There must be everytime in each *.HOD file defined 1 material with 1 texture.
If missing, it will crash the game.

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ah, okay thanks. I’ll try that when I get a chance.

@Dom2 - can you message me your email? I’ll send it to you. Thanks!

Just put it on Dropbox or Google drive or somewhere and paste the link.

Thanks for the help!!

I can post the rest of the mod files too if you need it to test, or you can probably check it out by replacing the hgn_pulsar.hod in the subsystem\hgn_pulsar folder with the new one to see if the game crashes.

I’m not too sure if the first turret would turn invisible. The turrets are in the base ship model too right? So maybe there’s always at least one being shown.

edit @Dom2 :

After thinking about it, you probably need the mod files to check this out easily:

You can change out the hod files for hgn_pulsar2 and hgn_pulsar2b in the subsystem folder to try and make the invisible turrets. To test it, start a skirmish as the higarans with a starting fleet so you have some pulsar gunships and some other stuff to force-shoot at. There’s a dummy research item with no prerequisites to change weapons on the pulsars, and you’ll see that hgn_pulsar2b shoots at cap ships and frigates and hgn_pulsar2 shoots at small stuff, but those extra turrets have to go because it looks like caca and I have a feeling it’s hard on the computer to draw all that crap.

Thanks!

The problem is your material naming:

image

Have a look here for the correct naming convention for materials and images:

I suggest you refer to a non-existant image Z:/none.tga if you want to make an invisible ship.

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Cool - thanks! But it still crashes. :frowning:

Here is the blender tree:

I put a texture in there because HODOR crahed when I had a non-existent texture in there. I figure getting the turret to be in visible should be easy one I get it to work at all. As I was messing around with trying to get a ship in the game a while ago, I had invisible ships by accident all the time. haha Or I can just make the square really small so it doesn’t show outside of the normal turret.

Here’s the blender file and texture:

Help!!! ;-D

Hmm, I thought having a non existent texture would make the thing invisible. Why don’t you just make it really small, like you said, then it will effectively be invisible…

I was trying to get one of the old models in the game by copying it into the multigun corvette example, and I had a giant sajuuk model that would cast shadows, but you couldn’t see it - I think setting the texture to one of the other settings besides Phong was the problem. Anyway, I think that making it small or invisible won’t be a problem. It has to work at all first though.

Could you see if you could get it to work with the mod files I posted? If you can’t do it either, then maybe the structure of the turrets was changed when they redid all the models and now we don’t have an example. I would just replace the whole ship in the mod then, like after the upgrade, the player can build a different ship than the not-upgraded one. But that would be kinda dumb for keeping a rush going.

Do you see any other problem with the blender file?

Thanks!

@Dom2 hi - could you please post the blender file for the destroyer turret from your mod? I was messing around with your files and got this the same way I put the hiigaran battlecruiser turret on the pulsar before:

Map is kinda dark =D , but that’s your destroyer turret on the pulsar, so I know your turret file is right.

I bet I could get rid of the model and rearrange the nodes until I could use it to make the invisible one I need.

Thanks!

Sure! Here is the blender file for that turret:

https://www.dropbox.com/s/ouahi5nbrv4to0w/trp_singleionturret_2.blend?dl=1

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Totally cool - thanks a lot!

The stupid sun is shining here, so I won’t get to messing with it for a couple days, but if this doesn’t do it, then it’s time for plan B. =D

I’ll post it when I find whatever the problem was. Thanks again!

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Your tree is the one on the left and mine is on the right - they’re the same, right?

I kind of think it must be something else, because I got a re-hodor-ed version of your turret in the game but mine still causes a crash. Weird.

Looky:


The y-axis got switched somehow (haha) but whatever, getting a turret into the game at all is a step in the right direction. So I think I’m gonna keep altering your turret until the nodes are in the right place and I get it invisible.

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Maybe something to do with animations? I didnt set any in my blender model, and I had change out the names of the animations in the .event files when I was sticking your turret model in my mod or it would crash too:

Yes, the events file must refer to the correct joints in the hod file. If not, you get a crash…

Ah okay, thanks.

How do I get the nodes to show up in the window? Here’s a comparison of your file to the multigun corvette example, and if I click a node in the tree it shows up in the main window on the example, but not in yours. I guess there’s just a setting for it, but I can’t find it. I could change the locations in the transform window too, but it would be easier if I could just see them.
image
image

Maybe they are hidden. Try alt + h

Or maybe they are out of the viewing window. Try zooming out, or setting them to location 0,0,0 to see if you can spot them then…

I had to open a new 3D area and then they were in there. I’ve almost got it. The turret is a super-mini square that nobody’s gonna see; I had a transparent ship when I was first just trying to just make a cool map instead of a mod, but I tried to use the same settings and it crashed, so I think that’s not the way to go.

But I just fiigured the new window thing out, and I’ve been trying to get the locations of the nodes right without being able to see them. Then the stupid transform coordinates are totally weird, but now that I can see them it should be okay. I had some pretty crazy effects when I was trying stuff out though. I had the pulsar-gang-that-can’t-shoot-straight. =D

A direct miss, every time. haha.

Got it!

The coordinate transformation was killing me before I could see the nodes. =D I was trying to think of why the way they have it set up could ever be useful, but I guess it makes sense if you’re moving an arm and you want the fingers to stay in the same orientation.

I owe you big time! There’s no F-ing way I would’ve got that on my own. If there’s something I can do to pay you back, please let me know. I could do some voice acting or draw you the geometry of a ship that you don’t want to do yourself? (I can’t texture or do the nodes yet, but I could draw the geometry in solidworks and export it out to blender.)

Thanks a lot!

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That looks wicked cool. Props! :fist_right::fist_left:

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