General > User modifications

Adding new UFO: unknown craft_ufo_"name of new UFO"

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NicSO:

--- Quote from: Duke on February 20, 2014, 06:00:26 pm ---Take a look at an xyz.ump file of your choice. In the corresponding dir maps/xyz you'll see the map tiles for various dropships, landed and crashed ufos.
You will need at least one maptile for one map to see your fighter in battlescape.

--- End quote ---

Thnx. This will be simple as I will make only minor changes in blender/texture file. This will be advanced fighter. After this I will make completely new UFO but small size.
Making bigger ufo seems to me as HUGE work.

One more thing, can you give me some instructions how to make new mission - downed interceptor mission. I saw you already prepared game for that kind of mission while studying the game files.

NicSO:
Hm, still same error. I even modified *.bsp files. For start I added my test fightermk2 in village, village 2 and all umps/bsps connected to those maps including village.map but I get same error again so I rechecked all files again and problem is still here.

I edited files with notepad2 btw. *md2 files were edited in blender.

In mod folder I combined files from 0maps archive and maps folder - I think thats ok.

Im soon finished with my balancing mod which includes major craft speed overhaul, UFO damage capacity + SAM modifications for compensating speed changes. I also modified max aliens aboard some UFOs like bomber but I think I will need to modify maps too (max number of aliens per map). I rebalanced all weapons in the game also, added more names for soldiers and some other small modifications along all these.

It will be one big mod at the end with many modifications but for start only rebalancing as mentioned above because I see adding new UFO will consume more time that I thought

Here is my newest version of my test fightermk2 mod:

NicSO:
Found new problem...files like fighter.bsp in 0maps and maps are 2 different files...how should I name them in my mod folder...do I need to create 0maps archive + maps folder? I will try it that way. I will create 0maps archive with my fighter files and separate maps folder. I have some feeling there is something more to this, maybe some script???!



Noordung:
If i remember corectly and if this havent change crafts are in sourco code so you cant add them. quite some time ago someone was asking something becous he wanted to add some intecetors and that was answer. (dont know anything about what sourco code might be) tipic should still be here on mods part of the forum.

ShipIt:
As Noordung said. Not sure about human aircraft, but iirc adding new UFOs cannot be done by modding the scripts. There are e.g. hardcoded values about what UFO types are available for certain mission types.

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