that i have to use the original one when i want to add my modifications at the end of the file. But i still think the game don't want to recognize my variables.
How can i make the game notice me changes, senpai?

Also generally what's the best way to add/move the weapon hardpoints on an entity?

Here are all of the mentioned things:

entity = {
name = "mammalian_01_orbital_station_fortress_section_entity"
pdxmesh = "mammalian_01_orbital_station_refinery_section_mesh"

default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0.0 node = "light_locator_01" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
event = { time = 0.0 node = "light_locator_02" particle = "ship_light_blue_effect" keep_particle = yes trigger_once = yes }
}
locator = { name = "medium_gun_01"
position = { 21.2 3.0 -3.3 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_02"
position = { 19.4 3.0 -6.2 }
rotation = { 0 0 0 }
scale = 1.8
}
locator = { name = "medium_gun_03"
position = { 21.2 -4 -3.3 }
rotation = { 0 180 0 }
scale = 1.8
}
locator = { name = "medium_gun_04"
position = { 19.4 -4 -6.2 }
rotation = { 0 180 0 }
scale = 1.8
}

scale = 1.0
}
__________________________
component_slot = {
name = "MEDIUM_GUN_01"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_01"
}
component_slot = {
name = "MEDIUM_GUN_02"
slot_size = medium
slot_type = weapon
locatorname = "medium_gun_02"
}
component_slot = {
name = "LARGE_GUN_01"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_03"
}
component_slot = {
name = "LARGE_GUN_02"
slot_size = large
slot_type = weapon
locatorname = "medium_gun_04"
}
__________________________
weapon_component_template = {
key = "MEDIUM_FORTRESS_MASS_DRIVER"
size = medium
entity = "medium_kinetic_gun_entity"
damage = { min = 15.0 max = 31.0 }
windup = { min = 2.5 max = 17.5 }
total_fire_time = 15
range = 30.0
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "advanced_railgun_l"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}

weapon_component_template = {
key = "LARGE_FORTRESS_MASS_DRIVER"
size = large
entity = "medium_kinetic_gun_entity"
damage = { min = 27.0 max = 66.0 }
windup = { min = 2.0 max = 17.5 }
total_fire_time = 45
range = 40
accuracy = 1
type = instant
icon = "GFX_ship_part_mass_driver_1"
icon_frame = 1
power = 0
cost = 6
projectile_gfx = "adv_kinetic_artillery"
hidden = no
component_set = "FORTRESS_MASS_DRIVER"
tags = { weapon_type_kinetic }
}
________________________
component_set = {
key = "FORTRESS_MASS_DRIVER"
icon = "GFX_fortress_mod"
icon_frame = 1
}
 
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Quick update for anyone who also seeks the knowledge:
The locators are in fact defined in the .mesh files you can see them in the JoroDox .mesh viewer.
I'm not sure if new locators are added when you put them in a "entity" class. I tried it and already placed entity got the changes to the locators but newly "build" entity did not got the changes.
 
In Maya. You place a "Locator" and you name it with right command.

134432Sanstitre2.png


Me, i block on Frame mesh... :(
 
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So here is my quick tutorial on how to do this.

To add an Locator to ship you need to go to the Rigging Tab in Maya 2016. The first Symbol is the Locator, if you select that, it will spawn a locator on 0,0,0 and it will maybe not rendered like in the picture from swefpifh. So you have to change you renderer. That is in the Bar directly above your 3D View and is called Renderer. There you select Legacy Default Viewport and you get the 3D Cross, which you can move around, change size etc.

Now you need to move the Locator, because the Locator is the weapon/turret itself, like for the medium weapon, you have to adjust it to 11.5 over the point where you want to have that weapon/turret spawned or it will spawn in the Mesh. You can also rotate the Locator like for 90° Deegrees and have a weapon on the side of your mesh.

Thats how it looks for my test mesh:
test.PNG
Here how it is ingame:
test2.PNG

It took me a while to adjust it right, so have to switch a bit between ingame and Maya to find the right height and position for you weapon/turret. Also, for the sides it can be a bit "buggy" I think, because look at the picture in the Editor and in the Ingame and you see the side Locator needs to be pointed higher, than one on top.

Also do not forget to give the Locator a name. Maybe the default ones from the game, so you can just copy and paste the component slots from the section_templates.

I hope this helps, if not ask.
 
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I've created a cube, two cylinders and put them together in one group, after that I created one Locator positioned it right, added him to the group and another Locator. Then I added to the cube and the cylinders a Phong Shader and called the group cube, after that I selected every Phong Shader and used from the PDX Export the function Add "shader" attr. on every Phong in with terra as selected choice.

That done, I just selected in the PDX Export the Checkboxes for Create .gfx and .asset, Export animations, Export Skeleton, Export selected Group, Launch Previewer and Export mesh.
To now export this mesh with files correctly I had also to select the group I called cube and exported it.
 
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I tested it for a normal mesh, without anything, so you can have a base how it works, how you add more, like Effects etc. wasn't asked and you should just try with try and error, thats the best way to find out how to add more to it.
 
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Yeah, atm I try it with custom ships and so far I have some errors on these that I dont know how to fix...would really be nice to see an already but mesh for an example what is all needed.
 
Homeworld Overhaul or its more adding Homeworld to Stellaris. For that I need all the Ships from Homeworld 1&2 Remastered into Stellaris, atleast as a working Model. That I can use t hem for the Races which are from Homeworld.

Could also need Help in this Mod. If someone is interested.
 
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