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I checked, and did not find any such behavior.
However, for some weapons, the turret design is defined on the component side, and it may overwrite the turret appearance on the section side, so perhaps that is related?
(Weapons such as the Null Void Ray Cannon and Event Disintegration Cannon)
You can move them by rewriting the "fits_on_slot =" statement inside section_templates.
The number of sections varies depending on the ship type, so please check the ship type definition in ship_sizes.
section_templates defines the ship sections.
component_slot_templates defines the turrets (large_turret, etc.) in the ship section.
They are divided according to armament size, with "invisible_" turrets being invisible and "_fixed" turrets being fixed forward and invisible.
You can define a dedicated turret by creating a template that directly specifies the entity, but you first need a separate entity for the turret so you don't need to worry about it for now.
If you want to increase the number of sections, you can do so by duplicating this area, changing the key, and changing the "entity = "PEDF_saratoga_entity"" part to a different entity.
ship_section_template = {
key = "PEDF_DESTROYER_saratoga2"
ship_size = destroyer
fits_on_slot = bow
should_draw_components = yes
entity = "PEDF_saratoga_entity"
icon = "GFX_ship_part_core_bow"
so far I have managed to make a vanilla ship but I haven't figured out the code to use a model from another shipset. the ship that I am trying to get appear is the gazanti from the star wars 4.0 empire nsc3 shipset mod.
Do you mean you rewrote the file path of the ship set mesh in the .asset file?
In that case, the appearance will change for that ship set, but you will not be able to use the appearance of another ship set.
If you want to add a completely independent appearance, you will need to define a separate section that is unlocked with a special technology and apply it to that. (Like the additional sections in SDE)
Since the NSC code is an extension of the vanilla ship code, if you directly reference the entity in "gfx/models/ships/xxxxx_01/yyyyy.asset" in the appearance of the section you are adding, you do not need the NSC code.
We have confirmed that adding ships via ruler traits works properly in the current version, but we have found that if the ship set settings are still outdated, the ship set will not work.
If you want to change a normal ship set to a section that can be used independently like this mod's sections, you will first need to create a new section setting with the appearance of the ships in the ship set.
If you want to make it locally, try using a structure such as Organic Mechanical Shipset as a reference.
It seems that Star Trek ship set mods already exist, so why not try modifying that mod locally to create your own?
For simple NSC compatibility, the NvO section of [JP_EN] Ship Decorative Equipment may be a good reference.
当該modの作者とはmod制作で協力関係にないので、それは不可能です。
システム上、双方のmodを同時に使用してもセクションの併存は可能なはずですのでそのようにご利用ください。
That patch is currently no longer available. (I am not the author.)
Internally, the sections have been made compatible, but operation has not been confirmed with the current NSC3.
With the update that happened, the shipset of the nsc is now broken as in the choices are just invisible ships
Here are a bunch of models you can add to the roaster.