Weapon slots

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Weapon slots

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Driftwood
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Post by Driftwood » Sat Jan 19, 2019 8:06 pm

Anybody have any idea what

FlareWeapon 299 (uses SatB) Type 7
Cluster 300 (uses SatB) Type 13
Extra Laser 1 301 (uses RebelTurboMedium) Type 7
Extra Laser 2 302 (uses RebelTurboLong) Type 7
Extra Laser 3 303 (uses RebelTurboShort) Type 7
Extra Laser 4 304 (uses ImpTurboMedium) Type 7
Extra Laser 5 305 (uses ImpTurboLong) Type 7
Extra Laser 6 307 (uses SatB) Type 7

Extra lasers seem to duplicate the existing laser opts of all types. If these are entirely duplicates, can they be replaced to create new weapon types like Extra Laser 6, 307 has been in the past to create the Slave 1 yellow laser opt?

JeremyaFr
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Post by JeremyaFr » Sat Jan 19, 2019 8:32 pm

Hello,
If it can help, here are the stats of the weapons:
xwa_weapons_stats.PNG
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Darksaber

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Post by Darksaber » Sat Jan 19, 2019 8:51 pm

There is one slight problem with this, if you thinking of replacing the

Extra Laser 1 301 (uses RebelTurboMedium)
Extra Laser 2 302 (uses RebelTurboLong)
Extra Laser 3 303 (uses RebelTurboShort)
Extra Laser 4 304 (uses ImpTurboMedium)
Extra Laser 5 305 (uses ImpTurboLong)

Your going to have to change most of the starships weaponry as they use a lot of the lasers above, meaning if your just going to start replacing the opts with different colours the starships are going to be firing all sort of colours, each battle will end up looking like a gay pride festival.

Also the lasers textures might be duplicated, but the size of the lasers are different

"Hint" the clue is in the name of the opt

One more thing, how many more different colours do you want? In the next XWACP and DSUCP there are 8 different colours in play

More test is going to be needed if your thinking of replacing 299 and 300, I haven't a clue what will be affected if you start changing those.
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Bman
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Post by Bman » Sun Jan 20, 2019 12:13 am

DS is correct on multiple fronts. I remapped a lot of starship and stations WP hard points and got working rotating turrets for TFTC project and it's very time consuming. The nice thing is it is possible to have three different Laser types... at least for starships (non-flyable craft) perhaps based on distance; point defense lasers, medium range lasers 0-2 Km, and long range super lasers 3km. Each more powerful than the other. Ion-Cannons can also be activated as a 4th weapon, but that can be dictated by the mission.tie files with orders to disable FG, craft, or whatever.

Edit: 11/16/2019....
Below is spreadsheet I updated today that I'm using to map weapon slots for TFTC. This might also help explain the relationships of the slots and IFF/team opposites and how to activate them with mesh types and hardpoints. I have patcher.xml files done now that will make it easy to implement these. These also required editing the model.opts' hardpoints, mesh types, and sometimes transformation vectors (look, up, right) axis when using RotartyGunTurret meshes. Pics and video examples to follow.

TFTCLaserSlots.png

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Last edited by Bman on Sat Nov 16, 2019 4:45 am, edited 7 times in total.
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Driftwood
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Post by Driftwood » Sun Jan 20, 2019 12:20 am

I was actually looking at the possibility of creating non "laser" weapons and replacing the "extra"weapons. But it looks like even though the "extra" lasers duplicate certain opts, they are actually the superlasers and not extra at all?

Disappointing, but oh well.

Thanks for the explanations.

Do we know what the SatB opt slots are for ingame? 303, 302, 307 (later we know is safe to use).

Also, related to 307, how does the docktosmall hardpoint fire the yellow laser with the firedpray? Is it just MXvTed overwriting the assigned hardpoints, or is there something linking the hardpoints to the weapon opt that I'm not seeing?

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Post by Bman » Sun Jan 20, 2019 2:15 am

Sure, those aren't gospel just ideas. Those extra capital slots could be used for new non "laser" weapons since the newest patch allows creating various FG colors (up to 128) for any given slot and it's corresponding .opt file and things can be "stacked" to save slots. It all arbitrary. However, the default power/strength/speeds of the slots from 288 on up to 307 are different than the starfighter laser slots but are easily editable. I actually reduced the 288/289, 297, 301+... down so that the SuperLasers are the strongest behind DS-II laser.

Haven't experimented with this, but the slots before 280 and maybe even after 307 might be available but they are for odd/untested things like invisble self-destruct behaviors per notes I read in BHE editor. MXvTed is new to me. I"m not clear on SatB stuff. New to me too. Not sure about the doctTosmall hardpoint being used for Slave-I model since I haven't examined it yet. It was even odd to me that the InsideHangar and OutsideHangar hard points are needed on RotaryGunTurret meshes at least to get them to fire, as I found by experimenting. I'll try to post more stuff near future as time allows.
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Darksaber

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Post by Darksaber » Sun Jan 20, 2019 9:38 am

Satb.opt has nothing to do with it, it just happens to be on the first line of the Equipment0.lst the

first line SatB.opt = 0
Second line SatC.opt = 1
third line SatD.opt = 2 and so on

If you going to start editing learn to use BHE, it's more precise and you have better control over editing than in MXvTed

Slots 299, 300 and 307 have no specific opts allocated to them

Slot 299 and 307 and not enabled but slot 300 is enabled, why this slot is enabled, we don't know.
Slots 299 and 300 LST Location is 299 = 3002 and 300 = 5000, usually the Equipment0.lst = 1 and the Spacecraft0.lst = 0, why they have these numbers, we don't know.

The only slot out of these 3 I would use though is slot 307, the other two like I said need more investigation.

There doesn't seem to be a hardpoint allocated to slot 307, as Bman pointed out, he figured using the DockToSmall hardpoint by accident and experimentation and it seems to work, I since changed back the hardpoints on the slave 1 to Green lasers and using the weapons color and weapons sound hooks to select the yellow laser and sound.

I haven't tested this but slots 301 to 305 I would say are allocated for lasers, replacing them with missile type opts might just look wrong, fire too fast, other problem, but it needs to be tested.

For the moment since we have the weapons color hook I'm happy with what we have

If you want to experiment, go ahead, document your findings, Bman may be of help, he's done a fare bit of experimenting with the lasers.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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JeremyaFr
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Post by JeremyaFr » Sun Jan 20, 2019 1:12 pm

3002 corresponds to SPARKS.DAT.
5000 corresponds to CHAFF.DAT.

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Darksaber

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Post by Darksaber » Sun Jan 20, 2019 1:26 pm

Cheer Jeremy,

I guess that answers that question, slots 299 and 300 are out of bounds
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate

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Bman
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Post by Bman » Mon Jan 21, 2019 12:52 am

Nice find. Also the above slots are mapped to sound files and splash animation .dat files. Driftwood, I think slot 307 or the odd stuff after 307 or before 280 are the only things that might be available... if they are stable to use. What did you have in mind?
W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

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Driftwood
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Post by Driftwood » Mon Jan 21, 2019 2:27 am

Bman wrote:
Mon Jan 21, 2019 12:52 am
Nice find. Also the above slots are mapped to sound files and splash animation .dat files. Driftwood, I think slot 307 or the odd stuff after 307 or before 280 are the only things that might be available... if they are stable to use. What did you have in mind?
Check your PMs.

Bman
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Post by Bman » Sun Nov 17, 2019 4:40 am

Been perfecting this for over a year. Finally the new lasers pack for TFTC is pretty much complete, except the ion-cannon textures I have not started yet. I wanted something that looked closer to the movies or better and these can work with the XWAUPG/DSUCP laser textures but currently exclude them. I also have patcher.xml files that make all this easy to implement. More details later. So below is a link to the Rebel and Empire laser .mp4 videos of most (but not all) of the new FG textures. Some textures look great in-game for starfighters, others are for starships, stations, and miscellaneous. The later half or third of vidoes on each IFF side are meant for atmospheric missions, besides space. They also have a brighter white core (for Empire/First Order craft). Classic yellow core is for older Empire craft. I've also included various Clone Wars era blue lasers for both sides and magneta/purple lasers for third parties like Geonosians, pirates, Hutt, smugglers, and yellow lasers too. Last one is white laser for non-military craft such as some freighters or civilian transports etc. Forgot to mention, one of the Empire FG textures was created by Sedenion and I just added more yellow to his inner-core. All of the other textures were done 100% from scratch by me. There are about 27 different texture maps and the videos show each for about 5 seconds before changing to the next image.

Edit: This download link to videos expires in 6 days from 11/28/2019:

https://www.filemail.com/d/szvoaywhedrvcub OR https://fil.email/NnD4nKSW


The below sample images are in their native 32-bit color format as is. I also have a few people testing this with Blue_Max's project files and maybe someone else can with the ReShade Project files which can/will enhance these even more: :D

RebelLasersVideo.png
EmpireLasersVideo.png

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Last edited by Bman on Fri Nov 29, 2019 3:00 am, edited 1 time in total.
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Bman
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Post by Bman » Sun Nov 17, 2019 5:39 pm

Proof of concept. In-game video of Matt's Imperial Star Destroyer-I model with basic RotaryGunTurrets meshes added (recorded at 1680x1050 resolution). The second video shows the default bloom effects applied using Blue_Max's project files. :D

https://www.filemail.com/d/mzpezpiqvfnunnt OR https://fil.email/RS1OdWdk
Download link expires in 6 days from 11/28/2019.
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ISD-1 standard:
ISD-I.png
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ISD-1 with new bloom effects (Bloom.cfg unedited):
ISD-I BloomEffects.png
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In-game video of Matt's Imperial Star Destroyer-II model edited and with basic RotaryGunTurrets meshes added. The second video shows the default bloom effects applied using Blue_Max's project files. Moved ion-cannons to front nose of the ship.

https://www.fromsmash.com/Xv0PFYXBak-c0
Download link expires in 6 days from 11/28/2019.
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ISD-II standard:
ISD-II.png
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Last edited by Bman on Tue Dec 10, 2019 6:29 am, edited 1 time in total.
W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

Bman
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Post by Bman » Fri Nov 29, 2019 4:15 am

ISD-II with new bloom effects (Bloom.cfg unedited):
ISD-II BloomEffects.png
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Last edited by Bman on Tue Dec 10, 2019 6:30 am, edited 1 time in total.
W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

Bman
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Post by Bman » Fri Nov 29, 2019 4:48 am

In-game video of the Clone Wars Acclamator with basic Quad RotaryGunTurrets meshes added (recorded at 1680x1050 resolution). The second video shows the default bloom effects applied using Blue_Max's project files:

https://www.fromsmash.com/ohN4ohZKIy-c0
Download link expires in 6 days from 11/28/2019.

Acclamator with new bloom effects (Bloom.cfg unedited):
Acclamator BloomEffects.png
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W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

Bman
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Post by Bman » Tue Dec 31, 2019 5:58 am

Using bloom effects, in-game test videos of . . .
1) "Before" and "after" editing the Alliance Quasar Carrier rotary turrets.
2) "Before" and "after" fixing the Imperial Arquitens' rotary turrets.
3) "Before" and "after" adding rotary turrets to Rebel Assault Frigate Mk-I

Video download link expires in 6 days:
https://www.filemail.com/d/pwqkupnwyfejjxu OR https://fil.email/Jtgt9B8H
Enjoy.

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AllianceQuasar.png
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Arquitens.png
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AssaultFrigate2.png
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Last edited by Bman on Tue Dec 31, 2019 6:01 am, edited 1 time in total.
W-I-P: ISD-II, XQ-1 Platform1, (Imp) Escort Carrier, Misc, & TFTC.

Bman
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Post by Bman » Tue Dec 31, 2019 5:59 am

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AssaultFrigate.png
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Bman
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Post by Bman » Mon Feb 17, 2020 6:12 am

Using tweaked bloom effects, in-game test videos of . . .
Lambda Shuttle - using all 8 front laser barrels on Imperial IFF side then Rebel IFF side. Currently unable to get them to link together and laser bars do not show up in the cockpit. Perhaps the Dynamic Cockpit project might be a work around to fix this. There is also a bug/conflict at the moment when pressing the "G" key (gunner well view) which the game sometimes crashes to desktop while testing in Skirmish mode.

In-game video comparisons download link (expires in 6 days):
https://www.filemail.com/d/nueysmixrhzqrbj OR https://fil.email/Qz8GplpB
Enjoy.
Imperial IFF side
ImpShuttle.png
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Rebel IFF side (rear gunner well view)
RebShuttle2.png
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