A Babylon 5 Mod for the Final Frontier Mod

Hi all, sorry i haven't been able to post for a while my hard drive packed up. I'm back up and running now and am in the process of reinstalling all games and Mods i had.

@Premier
Do you have any updated files that you can upload here for me to incorporate into the mod?
 
Hi PsiCorps!

The only file i have to add to the mod is the one attached it this post Link

What do you think of the HomeWorld2 ship suggestions I made?

The rest of the work a have been doing is experimental stuff, so I have nothing else to upload.

Also, do you have any comment on the following topics?

Spoiler :

"Ranged Attack Mode":

Code:
<iAirRange>2</iAirRange>                //Ranged attack ... range :)
<iCombat>26</iCombat>                   //Units normal strenght
<iCombatLimit>85</iCombatLimit>         //Maximum damage to deal (can't hurt beyond this point)
<iAirCombat>50</iAirCombat>             //maximum % of iCombat to be dealt (???)
<iAirCombatLimit>100</iAirCombatLimit>  //100 == can kill
The comments are what I believe the tags do (some I'm certain, some I'm not)

We could also consider collateral damage:
Code:
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>

Spoiler :

A ship naming convention:

[Race Prefix] + [Ship class name] + [Class type]
EA Omega Destroyer
 
I like both of the ideas presented above, unfortunately the Homeworld ship suggestions in the earlier post don't show me anything when i click on them so i can't comment on them. I'm still putting all the software back onto my PC at the moment so i'm still not going to be able to do any meaningful work on the mod in the near future, but hopefully i will find some time to catch up on where i got to.
 
Hi all
No updates at the moment, i've only just managed to get Civ reinstalled and working properly on my system. I have looked at your suggestions Premier and they look pretty good to me. I have received instructions from Phaedris about how to extract the models from the Homeworld B5 mods but i lack the software and time to do this, any volunteers?
 
Hi all!,

Good to see you have your comp up and running PsiCorps!

About the HW B5 models, what software is needed to do this?, do the models need some sort of convertion?

And what about the HW2 models I didn't have any suggestion for?
 
Here is a copy of what Phaedris sent me, besides these instructions you will also need to download the Babylon 5 Homeworld 2 Mods, there are 3 of them. I don't know if there is any other specialist software you need other something to convert them to Nifs. I'm sure there are tutorials for this but time isn't on my side to enable me to look for them.

This site shows you how to extract the models from Homeworld.
It's a site about how to convert the Homeworld model's into paper ones but it has all the tools and instructions for extracting and converting Homeworld ships.
Homeworld
Homeworld2

After that it is just a matter of importing them into a .nif
I think that about all you need but if you have any questions just ask.
Good luck with this.
 
Hi all!,

Sorry for not replying, I have been busy. Unfortunately I also do not posses the required software/know how, so in the mean time, I'll seek to do the renaming stuff and adding the HW2 ships.

Should I manage to get my hands around the software I'll give it a try, but no guarantees.
 
Thanks for the update Premier, RL has taken a turn for the worse and i find i cannot devote as much time to this as i would like. I'm not sure when i'll be able to get anything done but i will keep an eye on the forum to see if there is anything i can help with(time permitting).
 
Hi all!,

I finally got some time to do a little modding. Here are the new TEXT files, these will rename almost every unit to reflect the race to wich such unit belongs to. (is this sentence well written?)

Next thing on the to do list is to add the HW2 ships.

Download: View attachment FF B5 text entries.zip

:salute:
 
Hello!,

Well, here are some of the HomeWorld2 ships, use to flavor B5 while we manage to get some more accurate models.

EA Olympus:
Spoiler :

Art:
Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_EA_OLYMPUS</Type>
            <Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier1_Atlas.dds,6,1</Button>
            <fScale>0.38</fScale>
            <fInterfaceScale>.8</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>1</bActAsAir>
            <NIF>Art/Units/EA_Olympus/ship2.nif</NIF>
            <KFM>Art/Units/FinalFrontier_InvasionShip/InvasionShip.kfm</KFM>
            <SHADERNIF>Art/Units/EA_Olympus/ship2.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/GunshipShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>0</fShadowScale>
            </ShadowDef>
            <iDamageStates>4</iDamageStates>
            <fBattleDistance>0.5</fBattleDistance>
            <fRangedDeathTime>0.12</fRangedDeathTime>
            <bSmoothMove>1</bSmoothMove>
            <fBankRate>0.2</fBankRate>
            <bActAsRanged>1</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
            <SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
            <ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
        </UnitArtInfo>

The corresponding HW2 ship is: ship2


EA Hyperion
Spoiler :

Art:
Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_EA_HYPERION</Type>
            <Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier1_Atlas.dds,1,4</Button>
            <fScale>0.23</fScale>
            <fInterfaceScale>0.57</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>1</bActAsAir>
            <NIF>Art/Units/EA_Hyperion/ship3.nif</NIF>
            <KFM>Art/Units/FinalFrontier_Cruiser/Cruiser.kfm</KFM>
            <SHADERNIF>Art/Units/EA_Hyperion/ship3.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/DestroyerShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>0</fShadowScale>
            </ShadowDef>
            <iDamageStates>4</iDamageStates>
            <fBattleDistance>1.10</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bSmoothMove>1</bSmoothMove>
            <fAngleInterpRate>720.0</fAngleInterpRate>
            <fBankRate>0.2</fBankRate>
            <bActAsRanged>1</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
            <SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
            <ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
        </UnitArtInfo>

Corresponding HW2 ship: ship3


EA Warlock
Spoiler :

Art:
Code:
        <UnitArtInfo>
            <Type>ART_DEF_UNIT_EA_WARLOCK</Type>
            <Button>,Art/Interface/Buttons/Units/Transport.dds,Art/Interface/Buttons/FinalFrontier1_Atlas.dds,8,4</Button>
            <fScale>0.7</fScale>
            <fInterfaceScale>0.7</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>1</bActAsAir>
            <NIF>Art/Units/EA_Warlock/StealthShip.nif</NIF>
            <KFM>Art/Units/FinalFrontier_StealthShip/StealthShip.kfm</KFM>
            <SHADERNIF>Art/Units/EA_Warlock/StealthShip.nif</SHADERNIF>
            <ShadowDef>
                <ShadowNIF>Art/Units/01_UnitShadows/BattleshipShadow.nif</ShadowNIF>
                <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                <fShadowScale>0</fShadowScale>
            </ShadowDef>
            <iDamageStates>4</iDamageStates>
            <fBattleDistance>1.30</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bSmoothMove>1</bSmoothMove>
            <fAngleInterpRate>720.0</fAngleInterpRate>
            <fBankRate>0.2</fBankRate>
            <bActAsRanged>1</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                <AudioRunTypeLoop/>
                <AudioRunTypeEnd/>
            </AudioRunSounds>
            <SelectionSound>AS3D_UN_SPACESHIP_FORTIFY</SelectionSound>
            <ActionSound>AS3D_UN_SPACESHIP_FORTIFY</ActionSound>
        </UnitArtInfo>

Corresponding HW2 ship: stealth


Requires the HW2 ship pack (by Phaedris).
Copy the required ships to "B5_HOME\Assets\Art\Units" and rename the folders as needed (see UnitArtInfo.NIF).
Set the UnitInfo.EarlyArtDefineTag with the new UnitArtInfo.

I intentended to add the Narn Th'nor but there is no such vessel so far in the mod, shall we add it? (the Th'nor is not the T'Lot )
 
Hi all, i've updated to 3.19 and it would appear that a lot of the xml files have had changes/updates to them so i'm going to go back to the beginning and rebuild the mod with the latest version of Final Frontier.
@ Premier
If it gives the Narn an additional ship then yes.
 
Hello!

If it gives the Narn an additional ship then yes.

Great, I'll post the code once I have it. ;)

I was hoping that 3.19 didn't change much, I haven't installed it yet.
 
Hi all i've re uploaded the files to filefront, link is in post #1

The only other update info i have is there will be delays on any more updates as i will be unemployed as of the 26th October and will be spending a lot of time looking for a job and doing courses to get me back into work. RL sucks.
 
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