Author Topic: Damage Problem with some Ships  (Read 827 times)

Offline Jack.

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Damage Problem with some Ships
« on: August 02, 2010, 05:06:58 PM »
Hello,
i have some Problems with the Damage-Efffects on some of my Ships. It messed up the Effect on already on low damaged Hulls.
On my last Ship, a Klingon Acadamy Model (modified  "SUVWI'QEH" Class) the Damage at ~20% Hulldamage looks like
this....

The Model without Damage...

I think its a Problem with Damageresolution, but i am not sure. I played with the values in the Prop. File and it had not the Effect
that i need. Maybe someone here has a tip for me.

Code: [Select]
import App
import Multiplayer.SpeciesToShip

def GetShipStats():
kShipStats = {
"FilenameHigh": "data/Models/Ships/D8/D8.NIF",
"FilenameMed": "data/Models/Ships/D8/D8.NIF",
"FilenameLow": "data/Models/Ships/D8/D8.NIF",
"Name": "D8",
"HardpointFile": "D8",
"Species": Multiplayer.SpeciesToShip.BIRDOFPREY
}
return kShipStats

def LoadModel(bPreLoad = 0):
pStats = GetShipStats()

# Create the LOD info
if (not App.g_kLODModelManager.Contains(pStats["Name"])):
# Params are: File Name, PickLeafSize, SwitchOut Distance,
# Surface Damage Res, Internal Damage Res, Burn Value, Hole Value,
# Search String for Glow, Search string for Specular, Suffix for specular
pLODModel = App.g_kLODModelManager.Create(pStats["Name"])
pLODModel.AddLOD(pStats["FilenameHigh"], 10, 200.0, 15.0, 15.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameMed"],  10, 400.0, 15.0, 15.0, 400, 900, "_glow", None, None)
pLODModel.AddLOD(pStats["FilenameLow"],  10, 800.0, 15.0, 30.0, 400, 900, "_glow", None, None)

# kDebugObj = App.CPyDebug()
if (bPreLoad == 0):
pLODModel.Load()
# kDebugObj.Print("Loading " + pStats["Name"] + "\n")
else:
pLODModel.LoadIncremental()
# kDebugObj.Print("Queueing " + pStats["Name"] + " for pre-loading\n")

def PreLoadModel():
LoadModel(1)


I speak "germish"... ;-)  Be patient with me... :-)

Offline Nebula

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Re: Damage Problem with some Ships
« Reply #1 on: August 02, 2010, 05:21:38 PM »
ever try deleting the vox nif?
Canon is what people argue exists on ships that don't exist.

Offline Jack.

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Re: Damage Problem with some Ships
« Reply #2 on: August 03, 2010, 03:50:20 AM »
Yes, i have already deleted  this file.  But i can try it again. It seems to be a sporadically problem. After i have wrote this post i played it again without any Problems  :hithead: On  other Models (Kitbashed Klingon D5 and Kingstonwall Model etc  )have i this effects too.
It is possible that the NanoFX as Part of the KM Mod made this strange Effects?
I speak "germish"... ;-)  Be patient with me... :-)

Offline moed

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Re: Damage Problem with some Ships
« Reply #3 on: August 03, 2010, 04:20:01 AM »
Along the same subject, anybody ever notice that Dr McCoy's Refit Connie Pack v2 when a ship is destroyed - that the blinkers keep blinking even though there's nothing left of the ship!

Offline teleguy

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Re: Damage Problem with some Ships
« Reply #4 on: August 03, 2010, 06:07:09 AM »
It's the same for every ship that has blinkers.

Offline Nebula

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Re: Damage Problem with some Ships
« Reply #5 on: August 03, 2010, 09:04:03 AM »
when you have ships that damage oddly the first step is to always delete the vox nif... before you even think about messing with py files.

about blinkers that's a common error of nanofx 2.0.... though I think Mleo released a patch for that a long time ago...
Canon is what people argue exists on ships that don't exist.

Offline teleguy

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Re: Damage Problem with some Ships
« Reply #6 on: August 03, 2010, 11:05:35 AM »
Except that the patch causes even more problems.

Offline King Class Scout

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Re: Damage Problem with some Ships
« Reply #7 on: August 03, 2010, 11:11:55 AM »
a quick note on the Kingston Wall from a TOS collector, the hardpoint's got some goofs in it.  watch as it warps, it uses the Romulan shipdef by mistake, and there's some minor goofs otherwise.

as for strange damage, I've learned to live with it.  most aren't that bad.

a little tip:  there's a "bat" (batch) file in the KM 1.0 download (if you have any of the others, look for it) that will clean all the VOX files out of your install and reset everything to default.
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Offline Kirk

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Re: Damage Problem with some Ships
« Reply #8 on: August 03, 2010, 11:28:09 AM »
Except that the patch causes even more problems.
No that's the one released by someone else. (The name escapes me at the moment.)

Offline Nebula

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Re: Damage Problem with some Ships
« Reply #9 on: August 03, 2010, 11:48:05 AM »
Except that the patch causes even more problems.

yeah that's not MLeo's patch
Canon is what people argue exists on ships that don't exist.

Offline teleguy

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Re: Damage Problem with some Ships
« Reply #10 on: August 03, 2010, 12:09:37 PM »
Nope, it's this one. I checked the comments to be sure.

http://bridgecommander.filefront.com/file/NanoFX2b_Fixes;48729

Offline AdmiralKathryn

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Re: Damage Problem with some Ships
« Reply #11 on: August 03, 2010, 12:18:35 PM »
I'm not a modeller at all but from what I've read in past threads dealing with this issue, isn't it possible its to do with grouping in the models themselves? i.e. there's an explaination in the DQ pack thread regarding their new and the old released Time Ship.

Offline Jack.

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Re: Damage Problem with some Ships
« Reply #12 on: August 03, 2010, 02:25:20 PM »
Ok i think i have fixed it by taking a new Propfile and deleting the old vox File. I had deleted the file before. It seems to work now. Thanks to all for helping.    :thumbsup:
I speak "germish"... ;-)  Be patient with me... :-)