wc3,4,armada meshes for flightcmdr

Also, is there anyway to change the way cockpits look?

The WC1 ships... how were you able to extract the files??? Is there away to create new ships or something?

In one of my missions that I want to set up, I want to do like a high orbit space battle with victory carriers, and cruisers and the like.... How does that sound?
 
hakatsuru said:
Alas, I gots another question: I was tinkering around with the different capships, and I replaced the midway with the Tigers' Claw, and when I went to go fly my mission in my piranha, there was the Tigers' Claw, but with the midway's components around it. I went in to take out the components, but the program kicked me out... Is there a way to combat it? I'd like to be able to change the Midway to a carrier... Thanks


I just removed the turrets from the midway, and everything worked fine. See attached midway, it looks ok to me. I'd suggest using the tiger's claw that came with unknown enemy, as its already got turrets placed.
 

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hakatsuru said:
Also, is there anyway to change the way cockpits look?

The WC1 ships... how were you able to extract the files??? Is there away to create new ships or something?

In one of my missions that I want to set up, I want to do like a high orbit space battle with victory carriers, and cruisers and the like.... How does that sound?

Yes, you can change the mesh for the cockpit within the .ship.xml file. Look at the wasp.ship.xml for an example. Also, if you look at the vaktoth, you can change the hud colors. To pick out a hud, use this

<cockpit hud="red.hud.xml">

and look at red.hud.xml for details on how to change hud icons and colors.

You can create new ship meshes in any 3d program, I can import .objs. Try looking at unknown enemy, they have a bunch of wc1 style ships.
 
Hey thanks, EddieB. I am through with most of the fighter missions, they are as follows;

1. Piranha. I replaced the piranha with a scimitar, and it basically follows the same mission as 1.2. I replaced the moray graphics with those of a shoklar, and the other bug ship with that of a goran. Instead of launching/ landing on the midway, you land on the cerberus.

2. Tigershark. The tigershark was replaced by a Rapier. I set it up so you have to go out to the first navpoint to escort a kilrathi spy back to the Cerberus. I replaced the bug ship with a Salthi.

3. Wasp. I found the Excalibur to be a good ship for this mission. 2 navpoints I think, in which you go out to the navpoint and provide orbital support for a planetary rebellion. Strakhas are there to make sure that my wing doesnt accomplish its goals.

4. Panther. An Epee with some crazy engine stats is what I chose for this 5 point patrol. It takes place in a new system, so I thought a patrol would be good here.

5. Vampire. I replaced the Vampire with a wraith with masers, ion guns and tachyon guns. The TCS Midway jumped in along with a Confederate battle group composing of 2 Victory Class Carriers, and a squadron of fighters. It ran into a strike force of 15 goran/shoklar. I especially like this one because its just one giant dogfight.

Going over this, 2 questions arise;

With Mission 3, I'd like it so that we are flying overhead a planet. Is there anyway to create a planet in the navpoint, or at least a bigger graphic for a planet? I tried resizing the pic of one, but it got all foobar'd

With Mission 5. Can I get it so that the turrets on the midway and the cerberus actually target and shoot at the kilrathi craft?

Thanks alot for your help, and an excellent game!
 
What do mean by replace?

As for the turrets, the AI is yet complete and implemented.

For the planet, just edit the size of a planet in the .sector.xml you are using for the mission or create a new sector using a current sector as a guide. I can't guarantee that the planet will look good, though.
 
Iceblade said:
What do mean by replace?

As for the turrets, the AI is yet complete and implemented.

For the planet, just edit the size of a planet in the .sector.xml you are using for the mission or create a new sector using a current sector as a guide. I can't guarantee that the planet will look good, though.

Yeah, I wasn't worried too much about the turret AI... And I did try to resize the planet from paint, but it was weird.... 2/3'ds of the planet was all glitched up... anywho... where can I get meshes for the different ship cockpits or perhaps, how can I create them?
 
Iceblade said:
What do mean by replace?

As for the turrets, the AI is yet complete and implemented.

For the planet, just edit the size of a planet in the .sector.xml you are using for the mission or create a new sector using a current sector as a guide. I can't guarantee that the planet will look good, though.

I replaced the ship graphics, and the thrust placement accordingly for each ship. I can't just rename a different ship.xml file with the ship I want to replace it, because it gets all glitched up. So I went into the code and replaced the variables with the one I wanted. BAM! Instant ship!

Hope this clarifies my previous post.
 
hakatsuru said:
I replaced the ship graphics, and the thrust placement accordingly for each ship. I can't just rename a different ship.xml file with the ship I want to replace it, because it gets all glitched up. So I went into the code and replaced the variables with the one I wanted. BAM! Instant ship!

Hope this clarifies my previous post.

Hope everything is working fine, if not please be more specific.
 
eddieb said:
Hope everything is working fine, if not please be more specific.

Yeah, everythings working out pretty well... except for the fact that my laptop burned out or something, because I can't get it to turn on. In the mean time, I downloaded 1.2 on another computer, and begun tinkering with it.

When you set up capships at a navpoint through the mission.xml, can you get it so they face a certain direction? On on of the missions I am working on, I want kilrathi capships to face the confed capships, while the fighters are all killing eachother. Is there a way to do this?
 
hakatsuru said:
When you set up capships at a navpoint through the mission.xml, can you get it so they face a certain direction? On on of the missions I am working on, I want kilrathi capships to face the confed capships, while the fighters are all killing eachother. Is there a way to do this?

Not yet.
 
Raptor leader said:
Is there a way to add a capship w/o having components on it?
How do i change the hangar image?

A capship has to have components, otherwise just make it a fighter.
The hangar is in hangerc.mesh.bin, so just replace this mesh with something else, although I can't guarantee the cutscene will work right. Not surprisingly it uses textures hanger0.bmp and hanger1.bmp, so you can tweak those if desired.
 
Raptor leader said:
what program do you use to open a bin file?
You can't open them up. You can only make new ones from an existing prophecy mesh. The takeoff and landing aren't particularly customizable yet. Finish everything else first, then worry about this later.
 
Well, you can use a hex editor to alter the bin files but unless you're versed in hex code, all that you can really do is change the texture file that the mesh.bin looks to (although the name of the texture file has to have the same number of characters to work).
 
eddieb said:
You can't open them up. You can only make new ones from an existing prophecy mesh. The takeoff and landing aren't particularly customizable yet. Finish everything else first, then worry about this later.

So I can't get a .max model from the CIC mesh page and put it in FC?
 
If you can convert it to the .obj format you should be able to get it into flight commander.
 
eddieb said:
If you can convert it to the .obj format you should be able to get it into flight commander.

Also make the sure .obj file is completely textured. I found out the hard way. If you don't texture it completely, it will boot you out.
 
Ptarmigan said:
Also make the sure .obj file is completely textured. I found out the hard way. If you don't texture it completely, it will boot you out.

What are texels??? And how do I determine how many my model has?
 
hakatsuru said:
What are texels??? And how do I determine how many my model has?
Sounds like you're trying to use the old converter. You don't need to convert to bins, Flight Commander can open up natively .obj files with no conversion. Look at the .mat file, and make sure each material has a texture file associated with it.
 
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