Hardpoint Editor?

JasonRocZ

Vice Admiral
As there such an editor or amI missing it somewhere. I'm looking to change the location of an hardpoint or add a hardpoint to a ship. Any help would be greatly appreciated, as I am using it for a project of sorts.
 
If you mean for WCP/Secret Ops, you can download a turret and hardpoint editor from Thomas Bruckner's website.

To add new guns to a ship you need to edit the ship file so it uses the new hardpoints, as well.
 
Well editing the ship files isn't that big of deal especially when using WCPedit, but actually the hardpoint location itself is what I've been wondering. Thanx on the location of that Hardpoint editor. Thank you.
 
Ok I got to editing the Hardpoints and even adding missiles through WCPEDIT. But when doing that it creates or overrwrites the mesh in which was in there. When overwritting the mesh the cockpit and wngmn have a different icon when targeted there all Piranhas for some reason. Is there anyway to point/reference it to let's say your using an excalibur model. So when you target an excalibur it shows the correct icon and ship name? Also another question is Afterburner flame...I've been able to Add them/place them to wherever I want but what about changing the size, length, etc.. What program has to used? or how does one go about changing them.
 
Here are the VDU's I'm talking about how do you tell the "mesh" to point to a different VDU in the cockpit. Etc..etc... Also ship name when targeted or is that included in the VDU?

wcppiranha-vdu.JPG


wcsoexcalibur-vdu.JPG


?
 
VDU settings are all in the ship file as well. Check out Killerwave's site for a full tutorial. Basically there are numbers in the ship file that point to a mat file to use as a VDU image, and also to a Target ID string.

As for afterburner flames, you cannot edit their sizes or shapes, since nobody has found out how to... so you can only use stock WCP flame meshes. Take a look at WCP data files, usually any mesh with "aft" in its name is a flame mesh, though there are exceptions that will crash the game if you try to use them. The name of which mesh to use is also something that you put in the ship file.
 
hmm interesting. Thanx Eder I just found those strings in the iff file and are working :) I'll just have to figure out another way around the afterburner issue. Only reason being is that I'm using an Excalibur an noticed the there wasn't enough engine flames so I fixed that then I have 2 engine flames that are supposed to be a lil bigger So really no way around it I guess. I'm just making ships for a mission set and retexturing and altering the ships stats and some things are a pain and some just are a little too easy...makes me feel like I'm missin something when things are too easy. Also the Excalibur I'm using is using a wc4.pal is there anything I should keep in mind when retexturing the mat files? So that the game doesn't crash when it's time for flight?
 
Mat files need to be 256 colors, palette index 0 is always transparent. That's pretty much it. Each mat file can have its own palette.

Also, keep in mind that you can position several afterburner flames close to each other to make they seem bigger. There is a reasonably varied selection of stock WCP flame meshes to choose from, though, so you shouldn't need to resort to this kind of cheap trick too often.
 
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