ok, simple questions.
First you need the following files opened...
shiparch.ini
Goods.ini
misc_equip.ini
engine_equip.ini
market_ships.ini
Secondly, you need to have the following files in a folder in the DATA\Ships folder.
Data\Ships\(your ship folder)
(your ship).cmp
(your ship).sur
(your ship).mat
example....Data\Ships\Centurion
Centurion.cmp
Centurion.sur
Centurion.mat
once the ships folder has been added to the Data\Ships folder then you get to the FUN stuff!!!!
Firstly the shiparch.ini...here is an example from mine...
[Ship (add a at the end of the ship ALWAYS close these entries!!!! )
ids_name = 210011
ids_info = 70041
ids_info1 = 70042
ids_info2 = 70043
ids_info3 = 70044
ship_class = 1
nickname = tick
LODranges = 0, 9000, 9000, 9000
msg_id_prefix = gcs_refer_shiparch_borhf
mission_property = can_use_berths
type = FIGHTER
DA_archetype = ships\Cyrix_corp\heavy_fighters\tick.cmp
material_library = ships\Cyrix_corp\heavy_fighters\tick.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\corsair\bw_elite.ini
pilot_mesh = generic_pilot
nanobot_limit = 45
shield_battery_limit = 45
mass = 190.000000
hold_size = 60
linear_drag = 1.000000
fuse = intermed_damage_smallship01, 0.000000, 1225
fuse = intermed_damage_smallship02, 0.000000, 613
fuse = intermed_damage_smallship03, 0.000000, 408
max_bank_angle = 30
camera_offset = 7, 33
camera_angular_acceleration = 0.060000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 10
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
hit_pts = 3000
explosion_arch = explosion_li_elite
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 43000.000000, 43000.000000, 230000.000000
angular_drag = 41000.000000, 41000.000000, 141000.000000
rotation_inertia = 8400.000000, 8400.000000, 8400.000000
nudge_force = 30000.000000
strafe_force = 20000
strafe_power_usage = 2
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = cargo_doors_open
bay_doors_close_snd = cargo_doors_close
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = l_elite_shield01, HpMount, HpShield01
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type = hp_elite_shield_special_4, HpShield01
hp_type = hp_elite_shield_special_3, HpShield01
hp_type = hp_elite_shield_special_2, HpShield01
hp_type = hp_elite_shield_special_1, HpShield01
hp_type = hp_thruster, HpThruster01
hp_type = hp_mine_dropper, HpMine01
hp_type = hp_countermeasure_dropper, HpCM01
hp_type = hp_torpedo_special_1, HpTorpedo01
hp_type = hp_torpedo_special_2, HpTorpedo01
this is the bare balls infor for the ship....make sure you have all the Hard points added in correctly...and make sure SPELLING is perfect!!!! if ONE leter is off its crash time!
next...Goods.ini
[Good (this is the ships info for the ship dealer, price and so on)
nickname = tick_hull
category = shiphull
ship = tick
price = 17000
ids_name = 12008
item_icon = SHIPS\Cyrix_Corp\heavy_fighters\hw_p2_hf.3db
[Good (this is the package...the additional equipment for the ship)
nickname = tick_package
category = ship
hull = tick_hull
addon = tick_engine_01, internal, 1
addon = tick_power01, internal, 1
addon = LargeWhiteSpecial, HpHeadlight, 1
addon = SlowSmallPurple, HpRunningLight01, 1
addon = SlowSmallPurple, HpRunningLight02, 1
addon = contrail01, HpContrail01, 1
addon = contrail01, HpContrail02, 1
addon = contrail01, HpContrail03, 1
addon = DockingLightRedSmall, HpDockLight01, 1
addon = DockingLightRedSmall, HpDockLight02, 1
(as you see i left out the scanner and the tractor...in my mod you HAVE to buy that seperately...i have 10 types of each
)
next is the...engine_equip.ini
[Engine (did you remember to CLOSE the brackets..... ? )
nickname = tick_engine_01 (make sure this name matched the one in the package in the goods.ini!!!! )
ids_name = 263671
ids_info = 264671
volume = 0.000000
mass = 10
max_force = 65000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_br_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 20
character_start_sound = engine_li_fighter_start
character_loop_sound = engine_li_fighter_loop
character_pitch_range = -50, 25
rumble_sound = rumble_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_li_fighter_kill
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180
next....the misc_equip.ini
[Power (CLOSE THE bracket
damn it lol )
nickname = tick_power01 (make sure this is the same as the one in the package in the goods.ini)
ids_name = 230010
ids_info = 231010
volume = 0.000000
mass = 10
DA_archetype = equipment\models\hardware\li_fusion_reactor.3db
material_library = equipment\models\hardware.mat
capacity = 3200
charge_rate = 157
thrust_capacity = 1990
thrust_charge_rate = 148
lootable = true
and FINALLY!!! time to add the ship to a base in the universe some where....this is done in this file...market_ships.ini
for now we eill add it to manhatton..LI01_01_base
[BaseGood (got ??
close the bracket remember )
base = Li01_01_base
marketgood = gf1_package, 0, -1, 0, 0, 1, 1, 1
marketgood = gf2_package, 4, -1, 0, 0, 1, 1, 1
marketgood = gf4_package, 13, -1, 0, 0, 1, 1, 1
marketgood = gf5_package, 24, -1, 0, 0, 1, 1, 1
marketgood = gf6_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bwe_package, 20, -1, 0, 0, 1, 1, 1
marketgood = bwe2_package, 30, -1, 0, 0, 1, 1, 1
marketgood = bwfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = cof_package, 8, -1, 0, 0, 1, 1, 1
marketgood = coe_package, 28, -1, 0, 0, 1, 1, 1
marketgood = coe2_package, 32, -1, 0, 0, 1, 1, 1
marketgood = lf_package, 1, -1, 0, 0, 1, 1, 1
marketgood = le_package, 2, -1, 0, 0, 1, 1, 1
marketgood = lfr_package, 1, -1, 0, 0, 1, 1, 1
marketgood = bf_package, 6, -1, 0, 0, 1, 1, 1
marketgood = be_package, 8, -1, 0, 0, 1, 1, 1
marketgood = bfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = kf_package, 10, -1, 0, 0, 1, 1, 1
marketgood = ke_package, 13, -1, 0, 0, 1, 1, 1
marketgood = kfr_package, 10, -1, 0, 0, 1, 1, 1
marketgood = rf_package, 20, -1, 0, 0, 1, 1, 1
marketgood = re_package, 22, -1, 0, 0, 1, 1, 1
marketgood = rfr_package, 20, -1, 0, 0, 1, 1, 1
marketgood = pf_package, 2, -1, 0, 0, 1, 1, 1
marketgood = pe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = pfr_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhf_package, 4, -1, 0, 0, 1, 1, 1
marketgood = bhe_package, 13, -1, 0, 0, 1, 1, 1
marketgood = bhe2_package, 26, -1, 0, 0, 1, 1, 1
marketgood = oe_package, 16, -1, 0, 0, 1, 1, 1
marketgood = tick_package, 1, -1, 1, 1, 0, 1, 1
on this file make sure you make a ship NOT being sold have the following number scheme...-1,0,0,1,1,1
and a ship being sold....-1,1,1,0,1,1
as you can see the "tick" is being sold on manhatton base
all ya gotta do is copy, paste the information for each file...and edit the hardpoints, IDs numbers...and the names...you can use these examples for your work
just add your own info where mine is
phew! you need any more info just post it and i will be glad to help....OH!!! on an IMPORTANT note...if you are taking a shifp from a mod and adding it to your mod...get permission first...BEFORE releasing your MOD!!! and give proper credits to the person who made the model and the textures since they worked incredably hard on the meshes,,,they deserve to be noticed!!!
have fun
"To live is to die....but living is to die slowly..why waste time on trivial things just play as hard as you can"
Edited by - Dark_Shadow2004 on 9/28/2004 8:27:21 AM