berylliumquestion Posted October 24, 2018 Share Posted October 24, 2018 Some of the folder names are a lot different than their in-game counterparts. I can't figure out whether Gunstation is the Mining Laser or something else entirely. I'm also having a hard time figuring out whether Teleports is referring to the Teleport Pad or both the Teleport Pad and Super Teleport. Finally, is the SB in SpiderSB "Small Body"? Just for clarification, have I got these right? Barracks - > Support Station BirdScarer - > Sonic Blaster LMLP - > Large Mobile Laser Cutter SMLP - > Small * * Link to comment Share on other sites More sharing options...
Cirevam Posted October 24, 2018 Share Posted October 24, 2018 Go to the ObjectNames { section of the CFG file. It shows the internal name and the "friendly" name for everything. If you scroll further down into BuildingTypes {, you can see the internal name and the folder (just for each building in this case). The Gunstation is indeed the Mining Laser and Teleports is the Teleport Pad. The Super Teleport is TeleportBIG. Link to comment Share on other sites More sharing options...
berylliumquestion Posted October 28, 2018 Author Share Posted October 28, 2018 I see. So does the CFG file determine which assets are used and which ones are left unused? Link to comment Share on other sites More sharing options...
Cirevam Posted October 28, 2018 Share Posted October 28, 2018 Correct. You can have several folders with working scripts, models, animations, textures... and it only works if the CFG tells the game to load it. Inversely, the game will usually crash if the CFG tries to load something that doesn't exist. One of the earliest mods that exploited this was uncommenting the CFG entries for the snake, scorpion, and large spider. These creatures are nearly fully functional and were simply disabled at some point instead of being deleted. Anything with a semicolon before it is disabled. Here's an example of one of those creatures. ; Scorpion { ; Levels 1 ; RouteSpeed 0.3 ; TrackDist 10.0 ; CollRadius 4.0 ; CollHeight 2.0 ; PickSphere 10.0 ; AlertRadius 40.0 ; CrossLand TRUE ; RubbleCoef 0.8 ; ScaredByBigBangs TRUE ; CanBeShotAt TRUE ; } I never tried enabling these monsters myself, so don't be surprised if they crash the game. The game loads files in a specific order once an object is called in the CFG. I believe it goes like this, so you should be able to figure out what's missing if something goes wrong: Check object's AE file. Malformed file may crash or cause unexpected behavior. Check upgrades being called in AE file (loops back to CFG). Bad or missing references/models crash the game. Check animations (LWS files) in AE file. Bad or missing files are ignored. Check models (LWO files) in each LWS file. Bad or missing files crash the game. Check textures being called by each LWO file. Bad or missing files crash the game. Link to comment Share on other sites More sharing options...
berylliumquestion Posted October 29, 2018 Author Share Posted October 29, 2018 Wait a second. Lws files look like they're being referenced like a folder. Spoiler MiscObjects { ; Non expandable.... Boulder MiscAnims\Boulders\SmallBoulder Pusher MiscAnims\Effects\RD_Push_Weap Freezer MiscAnims\Effects\RD_Ice_weap BoulderExplode MiscAnims\Effects\Rock_Explo BoulderExplodeIce MiscAnims\Effects\Ice_Explo LaserShot MiscAnims\Effects\RD_Laser_Weap SmashPath MiscAnims\Effects\Concrete_Explo Crystal MiscAnims\Crystal\VLP_GreenCrystal Dynamite MiscAnims\Dynamite Ore MiscAnims\Ore\Ore1st ProcessedOre MiscAnims\Brick\2x2brick Barrier MiscAnims\Barrier Explosion MiscAnims\Effects\Mockup_explode3 ElectricFence Buildings\E-Fence\E-Fence4 ElectricFenceStud MiscAnims\Brick\SingleStud_ON ShortElectricFenceBeam Buildings\E-Fence\EFbeam LongElectricFenceBeam Buildings\E-Fence\EFlongbeam SpiderWeb MiscAnims\SpiderWeb Pillar World\ProMeshes\pillar RechargeSparkle MiscAnims\Effects\Recharge_Twinkle MiniTeleportUp Mini-Figures\Pilot\VLP_TelepUp OohScary MiscAnims\BirdScarer LazerHit MiscAnims\Effects\RD_Laser_Impact PusherHit MiscAnims\Effects\RD_Pusher_Impact FreezerHit MiscAnims\Effects\RD_Ice_weap_exp IceCube MiscAnims\IceCube PathDust MiscAnims\Effects\Pathdust LavaErosionSmoke1 MiscAnims\Effects\Erode1 LavaErosionSmoke2 MiscAnims\Effects\Erode2 LavaErosionSmoke3 MiscAnims\Effects\Erode3 LavaErosionSmoke4 MiscAnims\Effects\Erode4 BirdScarer MiscAnims\BirdScarer\Boom UpgradeEffect MiscAnims\Effects\UPGRADE_SPARKS Um... What's going on with that? Oh no! The wav files are like that too! Spoiler Samples { SFX_Bodge Sounds\Minifigure\screw1 ; ^^^ THIS LINE IS AN UTTER BODGE ; TO STOP DRILL SOUND WHEN CLAPPING !SFX_Drip Sounds\drip1,Sounds\drip2,Sounds\drip3,Sounds\dripsA,Sounds\dripsB,Sounds\dripsC SFX_Drill *Sounds\drtdrillc SFX_DrillFade *Sounds\drtdrille SFX_RockBreak *Sounds\Rokbrek1 SFX_FallIn *Sounds\lanslide SFX_RockMonster Sounds\RMonster\Roar1 SFX_RockMonster2 Sounds\RMonster\Roar2 !SFX_Ambient Sounds\iceamb1,Sounds\iceamb2,Sounds\iceamb3,Sounds\lowamb1,Sounds\lowamb2 !SFX_Ambientloop Sounds\iambloop SFX_ButtonPressed Sounds\New_sfx\click SFX_Radar Sounds\New_sfx\radar SFX_Siren Sounds\New\call2arms SFX_CrystalRecharge Sounds\New\crecharge SFX_Laser Sounds\Buildings\Laser1 SFX_LaserHit Sounds\New\lazhit SFX_LazerRecharge Sounds\New\lrecharge !SFX_TopPriority Sounds\New\ping !SFX_ImmovableRock Sounds\New\thud !SFX_Wall Sounds\New\wallclick !SFX_Floor Sounds\New\wallclick SFX_BoulderHit Sounds\RMonster\Impact !SFX_Lava *Sounds\New\lavbub SFX_Okay Sounds\New_sfx\click SFX_NotOkay Sounds\NotOkay ;SFX_InterfaceSlideOnScreen Sounds\New\panel ;SFX_InterfaceSlideOffScreen Sounds\New\sidepanel !SFX_RockWipe Sounds\FrontEnd\MenuRock !SFX_CaptainSlide Sounds\Minifigure\capslide SFX_Dynamite Sounds\gen_Explode2 SFX_PlaceCrystal Sounds\Minifigure\crystaldrop SFX_PlaceOre Sounds\Minifigure\rockdrop SFX_Place Sounds\Minifigure\placedown Link to comment Share on other sites More sharing options...
Cirevam Posted October 29, 2018 Share Posted October 29, 2018 The CFG doesn't specify file extensions because the game knows what each file type's extension should be. Everything is like that. The MiscObjects { section is also a bit notorious since everything there is hardcoded. Some objects in there are only models, and some have animations with models. I've tried changing them in the past to have an animated crystal, for example. It doesn't work. Look at the UpgradeTypes { section instead. Those point to model files which you can confirm yourself. The sounds are like this too. Objects are AE Animations are LWS Models are LWO Sounds are WAV Textures are BMP Videos are the only exception, but you can make the game play .wmv files instead of .avi, so maybe it doesn't actually look for the extension unless you tell it to look. Link to comment Share on other sites More sharing options...
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