Star Trek: Into Darkness Mod (FIRST BETA POSTED 29/12/14)

Welcome to the shipyards. Here you can discuss how to re-calibrate the positronic neutron flow to double power to the aft shields. Or you can discuss how to add new ships, new maps, new scenarios, new modules, etc. have fun!
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USSCrazybat
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Star Trek: Into Darkness Mod (FIRST BETA POSTED 29/12/14)

Postby USSCrazybat » Sat Jun 15, 2013 12:08 am

STAR TREK: INTO DARKNESS
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29/12/14
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Alright, so as of now, I have one race out of two approximately 70% done. That is the ever-reliable Starfleet, and you can expect one fighter, five frigates, three cruisers, and one dreadnought (balanced for the Classic DN mod), as well as six new modules. All that's left to do is the visual finishing touches - hulks, damage textures, debris, escape pods. And hopefully I can improve on what I already have at the moment.

I don't like posting this, as incomplete as it is - but I think I've kept anyone who was ever interested in this mod waiting far, far too long.
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Current Content List
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. Ships
- Einstein Class Frigate (USS Kelvin Type)
- Armstrong Class Frigate (Three-nacelle Type, seen in fleet shots of the JJ films)
- Armstrong Class Frigate Excelsior Refit (Three nacelle type refit, seen in Into Darkness background shot)
- Newton Class Frigate (Two-nacelle, two engineering hull type, seen in fleet shots of JJ films)
- Mayflower Class Heavy Frigate (Similar to Miranda Class/USS Reliant type from TWOK, seen in fleet shots of JJ films)
- Apollo Class Light Cruiser (Based off TOS Apollo/Saladin Class, kitbashed)
- Constitution Class Cruiser
- Federation Class Heavy Cruiser (Three-nacelled type based off TOS Star Empire/Federation Class, kitbashed)
- Dreadnought/Vengeance Type
- Wraith Fighter (From the Star Trek: Shattered Universe game)

. New set of Turret Graphics

. Custom Beams/Bullets

. Modules
- Light Phaser Beam (Frigate)
- Photon Torpedo (Frigate)
- Rapidphaser (Frigate)
- Phaser Cannon (Cruiser)
- Photon Torpedo (Cruiser)
- Phaser Beam (Fighter)
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Download link: https://www.mediafire.com/?gy2gsf454m46wm0
Last edited by USSCrazybat on Mon Dec 29, 2014 1:45 pm, edited 3 times in total.
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darkstar076
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby darkstar076 » Sat Jun 15, 2013 12:13 am

Greetings USSCrazybat and welcome to the forums :)

USSCrazybat wrote:I have created a fighter shuttle, but I'm encountering an issue - the sprite shows up in the menus just fine, but whenever it appears on the battlefield, only half of the fighter is shown - any help would be appreciated.

Anyway, please leave your thoughts, criticisms, and donuts in this thread. I'll be working on this mod for probably the next two weeks.


The answer you seek to half a shuttle craft can be found here.

The GSB Modding 101 thread is a brain dump of the modders in this forum, it is well worth the read as it will help you avoid some of the hidden traps that are scattered when modding GSB. Like half a fighter :)

There is another thread which may be of interest. Ask a modder. This seems to have become a focus point for the forum members to post various questions and answers in regards to modding.

Other than that, Good luck and I look forward to your progress with this mod.



------------------------------------------------------------------------------------------------------------------------
From the GSB Modding 101 Thread . .
(Note the part about _sprite.dds - it should help with the shuttle craft)

Fighter Sprites:
These ships are put together a little differently then the other two types of ships. I have highlighted the differences below.
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In the configuration file there are two main differences when turing your sprite into a playable ship:
Damage & Hulk.

Looking at the Federation Falcon you have the following lines
[config]
classname = fighter
name = Federation Falcon Fighter
guiname = Federation Falcon Fighter Hull
sprite = Federation Falcon Fighter.dds
damagetexture = Federation Falcon Fighter_damaged.dds
hulktexture = federation_hulks.dds
hulkUVstart = 0
hulkUVend = 3
width = 11
height = 11
powerproduced = 3
cost = 44
racename = federation
...
...
..

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::Modders Note::
To avoid a ship that looks like it is being affected by gravity (stretched) keep the width and height the same
------------------------------------------------------------------------------------------------------------------------

Damage:
You will notice that the damagetexture file has an _damaged at the end of it like frigates and cruiser. However when we navigate to where the hull file is kept you will only see these two files:
(found in\Gratuitous Space Battles\data\bitmaps\ships\federation\Federation Falcon Fighter)
Federation Falcon Fighter.dds
Federation Falcon Fighter_sprite.dds

The _sprite.dds file provides the damaged look for the ship. It is a combination of the Hull sprite and the Damage sprite placed side by side in the same image.
Image

NOTE: It is important to have the name of the Hull file and the _sprite file the same. So when your entering in the damage texture copy/paste your file name in and replace _sprite with _damaged and you can avoid that annoying "white square" error.

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::Modders Note::
Now, when you combine your Hull and Damage file to create the _sprite file. Keep the damage file with the others. It will prove usefull when you use the ship editor and want to place the damage on the ship. (you can do the same for hulks but you then have to rename the hulk texture to your fighter hulk map)
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Hulk
With Cruisers and Frigates, you have a unique hulk file thich the game will generate leaving various peices of the wreckage to twist and turn independantly. With fighters the hulk is one complete image however you can have multiple hulk images to be randomly choosen by the game. The random selection of fighter hulks is controled with the following code:

hulktexture = federation_hulks.dds <-Which file has the hulks
hulkUVstart = 0 <-Where the hulks start
hulkUVend = 3 <-Where the hulks end

This tells the game that when the fighter goes kaboom, choose a image between the start and end numbers and display that image as the chared remains on screen. (In this case when they die the game will randomly select from the locations 0,1,2 or 3 in the federation_hulks.dds file)

So you desire, you can have several hulk images for a single fighter if you desire. AFAIK - this image is static, there is no way to make it twist and turn like frigates and cruisers.) If you want (and you have the time) each fighter have its own fighter hulk maps so you can have multiple ways (max of 16) for each fighter to meet its demise.

So lets have a look at the federation_hulks.dds:
(found in\Gratuitous Space Battles\data\bitmaps\ships\federation)

We can see the hulks are arranged in a 4x4 grid (yes the last row is blank)
Image
So if we number them it would go like this

0 1 2 3
4 5 6 7
8 9 . .
. . . .

Disclaimer - as far as i am aware the game will split the hulk file into a 4x4 grid (total of 16)- so if you have 5 fighters and want to have 4 hulks for each, (total of 20 hulks) you will need to make a second hulk file.

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::Modders Note::
The naming of sprites, textures and hulks is case sensitive. Be careful when entering them into the config file. One way to avoid miskates is to use copy paste.
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Wisdom is something you generally obtain around three seconds after you needed it the most
-=Modding Guru & Egon Spengler of the Friendly Community Mod Squad=-
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby dafrandle » Sat Jun 15, 2013 6:08 pm

ok got to drop some star trek stuff on you, the race should be the United Federation of Planets not starfleet.

the phaser, at least from what i've watched,
which is not the modern films,
is a beam weapon not a cannon

*endofnitpicking*
having a job has allowed me to understand why Archduke Astro has no time to work on his mods
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby USSCrazybat » Sat Jun 15, 2013 6:18 pm

Starfleet is the fleet of the UFP, officially. I just think it goes better, personally.

As for the phasers, point your space-peepers at this;
Image
Image
The weapons from the new films are not beams, and I have based the mod on those films.
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby USSCrazybat » Sat Jun 15, 2013 9:02 pm

Just like to say, many thanks to DarkStar, who showed me how to fix problems with the fighters. I now have a fighter up and running, and it may be up soon :)
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby darkstar076 » Sat Jun 15, 2013 11:55 pm

USSCrazybat wrote:Just like to say, many thanks to DarkStar, who showed me how to fix problems with the fighters. I now have a fighter up and running, and it may be up soon :)

Most Welcome, its what your Friendly Community Mod Squad is for :)
Wisdom is something you generally obtain around three seconds after you needed it the most
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby dafrandle » Sun Jun 16, 2013 3:44 am

USSCrazybat wrote:As for the phasers, point your space-peepers at this;
-snip-


ahem:
dafrandle wrote: at least from what i've watched,
which is not the modern films,


but whatever :)


(also that 1st pic, those look like beams)
having a job has allowed me to understand why Archduke Astro has no time to work on his mods
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby USSCrazybat » Sun Jun 16, 2013 3:44 pm

My apologies. I didn't notice.

In other news, expect an update tonight - the Wraith fighter is nearly ready.
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby USSCrazybat » Sun Jun 16, 2013 6:57 pm

As promised, the Wraith Fighter;
Image
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby magnus392 » Wed Jun 19, 2013 6:53 am

Looking forward to the mod:)
Babylon 5 Mod
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=6946
B5 Shadows Mod - Beta-
http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=7103
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby GATC » Mon Jun 24, 2013 4:12 pm

Just to do my Trekkie:
The original weapons of Starfleet is Phasor Array, who fire beam of phased plasma.
An other kind of weapons, used more by the Klingons, are Phasor Cannons, who fire "bolt" of phased plasma
In the new film, they have Phasor Arrays and Cannons on the USS Kelvin (The ship in the beginning)
It seem there is only Cannons on the USS Enterprise (That's technically an error because the Enterprise never had that kind of weapons in the series, or maybe an other time modification?).
Xedilco are coming for you! http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5506
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby USSCrazybat » Mon Jun 24, 2013 11:03 pm

The original weapons of Starfleet is Phasor Array, who fire beam of phased plasma.
An other kind of weapons, used more by the Klingons, are Phasor Cannons, who fire "bolt" of phased plasma
In the new film, they have Phasor Arrays and Cannons on the USS Kelvin (The ship in the beginning)
It seem there is only Cannons on the USS Enterprise (That's technically an error because the Enterprise never had that kind of weapons in the series, or maybe an other time modification?).


Basically the new movies have changed things around a bit. I do have Arrays on the Kelvin, Prototype Constitution and Armstrong, but I think that all the ships from the same style as the 2009 Enterprise have the same weapons. Klingons do use more cannon-like weapons as well, but they're called Disruptors.
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby AlphaOne » Wed Jul 03, 2013 5:37 pm

Are you planning to include any other of the Star Trek races? It would be awesome to have the Klingons or the Borg. Anyways looks awesome can't wait to give it a try!
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby dafrandle » Wed Jul 03, 2013 7:23 pm

what no love to the romulans
having a job has allowed me to understand why Archduke Astro has no time to work on his mods
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Re: Star Trek: Into Darkness Mod (Alpha)

Postby AlphaOne » Fri Jul 05, 2013 5:10 pm

Because I'd rather have the Borg than a second set of Klingons

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