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I Need Some Major Modding Help

EAS_Intrepid

MSFC Staff Paramedic
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23 Apr 2006
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I fixed it!!! All i needed was the Tos Constitution weapon ODF's which I didnt have at the time. *facepalm* **** I'm a noob.. Thanks for all your help guys and look at my Deviant Art page for proof that its up

Haha. I was wondering if that might be part of the problem. :)
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
yea well thanks for ur help, i am gonna keep this thread active for any other problem that may arise
 
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StarBlade

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Former MSFC Member
We cure n00bness one modder at a time. Glad you found the solution!

:D
 

Majestic

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We cure n00bness one modder at a time.

And at one time we ourselves were n00bs, it's through the trial and error of modding that we ourselves have learned. Learning from ones mistakes is the best way to learn and to hopefully not do it again. :D
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
new problem
Cant get the 25th century NX to appear and i followed the instructions to the letter

2. Same thing with the Daedelus from Warp10
 
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StarBlade

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Former MSFC Member
This might help:

Cant get the 25th century NX to appear

What exactly does this mean?

a) it didn't appear in the game visibly when I built it
b) it didn't appear in the shipyard to be built
c) it didn't appear in the map editor screen
d) it didn't appear because it had a cloaking device
e) it didn't appear because the game crashed

The more specific you are in what you DID, the more specific we can be in helping you fix it.

Check these three things:

1) The first line of most .ODFs is what's called the #include script. Your #include should refer to an existing .ODF somewhere in the "ships" directory.

2) Techtrees. Check to make sure the .ODF names correspond to the entries in the techtree.

3) Make sure you actually input the ship's build entry into the shipyard. And check that the "buildItem##" numbers are sequenced properly. I have included two "buildItem8"s or something like that so frequently in my time. It's my most likely error to make. I always check that first. But that's me.

Try that. Then tell us where things fell apart if you can fix it.

:D
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
This might help:



What exactly does this mean?

a) it didn't appear in the game visibly when I built it
b) it didn't appear in the shipyard to be built
c) it didn't appear in the map editor screen
d) it didn't appear because it had a cloaking device
e) it didn't appear because the game crashed

The more specific you are in what you DID, the more specific we can be in helping you fix it.

Check these three things:

1) The first line of most .ODFs is what's called the #include script. Your #include should refer to an existing .ODF somewhere in the "ships" directory.

2) Techtrees. Check to make sure the .ODF names correspond to the entries in the techtree.

3) Make sure you actually input the ship's build entry into the shipyard. And check that the "buildItem##" numbers are sequenced properly. I have included two "buildItem8"s or something like that so frequently in my time. It's my most likely error to make. I always check that first. But that's me.

Try that. Then tell us where things fell apart if you can fix it.

:D

Sorry and they both didnt show up in B.
I will check the ODF's now and see if thats it.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I would say its either not in the yard.odf, or its not in the techtree.:thumbsup:
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
I am having some trouble with the federation advancable yard by Fahres

Same thing as with the federation class, it crashes when ever I build it.

Its build list is the ships from the Archer X Ship pack if that could be a factor. and I did view the S34 crash check list. I dont know what to look for this time
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
Somethings Messed Up

*edit* I found the problem. A Tech1.odf file with the stock listing was in the ODF folder. I deleted it and it switched to SB34's.
Also. SB34 lists a constitution in its files. Yet it isnt in a shipyard. Why is that?
 
Last edited by a moderator:

EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
Messages
2,615
Age
35
Nalthren, I merged your last thread with your "I need some Major Modding Help"-Thread. Please do not open up a new topic for every problem that you encounter.

EA


On another note:
It seems that your Armada II install is quite... messy... at the moment. No offense intended.

I would suggest installing Armada II again and starting to check stock .odf, .tt and other files to understand how all these filetypes interfere with each other.
Additionally I highly suggest that you download this and read through it carefully.

Start small, work your way up.
 

CptBenSisko

The Emissary
Joined
2 Feb 2010
Messages
611
I agree with Intrepid...starting small is always the way to go...start with simple odf editing..put pulse phasers on a galaxy and test it ya know..dumb things but something you know that you'll notice. Jumping right into merging mods that weren't built around each other when you are brand new to modding can be disastrous with dire consequences....

I know all too well the first time I installed the Millenium Mod for A1 and the **** thing crashed on Instant Action...I didn't have a clue about odfs or anything...but i slowly learned im getting better and always learning new things...my A2 mod has been progressing for almost 6 years...yes you heard me right 6 years..closer to 7 now i'd say... so the fun is never over....to quote a favorite old Jedi of mine "...you have just taken your first step into a larger world...."
 

Majestic

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My first modification was for A1 a A2 didn't even exist at the time or was even announced. I added the Galaxy class from the campaign into the instant action buildlist. Next I added the Dauntless class into the game.

Starting small is the best way to go. Like everything learn the basics, take small steps and then progress into larger endeavours.
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
new thing

I downloaded Jetfreaks NX class and it wont work in editor and I checked everything again. I also have the Mirror NX which also has the same texture names but I renamed them. I checked odf's and still CTD.. >>
 

Majestic

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Well if they have the same texture names, only one will work in-game. Sod files link to certain texture names and the only way to change it is either export the model again, with different texture names or use a hex editor.

For the latter theStarfleetKid is the one I've found with the best knowledge on that. For the former you need the original MS3D or 3DS file, depending on the program you use. 3DS is usually better as most programs can import 3DS files.
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
Well if they have the same texture names, only one will work in-game. Sod files link to certain texture names and the only way to change it is either export the model again, with different texture names or use a hex editor.

For the latter theStarfleetKid is the one I've found with the best knowledge on that. For the former you need the original MS3D or 3DS file, depending on the program you use. 3DS is usually better as most programs can import 3DS files.

hex editor?
 

Terra_Inc

MSFC's Cheshire Cat
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hex editor?
Never heard of Hex? It's short for hexadecimal. You can display files (like SOD files) as hex. Some parts of the file are just illegible code, others (like the texture names) can still be read and changed. Which means that you can simply change the reference in the file to another texture. All you need is a tool that allows you to display the file as hex. There's a wikipedia article about that.
 
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Nalthren

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Former MSFC Member
i have no clue on any of that.. besides i found a way around my problem. I am using a High Poly NX-02 for my detail screen shots and Apoc's NX for game matches
 

Terra_Inc

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i have no clue on any of that..
It's really simple once you've understood how it works. Hexing is the only method to have two versions of the same SOD use different textures (without having access to the original mesh). :D
 
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Nalthren

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Former MSFC Member
It's really simple once you've understood how it works. Hexing is the only method to have two versions of the same SOD use different textures (without having access to the original mesh). :D

But how do I get the editor? I Dont know anything about that level of editing
 
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StarBlade

Deleted Due to Inactivity
Former MSFC Member
Nalthren:

Google XVI. It's the name of the hex editor I use.

Each .SOD is not just a shape-- it's also a series of numbers and co-ordinates that come together to form the overall shape. Those numbers are in a format called 'hexadecimal'. And using a hexadecimal editor, one can change those co-ordinates (not recommended) or the textures applied to the surfaces of that shape (which is what I do).

Years ago Major Payne walked me through how to do that. It's easy and it's kind of fun. Don't ask me why.

Now if you've found a solution to your problem, hey, awesome. If you want some help, I can hex-edit the .SODs for you so they work. E-mail me the model and I can get it done usually within a few minutes.

:D
 
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Nalthren

Deleted Due to Inactivity
Former MSFC Member
Nalthren:

Google XVI. It's the name of the hex editor I use.

Each .SOD is not just a shape-- it's also a series of numbers and co-ordinates that come together to form the overall shape. Those numbers are in a format called 'hexadecimal'. And using a hexadecimal editor, one can change those co-ordinates (not recommended) or the textures applied to the surfaces of that shape (which is what I do).

Years ago Major Payne walked me through how to do that. It's easy and it's kind of fun. Don't ask me why.

Now if you've found a solution to your problem, hey, awesome. If you want some help, I can hex-edit the .SODs for you so they work. E-mail me the model and I can get it done usually within a few minutes.

:D

ok but I need your address so i can attach it to the email
 
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