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Fleet Ops GUI's in stock Armada 2

Rifraf

I know just enough to be a danger to myself
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Hi All,

Looking for a bit of help please. Years ago I had the FO gui's working in stock A2 to spruce up the look of the interface. Back then I grabbed the textures, config files for the misc folder and the sprite files and just now tried to put them in a stock game but the game still displays the old stock gui's.

Has anyone done this before and have it working? I feel like I'm missing something simple. In each races odf file I have it referencing the new config and sprite file so I'm not sure what's missing?
 

Jetfreak

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Shameless plug but I did tone down the stock Fed GUI's turned into a dark blue that's a lil transparent

 

Rifraf

I know just enough to be a danger to myself
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Oh wow. Nice work. That looks really sharp. It's not so obvious and blends into the map more. I use the transparent buttons pack so that would mix very well together. If I can't get the FO GUI's working I could at least make the ones I have a bit transparent. Thanks Jet.
 

Rifraf

I know just enough to be a danger to myself
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Ok, got the FO gui's into stock A2. Was way more work than I remembered. I still have a few niggles to work out to get some stock resource icons in the right place and some wireframes to show properly but almost there.
 

Jetfreak

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Nice I'm curious to see your results man might be able to help you a bit if needed
 

Rifraf

I know just enough to be a danger to myself
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That would be awesome Jet. Much appreciated. I have tomorrow off so will work on it some more. Here are the instructions that I have so far (backup, backup, backup your work :))

Copying from Fleet Ops to your stock/modded game:

Misc Folder:
Copy specific races gui config including the 4x3 thru 16x10, the gui_defaultrace, gui_interface, and gui_interface_misc. to your Misc folder


Sprite Folder:
Copy specific races sprite file, copy fleetops and fleetops_comp sprites into your Sprites folder In your games sprites.spr file add @include fleetops.spr and @include fleetops_comp.spr at the bottom. (Not sure if the fleetops_comp.spr is actually needed?)


gui_global.spr:
Copy everything from the FO gui_global sprite file into your stock gui_global sprite file at the bottom. Then delete the FO sections for Command Buttons, Build Buttons, Rank Symbols, and Avatar Buttons.


Textures Folder:
Copy all_interface, all_interface_font12, all_interface_font16, all interface_font20, all_interface_races, and races_interface (ie-federation_interface) buttons into your textures folder.


In each races new sprite file comment out the build buttons for b_repother, b_recrew, b_build, and b_evolve (comment out by putting //)

In your odf>other folder in each race change the interfaceConfiguration = "name" to match the name of the config file you took from the FO Misc folder. (Make sure you config file and sprite file name in each races odf matches the name of the file you took from FO)


In gui_defaultrace.cfg in Misc folder change no crew through nobiomatter all to 0. This allows the counts of each resource to show onscreen. I used Gimp to cut the resource icons from stock Armada 2 and pasted them on the all_interface texture file from FO to get the stock icons to show in the FO interface.

In the gui_interface.cfg file change resourcePanelSize from 3 to 6 in the following section: This lets all 6 resources show at the top of the screen in game:

// Resource Panel
resourceDefaultCursor = "standard_cursor"
resourcePanelArea = 100 8 470 48
resourcePanel = "resourcePanel"
resourcePanelSize = 3
resourcePanel_0 = 0 0 48 48
resourcePanel_1 = 160 0 48 48
resourcePanel_2 = 320 0 48 48
resourcePanel_3 = 480 0 48 48
resource_2 = 50 4 100 26 // dilithium
resource_3 = 210 4 100 26 // Tritanium
resource_5 = 370 4 100 26 // supply
resource_4 = 530 4 100 26 // Special
resource_1 = 690 4 100 26 // credits
resource_0 = 850 4 100 26 // crew

This is where I'm stuck. Getting the names of the resource to match the resource icon and in the correct order. I think the key is the resource panel section of the gui_interface.cfg file and the resource sections of the gui_interface_misc.cfg files to get the names and backgrounds to display and read in the correct spots.

Notes:
Have to find a way to add metal back, the latinum icon and biomatter.
I'm trying to get screen shots from in game but it's not working for some reason. Oh, I think you have to comment out some sections of the stock lines in the gui_global file but will get to that once I keep working on it.
 

Jetfreak

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Anxious to give it a spin when I get to it, may kahless have mercy on my notepad skills been a while lol
 

Rifraf

I know just enough to be a danger to myself
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Ok, worked on it some last night and got all the resource icons to show in the GUI. I just need to get them in a different order. One of the last things I need to do is to get the text description for each resource when you put the cursor over it to display the correct text. I redid the instructions again which are below. Will post more as/if I succeed.

Textures Folder:
Copy all_interface, all_interface_font12, all_interface_font16, all interface_font20, all_interface_races, and races_interface (ie-federation_interface) buttons from FO>Textures into your textures folder.

Misc Folder:
Copy specific races gui config including the 4x3 thru 16x10, the gui_defaultrace, gui_interface, and gui_interface_misc from FO to your Misc folder

Sprite Folder:
Copy specific races sprite file, copy fleetops and fleetops_comp sprites from FO to your Sprites folder In your games sprites.spr file add @include fleetops.spr and @include fleetops_comp.spr at the bottom. (Not sure if the fleetops_comp.spr is actually needed?)

gui_global.spr:
Open the gui_global.spr file in FO and copy all lines into your stock gui_global sprite file at the bottom. Then delete the FO sections for Command Buttons, Build Buttons, Rank Symbols, and Avatar Buttons.

In your gui_global.spr file under the Resources section change it to the following:
@referenceWidth=1024
@referenceHeight=256
@tmaterial=interface
resourcePanel.0 all_interface 895 127 48 48 // new dilithim
resourcePanel.1 all_interface1 959 191 48 48 // new latinum
resourcePanel.2 all_interface 895 191 48 48 // new biomatter-need new icon
resourcePanel.3 all_interface 959 127 48 48 // new officers-need new generic icon?
resourcePanel.4 all_interface 959 191 48 48 // new metal
resourcePanel.5 all_interface1 895 191 48 48 // new crew
//resourcePanel.6 all_interface1 895 191 48 48

// This section commented out 4.17.24
//resourcePanel.0 all_interface 895 127 48 48
//resourcePanel.1 all_interface 959 127 48 48
//resourcePanel.2 all_interface 895 191 48 48
//resourcePanel.3 all_interface 959 191 48 48

**You will have to cut/past some stock resource icons into the FO all_interface texture hence why I have all_interface and all_interface1 textures being referenced. May find a better alternative**

In each races new sprite file comment out the build buttons for b_repother, b_recrew, b_build, and b_evolve (comment out by putting //)

In your odf>other folder in each race change the interfaceConfiguration = "name" to match the name of the config file you took from the FO Misc folder. (Make sure you config file and sprite file name in each races odf matches the name of the file you took from FO)

In gui_defaultrace.cfg in Misc folder change no crew through nobiomatter all to 0. This allows the counts of each resource to show onscreen. I used Gimp to cut the resource icons from stock Armada 2 and pasted them on the all_interface texture file from FO to get the stock icons to show in the FO interface.

In the gui_interface.cfg file change resourcePanelSize from 3 to 6 in the following section: This lets all 6 resources show at the top of the screen in game then add the resourcePanel_4 and _5 lines as noted:

// Resource Panel
resourceDefaultCursor = "standard_cursor"
resourcePanelArea = 100 8 470 48
resourcePanel = "resourcePanel"
resourcePanelSize = 6
resourcePanel_0 = 0 0 48 48
resourcePanel_1 = 160 0 48 48
resourcePanel_2 = 320 0 48 48
resourcePanel_3 = 480 0 48 48
resourcePanel_4 = 640 0 48 48 // added 4.18.24
resourcePanel_5 = 800 0 48 48 // added 4.18.24
resource_2 = 50 4 100 26 // dilithium
resource_3 = 210 4 100 26 // Tritanium-metal
resource_5 = 370 4 100 26 // supply-biomatter
resource_4 = 530 4 100 26 // Special-latinum
resource_1 = 690 4 100 26 // credits-officers
resource_0 = 850 4 100 26 // crew

In fleetops.spr comment out below under Mapoicons Sprites
//@tmaterial=add_nomipf
//@reference=128
//footprint mapicons_footprint_blocked 0 0 128 128
//valid_build mapicons_footprint_ok 0 0 128 128
//invalid_build mapicons_footprint_invalid 0 0 128 128
//planet_build mapicons_footprint_planet 0 0 128 128

Notes:
May have to remove resourcePanel.2 all_interface 895 191 48 48 // new biomatter from the Resources section which is biomatter and add this line only to the 8472 sprite file since only they use biomatter.

May have to remove resourcePanel.3 all_interface 959 127 48 48 // new officers and put it in each races sprite file then use a texture that pertains to that races office or borg node specific icon so that only 1 icon doesn't represent all races offices/borg nodes.

I think you have to comment out some sections of the stock lines in the gui_global file but will get to that once I keep working on it.
 

Rifraf

I know just enough to be a danger to myself
Joined
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Messages
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Age
51
Ok, I have new instructions and all the files needed to get the FO GUI's into stock A2. Just combing over everything for mistakes and testing to make sure it all works as intended if anyone is interested in trying them out.

It's not perfect in that there are only tooltip descriptions for dilithium, latinum and biomatter resources. I cannot for the life of me figure out how to get text to show when you hover the cursor over metal, officers or crew. And I can remove the # count of certain resources like for instance Borg don't use latinum but I cannot figure out how to get the icon for that resource to also disappear? Maybe using a blank texture in the races sprite file?

Anyone know how to get the tooltip text to show up in the gui?
 

Jetfreak

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Seraphim Build Team
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Great progress man haven't been able to do much since I was away
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
1,236
Age
51
Thanks Jet. I accomplished mostly what I wanted but am just stuck on some of the GUI elements so have probably given up. But I'll post below the very latest instructions that I used to get the FO GUI"s in stock. You could probably pare down even more as I didn't do a line by line check of the FO gui_interface and gui_interface_misc files. They probably are largely not needed. Anyway, for those interested:

Copying files from Fleet Operations to your Star Trek Armada 2 folder:

Textures Folder:
Copy all_interface, all_interface_font12, all_interface_font16, all interface_font20, all_interface_races, and any races_interface that you want to use (ie-federation_interface) .tga's from FO>Textures into your Textures>RGB folder. **I used the dominion_interface for Species 8472 and I used Gimp to recolor the dominion_interface a yellowish color for my Cardassians**

Misc Folder:
Copy any races specific gui config (ie-gui_borg) including that races 4x3,5x4,16x9, and 16x10 config file, the gui_defaultrace, gui_interface, and gui_interface_misc from FO to your Misc folder **Change the name of each dominion config to cardassian**Copy each set of dominion configs again and this time change the name of each to species**

In gui_borg.cfg delete the following:
noMetal = 0
resource_4_color = 0.2 1 0.4

resourcePanelArea = 100 8 630 48
resourcePanelSize = 4

And add at the bottom:
noLatinum = 1
noBiomatter = 1

In gui_species.cfg (or whatever you name yours if you use Species8472) add the following at the bottom:
noCrew = 1
noDilithium = 1
noLatinum = 1
noMetal = 1

In gui_federation, cardassian, klingon, and romulan config files add at the bottom:
noBiomatter = 1


Sprite Folder:
Copy any races specific sprite file(s) from FO to your Sprites folder. **I changed the gui_dominion.spr file to cardassian then took another copy of the dominion one from FO and renamed it gui_species.spr**You will have to open the new cardassian and species sprites and rename every dominion line to match the name of your race**


gui_global.spr file:
Open the gui_global.spr file in FO and copy all lines into your stock gui_global sprite file at the bottom (do not copy the @includes at the top). Then delete the FO sections for Buff Icons, Rank Symbols, Avatar Buttons, Command Buttons, Build Buttons, Communicator Frame, Replay Frame, Objective Frame, Drop Player Frame, Game Paused Frame, Objectives Frame, and Misc sections.

In your gui_global.spr file under the Resources section change it to the following:
@referenceWidth=1024
@referenceHeight=256
@tmaterial=interface
resourcePanel.0 all_interface 895 127 48 48 // new dilithim
resourcePanel.1 all_interface1 959 191 48 48 // new latinum
resourcePanel.2 all_interface2 959 127 48 48 // new biomatter-need new icon
resourcePanel.3 all_interface 959 127 48 48 // new officers-need new generic icon?
resourcePanel.4 all_interface 959 191 48 48 // new metal
resourcePanel.5 all_interface1 895 191 48 48 // new crew
resourcePanel.6 all_interface1 895 191 48 48 // unsure what this is for

// This section commented out 4.17.24
//resourcePanel.0 all_interface 895 127 48 48
//resourcePanel.1 all_interface 959 127 48 48
//resourcePanel.2 all_interface 895 191 48 48
//resourcePanel.3 all_interface 959 191 48 48

While in the gui_global.spr file comment out the following:

// This section commented out 4.17.24
//# Selection Bars
//@reference=256
//select_shield_bar fguib04 126 184 96 10 @snap_to_pixel
//select_hull_bar fguib04 126 184 96 10 @snap_to_pixel
//select_energy_bar fguib04 126 172 96 10 @snap_to_pixel
//select_crew_dot fguib04 214 74 14 14 @snap_to_pixel
//large_shield_bar fguib04 126 184 96 10 @snap_to_pixel
//large_energy_bar fguib04 126 172 96 10 @snap_to_pixel
//large_construction_bar fguib04 156 224 96 10 @snap_to_pixel
//large_dilithium_bar fguib04 85 236 170 10 @snap_to_pixel
//small_shield_bar fguib04 142 252 86 4 @snap_to_pixel
//small_energy_bar fguib04 142 248 86 4 @snap_to_pixel
//small_crew_dot fguib04 232 248 6 6 @snap_to_pixel
//large_metal_bar fguib04 126 200 98 10 @snap_to_pixel
//race_icon_bar fguib04 126 184 96 10 @snap_to_pixel

// This section commented out 4.17.24
//# Selection Systems
//@reference=32
//@tmaterial=additive
//select_system.0 gminisys 21 1 9 9
//select_system.1 gminisys 11 11 9 9
//select_system.2 gminisys 11 1 9 9
//select_system.3 gminisys 1 11 9 9
//select_system.4 gminisys 1 1 9 9

// This section commented out 4.17.24
//# Ship Info icons -- system icons, crew, etc
//@reference=128
//energy_amt shipinfo 96 0 32 32
//crew_amt shipinfo 64 0 32 32
//shields shipinfo 32 0 32 32
//hull shipinfo 0 0 32 32

// This section commented out 4.17.24
//@tmaterial=additive
//@reference=256
//# sensors, shields, weapons, engines, life support
//infosystem.0 fguib04 142 72 30 30
//infosystem.1 fguib04 142 40 30 30
//infosystem.2 fguib04 176 72 30 30
//infosystem.3 fguib04 176 40 30 30
//infosystem.4 fguib04 210 40 30 30

**You will have to cut/paste some stock resource icons into the FO all_interface texture hence why I have all_interface and all_interface1 and all_interface2 textures being referenced. May find a better alternative**

In each races new sprite file comment out and non # build buttons (comment out by putting // in front of any b_whatever name)

In your games odf>other folder in each race change the interfaceConfiguration = "name" to match the name of the config file you took from the FO Misc folder. (Make sure your config file and sprite file name in each races odf matches the name of the file you took from FO)

In gui_defaultrace.cfg in Misc folder change no crew through nobiomatter all to 0. This allows the counts of each resource to show onscreen.

In the new gui_interface.cfg file change

// Resource Panel
resourceDefaultCursor = "standard_cursor"
resourcePanelArea = 100 8 470 48
resourcePanel = "resourcePanel"
resourcePanelSize = 3
resourcePanel_0 = 0 0 48 48
resourcePanel_1 = 160 0 48 48
resourcePanel_2 = 320 0 48 48
resourcePanel_3 = 480 0 48 48
resource_2 = 50 4 100 26 // dilithium
resource_3 = 210 4 100 26 // Tritanium
resource_5 = 370 4 100 26 // supply
resource_4 = 530 4 100 26 // Special
resource_1 = 690 4 100 26 // credits
resource_0 = 850 4 100 26 // crew

to:

// Resource Panel
resourceDefaultCursor = "standard_cursor"
resourcePanelArea = 100 8 470 48
resourcePanel = "resourcePanel"
resourcePanelSize = 6
resourcePanel_0 = 0 0 48 48
resourcePanel_1 = 160 0 48 48
resourcePanel_2 = 320 0 48 48
resourcePanel_3 = 480 0 48 48
resourcePanel_4 = 640 0 48 48 // added 4.18.24
resourcePanel_5 = 800 0 48 48 // added 4.18.24

// where the resource displays go
resource_2 = 50 4 100 26 // dilithium
resource_4 = 530 4 100 26 // Special-latinum
resource_3 = 210 4 100 26 // Tritanium-metal
resource_0 = 850 4 100 26 // crew
resource_1 = 690 4 100 26 // credits-officers
resource_5 = 370 4 100 26 // supply-biomatter
 
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