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obriensucks

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Sorry to keep harping on AOW, but does anyone happen to know which texture files are used for Romulan turrets 3 & 4? (The shockwave and repulsion ones). I suppose i might as well just copy all the texture files over but am scared of overwriting.
 

dvatreknerd314

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Sorry to keep harping on AOW, but does anyone happen to know which texture files are used for Romulan turrets 3 & 4? (The shockwave and repulsion ones). I suppose i might as well just copy all the texture files over but am scared of overwriting.
Are you wanting the station textures or the weapons?

EDIT: The third turret uses rresear12bi.tga and ryard12bi.tga, while the fourth turret uses ryard21bi.tga, rturret4a.tga, rturret4b.tga, rturret4c.tga, and rtshiar2bi.tga
 

obriensucks

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Oh awesome thank you so much! Yes I was missing the textures for the spinning thing inside, and I couldn't figure out which .tga file it corresponded to
 

dvatreknerd314

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No problem! I was able to make my own unlocked A2 importer a while back, so if you need some help looking up texture files, let me know.
 

Terra_Inc

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Oh awesome thank you so much! Yes I was missing the textures for the spinning thing inside, and I couldn't figure out which .tga file it corresponded to
No problem! I was able to make my own unlocked A2 importer a while back, so if you need some help looking up texture files, let me know.

Here's a simple trick from the old days: Texture references are stored in plain text in SOD files, so you don't even need an SOD importer to check which models use which textures. Just open the SOD file with a text editor - most of the file will be displayed as nonsense (since it's binary), but the plain text parts will be readable. Usually they're prefixed by the texture type (in A2 this is usually either "opaque" or "default"), so you can use that to search for texture references.

You can also swap textures this way, as long as the new texture's file name has the same length. This is a simple way to have the same model with different textures in your game.

Hope this helps! If there's anything else you need help with, don't hesitate to ask. :)
 

obriensucks

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This trick is certainly coming in handy! Much easier than trying to guess by the names of the tga files.

By the way, I’ve been having trouble finding information about troubleshooting freezes when you start an Instant Action game; I saw on the FleetOps forums that this may be related to DirectX and Win10 installs.

My Armada is running in a Wine bottle on my MacBook - I’ve tried things like clearing the AppData folder to no avail. This morning I tried adding the “genergydampnr” sp weapon to another ship and then I suddenly started having these freezes. I’m not sure if the problem is related though, since it has persisted even when I deleted the weapon reference...
 

obriensucks

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So judging from this thread from 2005, I should look around in my tech1.tt file.

I don’t remember making adjustments to it, though. The freezing started after I tried assigning the energy dampener weapon to the breen frigate
 

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dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
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So judging from this thread from 2005, I should look around in my tech1.tt file.

I don’t remember making adjustments to it, though. The freezing started after I tried assigning the energy dampener weapon to the breen frigate
If you've got any lines in there with a missing number for the number of dependencies or the number of dependencies does not match the number of arguments following it, the game won't load into Instant Action.

The fact that it didn't happen until you assigned the energy dampener tells me there may be an issue with the energy dampener line in the Tech1.tt file
 

obriensucks

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did you run any auto installers
The only auto-installer I ran was BIVR when I first installed the game. The other mods I’ve been adding since have been done manually (Midnight Universe, AOW, miscellaneous mods)

Well I may not find out what exactly caused the freeze since I was able to resolve the problem by resetting my tech1.tt to the stock one for BIVR and implementing the extra mods piecemeal...
 

dvatreknerd314

Lieutenant, Junior Grade
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The only auto-installer I ran was BIVR when I first installed the game. The other mods I’ve been adding since have been done manually (Midnight Universe, AOW, miscellaneous mods)

Well I may not find out what exactly caused the freeze since I was able to resolve the problem by resetting my tech1.tt to the stock one for BIVR and implementing the extra mods piecemeal...
Sounds like either one of the Tech1.tt entries you added was incorrect or you missed a number or entry somewhere during a copy pasta
 

obriensucks

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How come build buttons don't always show up in the global spr file?

I got this from the fleetops forums (i'm having issue #2)

1-the button is white
2-the button is invisible but you can still build the ship(click on the blank spot and see if it builds)
3-you can't build it at all.

in these cases:

1-you saved the texture with rle compression
2-you did not specify what the button was for the ship in the gui_ghlobal sprite file
3-you did not add the ship to the techtree,/and case 2
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
31 Jul 2012
Messages
1,363
Age
32
How come build buttons don't always show up in the global spr file?

I got this from the fleetops forums (i'm having issue #2)

1-the button is white
2-the button is invisible but you can still build the ship(click on the blank spot and see if it builds)
3-you can't build it at all.

in these cases:

1-you saved the texture with rle compression
2-you did not specify what the button was for the ship in the gui_ghlobal sprite file
3-you did not add the ship to the techtree,/and case 2
EDIT: It's likely you don't have the name correct between the odf file you're using and the build button entry in the sprite file. That or your ODF uses the baseName command, which overrides a lot about the model
 

obriensucks

Cadet Sophomore
Joined
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Messages
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Age
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EDIT: It's likely you don't have the name correct between the odf file you're using and the build button entry in the sprite file. That or your ODF uses the baseName command, which overrides a lot about the model

Maybe I'm mistaken, but it seems that it also depends on the order and alignment of the sprite entries as well...the ODF in question is your wonderful Dionysus class dvatrek (I don't think it has the baseName command inside) :)
 

dvatreknerd314

Lieutenant, Junior Grade
Clone Force 99
Joined
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Age
32
Maybe I'm mistaken, but it seems that it also depends on the order and alignment of the sprite entries as well...the ODF in question is your wonderful Dionysus class dvatrek (I don't think it has the baseName command inside) :)
It doesn't, but if the area where you're trying to build it is completely invisible when you go into the shipyard, rather than mostly white or strange-looking, then you most likely did not spell the ship name right in gui_global. If you'd made a mistake in any other part of the sprite, from what I understand, it would show up either all-white or strange looking rather than invisible
 
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