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Weapon slots

Posted: Sat Jan 19, 2019 8:06 pm
by Driftwood
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?

Re: Weapon slots

Posted: Sat Jan 19, 2019 8:32 pm
by JeremyaFr
Hello,
If it can help, here are the stats of the weapons:
xwa_weapons_stats.PNG

Re: Weapon slots

Posted: Sat Jan 19, 2019 8:51 pm
by Darksaber
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.

Re: Weapon slots

Posted: Sun Jan 20, 2019 12:13 am
by Bman
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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Re: Weapon slots

Posted: Sun Jan 20, 2019 12:20 am
by Driftwood
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?

Re: Weapon slots

Posted: Sun Jan 20, 2019 2:15 am
by Bman
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.

Re: Weapon slots

Posted: Sun Jan 20, 2019 9:38 am
by Darksaber
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.

Re: Weapon slots

Posted: Sun Jan 20, 2019 1:12 pm
by JeremyaFr
3002 corresponds to SPARKS.DAT.
5000 corresponds to CHAFF.DAT.

Re: Weapon slots

Posted: Sun Jan 20, 2019 1:26 pm
by Darksaber
Cheer Jeremy,

I guess that answers that question, slots 299 and 300 are out of bounds

Re: Weapon slots

Posted: Mon Jan 21, 2019 12:52 am
by Bman
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?

Re: Weapon slots

Posted: Mon Jan 21, 2019 2:27 am
by Driftwood
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.

Re: Weapon slots

Posted: Sun Nov 17, 2019 4:40 am
by Bman
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Re: Weapon slots

Posted: Sun Nov 17, 2019 5:39 pm
by Bman
ISD-I WIP

Re: Weapon slots

Posted: Fri Nov 29, 2019 4:15 am
by Bman
ISD-II WIP

Re: Weapon slots

Posted: Fri Nov 29, 2019 4:48 am
by Bman
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:

(updating)

Acclamator with new bloom effects (Bloom.cfg unedited):
Acclamator BloomEffects.png
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Re: Weapon slots

Posted: Tue Dec 31, 2019 5:58 am
by Bman
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

(Updating)

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AllianceQuasar.png
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Arquitens.png
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AssaultFrigate2.png
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Re: Weapon slots

Posted: Tue Dec 31, 2019 5:59 am
by Bman
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AssaultFrigate.png

Re: Weapon slots

Posted: Mon Feb 17, 2020 6:12 am
by Bman
Using tweaked bloom effects, in-game test videos of . . .
Lambda Shuttle - using all 8 front laser barrels, each fires one at a time. Imperial IFF side video then Rebel IFF side video. Downside is when more than 4 laser hardpoints are used i.e. "EmpireLaser"=slot 282 or "RebelLaser"=slot 280, they won't link together and laser power bars do not show up in the cockpit, unless a hook can get around this. Perhaps the Dynamic Cockpit project might be another solution to fix this. When using "G" key for rear Gunnerwell P.O.V., the RotaryGunTurret mesh must be placed "after" or "below" the RotaryBeamSystem mesh index order. This is easily fixed using XwaOptEditor.

(updating videos)

Imperial IFF side
ImpShuttle.png
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Rebel IFF side (rear gunner well view)
RebShuttle2.png
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Re: Weapon slots

Posted: Mon Mar 09, 2020 8:08 am
by Bman
Using tweaked bloom effects only, (without SSAO for now) here are two in-game test videos of the current Escort Shuttle model--enhanced. About two minutes recorded at 1680x1050 resolution. One video shows flying as Imperial craft. Second video shows flying as pirate faction with yellow lasers. Using copies of the current ShuttleGunner.opt and ShuttleCockpit.opt files and renamed them. The rear turrets now work for the base model that the A.I. uses and with slower firing speed to be more playable. The "G" key gunnerwell P.O.V. is also shown.
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EscortShuttle3.png
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Enjoy

Re: Weapon slots

Posted: Mon Mar 23, 2020 12:06 am
by Bman
Short in-game videos of some of the various CR90 Corvette models with turret offsets rebalanced for TFTC. The default Corvette2 and Corvette2FarStar were filmed with and without using SSAO.cfg file. Other models using SSAO.cfg. Total of 5 videos uploaded as .avi and .mp4 file formats.
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Default CR90 Corvette:
VideoCorvette2.png
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VideoCorvette2_SSAO.png
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"FarStar" Corvette:
VideoCorvette2FarStar.png
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Re: Weapon slots

Posted: Mon Mar 23, 2020 12:07 am
by Bman
"Freedom" Corvette:
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VideoCorvette2Freedom_SSAO.png
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Corvette2 "Standard":
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VideoCorvette2Standard_SSAO.png
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