Nexus Skirmisher
Nexus Modding => Game Assets => Topic started by: Blazar on March 10, 2011, 19:32:02
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Hi, after finishing the game i urge for more.
I have started with making new models in a 3D program, but it will take some time before mastering that.
So i want to start with the models you guy's have already made.
I've read the Nexus modding manual, the nexus mod site and this site to get up to speed with the internals of modding nexus.
I want to use this http://www.dogsquad.co.uk/nexus/nexusmod.htm (http://www.dogsquad.co.uk/nexus/nexusmod.htm)
Question:
1.What exactly is the sequence of editing the texts/tactics/tacticstypes.ini.
Do i have to go use the mod_tools/docs/Nexus tactict.xls file?
Or do i have to edit it directly in the tacticstypes.ini in the universe map?
And do i then have to change every item of the ship class.
2. For now i only want to try the models out in single missions.
And wanted to use the Nexus Skirmisher for that,
but there aren't meshes directory or textures/meshes directory.
So i guess that i have to put the files in the main nexus folder
or a mod if i wanted to use the Nexus Skirmisher.
3. In what way could the tacticsTool 2.2 help me with all this?
And do i have to use the mission editor for using the new ships?
4. When i want to use for eg the Hellstorm Hauler i can't find the corresponding
.TEX file in the textures (.TEX files) (10MB). Am i missing something here?
Finally
5. Did someone already done editing the texts/tactics/tacticstypes.ini
so i could only copy / paste?
Thanks ;)
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Basically what your asking is how you make a mod from what I can see? Messing with the normal game isn't recommended, so you'd want to make your own mod. If your just looking for one that's already done, and want to learn from it then pick up any of the mods on MODDB.
http://www.moddb.com/games/nexus-the-jupiter-incident/mods (http://www.moddb.com/games/nexus-the-jupiter-incident/mods)
If you go the route of making your own mod, heres some useful stuff.
These will give you a start with the tacticstypes.ini,
http://nexusthegame.net/wiki/Shields (http://nexusthegame.net/wiki/Shields)
http://nexusthegame.net/wiki/Weapons (http://nexusthegame.net/wiki/Weapons)
http://nexusthegame.net/wiki/Engines (http://nexusthegame.net/wiki/Engines)
http://nexusthegame.net/wiki/Supports (http://nexusthegame.net/wiki/Supports)
http://nexusthegame.net/wiki/Shipclasses (http://nexusthegame.net/wiki/Shipclasses)
http://nexusthegame.net/wiki/Shiptypes (http://nexusthegame.net/wiki/Shiptypes)
I also recommend this tutorial for getting a basic mod going,
http://www.moddb.com/mods/nexusthe-aurora-affair/downloads/nexustji-basics-tutorial2 (http://www.moddb.com/mods/nexusthe-aurora-affair/downloads/nexustji-basics-tutorial2)
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Thanks,
Yes it is also the purpose of making a mod but only at a later stage, when i have learned the basics.
I thought that i could just use these ships easily. I guess i was wrong.
I have already downloaded the mod tools and a mod to see how it's organised. The Grunt Invasion v1.0 mod.
And i am frequently on the MODDB site as well.
So it isn't simply, to put one of these ship's somewhere and then go?
Many thanks for the links. :)
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You can indeed use the Nexus skirmisher to try out those new models.
Go to the folder \mods\NEXUS Skirmisher SP Settings
There, create a folder named "meshes" and an other one called "textures".
I'll use as an example the kissaki destroyer.
So, lets say we download that file, "kissaki_destroyer.msh". Put that one in the folder named "meshes" you just created (if you want to keep things tidy you can make a subfolder and put it there, it makes no difference). Now, download the texture bundle from the dogsquad site. Before decompressing it, create an other folder named "meshes", but this time not inside the main "NEXUS Skirmisher SP Settings" but the "NEXUS Skirmisher SP Settings\textures" one.
There, decompress the .rar and place all the .tex files.
Ok, so now you've placed the raw models. Now it's time to add them to the base game. In this case the tactics tool can be useful for you.
Go to the folder "NEXUS Skirmisher SP Settings\universe\tactics" and open the file named tacticstype.ini.
You now have to make a "SHIPCLASS" and "SHIPTYPE" entry for the new ship. A shipclass is the entry used for each model of a ship in the game, and a shiptype stands for the configuration of that ship, so for example you can have multiple shiptypes for one shipclass (take for example the Noah battleship: it's class is named "cls_Battleship", but there are a lot of shiptypes that use that shipclass, the "styp_ep2_Athen_Battleship", "styp_ep2_Rome_Battleship", etc. Are all Noah battleship class ships).
For now we're gonna limit ourselves to just copy an existant class and edit some minor details, but if you want more info you can find a very complete and detailed guide (http://www.moddb.com/groups/the-nexii/forum/thread/secrets-of-the-tacticstypesini) about the tacticstype.ini.
First part: Shipclass.
Go to the SHIPCLASS 43 in the tacticstype.ini you've just opened, it should display this:
SHIPCLASS 43
Name "cls_old_KSK_Kensai"
Mesh "earth\old\kissaki"
Serial "KSK CV.%03u"
GUIIcon "icons\tac_old_ksk_kensai"
Efx 5 1
ImpactEfx 1 0.6
FinalEfx 2 0.6
ChannelEfx 3 1
FinalTime 8
Civilization 1
Velocity 150
RotVelFact 250
RangeBehav 2 1
Behaviour 0
TargetType 22
SupportOutput 25
SupportIn 20
Armor 5
DevArmor 5
WeapCntFact 1
HPmax 4500
DeviceRepairHP 16
DetectBase 100
Security 4
Slots 31/35 31 31/32 31/32 39 ;
Slots 51/52 53 ;
Slots 61/63 61 61 61/67 66 66 ;
Slots 71/72 ;
Carrier 10
MaxCarried 4
Available
SHIPCLASS
Now, copy all that and paste it below, so that you have two of those entries.
As I've said, I won't be explaining here what every atribute does but the two first, "name" and "mesh".
The name is the identifier the tactistype.ini will use to link the shipclasses to the shiptypes and it has to be unique.
So, the first thing you have to do is change the name of the entry you've just created. The second part is the "mesh" atribute. This is a string with a relative path to the ship's model. in our case it would simply be "kissaki_destroyer" (or "<subfoulder you created>\kissaki_destroyer"). Change one of the entries so that it looks like this:
SHIPCLASS 43
Name "cls_old_KSK_destroyer"
Mesh "kissaki_destroyer"
Serial "KSK CV.%03u"
GUIIcon "icons\tac_old_ksk_kensai"
Efx 5 1
ImpactEfx 1 0.6
FinalEfx 2 0.6
ChannelEfx 3 1
FinalTime 8
Civilization 1
Velocity 150
RotVelFact 250
RangeBehav 2 1
Behaviour 0
TargetType 22
SupportOutput 25
SupportIn 20
Armor 5
DevArmor 5
WeapCntFact 1
HPmax 4500
DeviceRepairHP 16
DetectBase 100
Security 4
Slots 31/35 31 31/32 31/32 39 ;
Slots 51/52 53 ;
Slots 61/63 61 61 61/67 66 66 ;
Slots 71/72 ;
Carrier 10
MaxCarried 4
Available
SHIPCLASS
And done! Now it's time to add a shiptype. The process is analog. Lets search, for instance, the SHIPTYPE 65:
SHIPTYPE 65
Name "styp_ep1_Kissaki_frigate"
Class #cls_old_KSK_Frigate
Devices #weap_oliLaser #weap_oliLaser #weap_oMassDrv #weap_oMassDrv #weap_oFlak #weap_oFighter ;
Devices #eng_bChemEng #eng_secChemEng ;
Devices #supp_boWGen #supp_oSGen #supp_ores #supp_ores #supp_osensor #supp_osEcm ;
SHIPTYPE
And add a new one modifying the name and "class" attribute, like this, for example:
SHIPTYPE 65
Name "styp_Kissaki_destroyer"
Class #cls_old_KSK_destroyer //has to be the same name that our shipclass
Devices #weap_oliLaser #weap_oliLaser #weap_oMassDrv #weap_oMassDrv #weap_oFlak #weap_oFighter ;
Devices #eng_bChemEng #eng_secChemEng ;
Devices #supp_boWGen #supp_oSGen #supp_ores #supp_ores #supp_osensor #supp_osEcm ;
SHIPTYPE
And done!
You may've noticed that the new shipclass and shiptype have the same number as an other shipclass/shiptype, and that's not ok. However, that's where the tactics tool comes in.
Open it up, select your tacticstype.ini file with the "select file" option, then under the "tags" category un-click the one that says "DEVICETYPE" and select the "re-organize the file" option. it should end up looking like this:
(http://dl.dropbox.com/u/7665328/Untitled.jpg)
Click on Run, skip the warning and done. All that is left is to replace the old tacticstype.ini with the one generated by the tool. You can now select your new ship from the skirmisher
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Wow, Mularac. Great tutorial about my question. This is exactly what i meant.
And it works perfectly! ;D
There was one thing though:
there was no tactics folder in the NEXUS Skirmisher SP Settings\universe\.
So i copied the tactics folder from NEXUS Skirmisher but the tacticstype.ini file was different from your example.
So i copied tacticstype.ini from the main Nexus folder.
The rest went smooth.
Furthermore now there occurs a strange bug during a skirmish.
Just before a ship gets destroyed the Angelwing murges with it. Some times 2 Angelwings in a cross.
And sometimes the Angelwing just pops up out of nowhere. ???
But nonetheless it's an awesome little mod.
Many thanks dude!!! ;)
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Furthermore now there occurs a strange bug during a skirmish.
Just before a ship gets destroyed the Angelwing murges with it. Some times 2 Angelwings in a cross.
And sometimes the Angelwing just pops up out of nowhere. ???
Those are probably Angelwing-sized escape pods using the wrong shipclass ;)
Mularacs tacticstypes tool changes the numbers of the shipclasses and reorganizes them - so a number identifying an escape pod shipclass now points to the Angelwing class. To fix this, you could copy Nexus standard universe\tactics\races.ini file to the mods\NEXUS Skirmisher SP Settings\universe\tactics folder and delete (or comment out) all "TransportClasses" lines. This'll get rid of the escape pods altogether.
I actually have a prepared races.ini here for you to copy: ;)
////////////////////////////////////////////////////////////////////////////////
/////// 0 - Player
CIVILIZATION 0
Name "civ_Player"
CIVILIZATION
////// Player
RACE 0
Name "race_Player" //player
Civilization 0
GUIColor 0.57 0.64 0.72 1
RACE
RACETACTICS 0
// TransportClasses 26 ;
RACETACTICS
RACEAI 0
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 1 - Human
CIVILIZATION 1
Name "civ_Human"
CIVILIZATION
////// Human A
RACE 1
Name "race_SpaceTech"
Civilization 1
GUIColor 0.4 0.4 0.7 1
RACE
RACETACTICS 1
// TransportClasses 59 ;
RACETACTICS
RACEAI 1
RACEAI
////// Human B
RACE 2
Name "race_OSEC"
Civilization 1
GUIColor 0.4 0.7 0.4 1
RACE
RACETACTICS 2
// TransportClasses 59 ;
RACETACTICS
RACEAI 2
RACEAI
////// Human C
RACE 3
Name "race_OrbInv"
Civilization 1
GUIColor 0.4 0.7 0.7 1
RACE
RACETACTICS 3
// TransportClasses 59 ;
RACETACTICS
RACEAI 3
RACEAI
////// Human D
RACE 4
Name "race_AeroSpace"
Civilization 1
GUIColor 0.7 0.4 0.7 1
RACE
RACETACTICS 4
// TransportClasses 59 ;
RACETACTICS
RACEAI 4
RACEAI
////// Human E
RACE 5
Name "race_Human_E"
Civilization 1
GUIColor 0.57 0.64 0.72 1
RACE
RACETACTICS 5
// TransportClasses 26 ;
RACETACTICS
RACEAI 5
RACEAI
////// Human F
RACE 6
Name "race_Kissaki"
Civilization 1
GUIColor 0.7 0.7 0.4 1
RACE
RACETACTICS 6
// TransportClasses 59 ;
RACETACTICS
RACEAI 6
RACEAI
////// Human G
RACE 7
Name "race_ISA"
Civilization 1
GUIColor 0.7 0.7 0.6 1
RACE
RACETACTICS 7
// TransportClasses 59 ;
RACETACTICS
RACEAI 7
RACEAI
////// Human H
RACE 8
Name "race_old_human"
Civilization 1
GUIColor 0.7 0.7 0.6 1
RACE
RACETACTICS 8
// TransportClasses 59 ;
RACETACTICS
RACEAI 8
RACEAI
////// Human I
RACE 9
Name "race_controlled_human"
Civilization 1
GUIColor 0.7 0.7 0.6 1
RACE
RACETACTICS 9
// TransportClasses 26 ;
RACETACTICS
RACEAI 9
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 2 - Raptor
CIVILIZATION 2
Name "civ_Raptor"
EffectColor 1 1 1 0.8
EffectColorB 1 0 0 0.8
TheoryId 2
CIVILIZATION
///// Raptor A
RACE 10
Name "race_Raptor"
Civilization 2
GUIColor 0.8 0.2 0.2 1
RACE
RACETACTICS 10
RACETACTICS
RACEAI 10
RACEAI
///// Raptor B
RACE 11
Name "race_Raptor_B"
Civilization 2
GUIColor 0.8 0.2 0.2 1
RACE
RACETACTICS 11
RACETACTICS
RACEAI 11
RACEAI
///// Raptor C
RACE 12
Name "race_Raptor_C"
Civilization 2
GUIColor 0.8 0.2 0.2 1
RACE
RACETACTICS 12
RACETACTICS
RACEAI 12
RACEAI
///// Raptor D
RACE 13
Name "race_Raptor_D"
Civilization 2
GUIColor 0.8 0.2 0.2 1
RACE
RACETACTICS 13
RACETACTICS
RACEAI 13
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 3 - Gorg
CIVILIZATION 3
Name "civ_Gorg"
EffectColor 0.8 1 0.8 0.6
EffectColorB 0 1 0 0.6
TheoryId 3
CIVILIZATION
///// Gorg A
RACE 15
Name "race_Gorg"
Civilization 3
GUIColor 0.75 0.47 0.125 1
RACE
RACETACTICS 15
// TransportClasses 71 ;
RACETACTICS
RACEAI 15
RACEAI
///// Gorg B
RACE 16
Name "race_Gorg_B"
Civilization 3
GUIColor 0.3 0.7 0.5 1
RACE
RACETACTICS 16
// TransportClasses 71 ;
RACETACTICS
RACEAI 16
RACEAI
///// Gorg C
RACE 17
Name "race_Gorg_C"
Civilization 3
GUIColor 0.5 0.7 0.2 1
RACE
RACETACTICS 17
// TransportClasses 71 ;
RACETACTICS
RACEAI 17
RACEAI
///// Gorg D
RACE 18
Name "race_Gorg_D"
Civilization 3
GUIColor 0.0 0.7 0.5 1
RACE
RACETACTICS 18
// TransportClasses 71 ;
RACETACTICS
RACEAI 18
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 4 - Locust
CIVILIZATION 4
Name "civ_Locust"
TheoryId 4
CIVILIZATION
///// Locust
RACE 20
Name "race_Locust"
Civilization 4
GUIColor 0 0.6 0.4 1
RACE
RACETACTICS 20
RACETACTICS
RACEAI 20
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 5 - Mechanoid
CIVILIZATION 5
Name "civ_Mechanoid"
TheoryId 5
CIVILIZATION
///// Mechanoid
RACE 25
Name "race_Mechanoid"
Civilization 5
GUIColor 0.6 0.6 0.7 1
RACE
RACETACTICS 25
RACETACTICS
RACEAI 25
RACEAI
RACE 26
Name "race_Mechanoid_ufo"
Civilization 5
GUIColor 0.6 0.6 0.7 1
RACE
RACETACTICS 26
RACETACTICS
RACEAI 26
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 6 - Vardrag
CIVILIZATION 6
Name "civ_Vardrag"
EffectColor 1 1 0.5 0.9
EffectColorB 1 1 0 0.6
TheoryId 6
CIVILIZATION
///// Vardrag
RACE 30
Name "race_Vardrag"
Civilization 6
GUIColor 0.7 0.7 0.2 1
RACE
RACETACTICS 30
// TransportClasses 214 ;
RACETACTICS
RACEAI 30
RACEAI
RACE 31
Name "race_Vardrag_M"
Civilization 6
GUIColor 0.7 0.7 0.2 1
RACE
RACETACTICS 31
// TransportClasses 214 ;
RACETACTICS
RACEAI 31
RACEAI
RACE 32
Name "race_Vardrag_M2"
Civilization 6
GUIColor 0.7 0.7 0.2 1
RACE
RACETACTICS 32
// TransportClasses 214 ;
RACETACTICS
RACEAI 32
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 7 - Ghost
CIVILIZATION 7
Name "civ_Ghost"
EffectColor 0.8 0.8 1 0.8
EffectColorB 0 0 1 0.8
TheoryId 7
CIVILIZATION
///// Ghost
RACE 35
Name "race_Ghost"
Civilization 7
GUIColor 0.3 0.4 0.6 1
RACE
RACETACTICS 35
RACETACTICS
RACEAI 35
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// 8 - White
CIVILIZATION 8
Name "civ_White"
EffectColor 0.8 0.8 1 0.8
EffectColorB 0 0 1 0.8
TheoryId 8
CIVILIZATION
///// White
RACE 40
Name "race_White"
Civilization 8
GUIColor 0.3 0.4 0.6 1
RACE
RACETACTICS 40
RACETACTICS
RACEAI 40
RACEAI
///// White, controlled
RACE 41
Name "race_White_M"
Civilization 8
GUIColor 0.3 0.4 0.6 1
RACE
RACETACTICS 41
RACETACTICS
RACEAI 41
RACEAI
////////////////////////////////////////////////////////////////////////////////
/////// race relations
RELATIONS
Rel #race_Player #race_Raptor #UREL_ENEMY
Rel #race_Player #race_Human_E #UREL_FRIEND
Rel #race_Player #race_Gorg #UREL_ENEMY
END
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Oh yeah, I skipped that one. Thanks arparso. I think I ought to add yet more functionality to my little tool.
And I apologize about the tatics folder, I've forgotten that I've already copied it for some bug hunting and when I saw it there I assumed that it was from the stock NEXUS Skirmisher... my bad :P
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Arparso, the adjustments works. No Angelwinging anymore. Haha was realy weird to see :o
Thanks for the fix.
Mularac, no apologies necessary. You've helped me a lot already. ;)
Many thanks.
Now i can enjoy the different models in Skirmish.
Meanwhile i am also busy understanding 3D graphic moddeling, uv-mapping, texturing etc (i want to make my own models, later maybe mod or supporting others).
Awesome
Laters.
:)