Re: Bunker Systems Request
Not sure how to do the thing with the dropship but making the bunker modules is easy enough just using paint. Copy the image files in Base.rte for the bunker pieces you want to modify and edit them appropriately. There should be an FG, BG, and MAT file for the modules.
It's all pretty self explanatory but FG is what shows in the Foreground, BG is what shows in he Background of the module be it the empty space or where particles destroy any parts in the foreground. MAT tells the game engine what material to make the module out of. Every material in CC has an assigned color value. You can see all this in Base.rte/Materials.ini. The ones in default bunker modules are probably concrete and rock (I could be wrong here) and background space (dark purple) which is not the same as leaving the spot blank (magic pink).
Once you have your image files edited and saved properly in the Cortex Command color pallet, put all your files in their own folder, name it something cool like BestModules.rte or something. Now you need to tell the game where your images are. All you need is an .ini file. You could create a new one or copy one with bunker modules already in it from Base.rte. Put that .ini file in your folder with your images.
This is what the TerrainObject code looks like. This is generally how CC creates bunker modules. You want something like this in your .ini file.
AddTerrainObject = TerrainObject
PresetName = Brain Vault <-- Rename your module to prevent PresetName conflicts
GoldCost = 100
AddToGroup = Bunker Modules <-- Add your mods to your own group so you can find them easier
// Foreground color bitmap
FGColorFile = ContentFile
Path = Base.rte/Scenes/Objects/Bunkers/BunkerModules/BrainVaultFG.bmp <----Change this path to where your FG files is. (BestModules.rte/ModuleFG.bmp)
// Material bitmap
MaterialFile = ContentFile
Path = Base.rte/Scenes/Objects/Bunkers/BunkerModules/BrainVaultMat.bmp <----Change this path to where your MAT files is. (BestModules.rte/ModuleMAT.bmp)
// Background color bitmap
BGColorFile = ContentFile
Path = Base.rte/Scenes/Objects/Bunkers/BunkerModules/BrainVaultBG.bmp <----Change this path to where your BG files is. (BestModules.rte/ModuleBG.bmp)
BitmapOffset = Vector <-- See further for Bitmap Offset set-up
X = -138
Y = -94
To properly set up your BitmapOffset, get the dimensions of your bitmaps. Let's say your bitmaps are 30X50 pixels. The X Offset would be half your bitmap's X value. The Y offset would be half your bitmap's Y value.
30/2 = 15 therefore X Offset = -15 (the offsets are made negative)
50/2 = 25 therefore Y Offset = -25 (the offsets are made negative)
These rules apply for most (if not all) bitmap or sprite offsets in CC modding.
With your TerrainObject properly defined, save your .ini file.
Now you should have your 3 module bitmaps and your .ini for defining the module all in their own rte folder. The last step is to create an Index.ini file. Create (or copy) a new .ini file and Name it Index.ini. Put it in your BestModules.rte folder. Add this code to your Index.ini.
IncludeFile = BestModules.rte/MyModule.ini <-- Point this to your bunker module definition you created earlier. These assignments are case sensitive!
Save your Index.ini. Now you should be ready to load the game and try your new module.
If you get error's try to see if you can fix it. You can check Base.rte/AbortScreen.bmp to see where the game crashed.
Feel free to come back and ask for more help if I wasn't clear enough, I would be glad to help further.
BTW: If you need help getting the images saved properly in the CC pallet I can provide a useful link
. I use GIMP and Paint 1.6 (the old interface).