SOD Node Cheat Sheet

Here you will find tutorials on modding

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JkerPlay
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Post by JkerPlay » Tue Mar 08, 2005 2:38 pm

I wrote a small tutorial about team colors a long while back. It was on the Armada Universe forums. Unfortunately the link to the archived forums isn't working. I have emailed the site administrator about the broken link. Hopefully he will be able to direct me to where the forums are stored. I don't remember all that I wrote about it there, so I would like to use it as a reference to write an updated version here.

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Post by Straxus » Fri Oct 07, 2005 1:41 am

For team colors (via 3d studio max) name object you want to have team color one of the following: team_fed, team_kling, team_rom, team_borg
(other options of team_xxx may work but I have not tried yet...)
In the material editor name the material the same as the object: team_xxx (fed, borg, rom or kling) and after clicking on your selection for bitmap for diffuse color, rename that tab the same as others. When model exports it should have team color in that area.

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Post by cyberfr33k » Fri Jan 13, 2006 8:58 pm

ok if adding _01 _02 ect on the end of a emission node works can some 1 tell me wot im doing wrong then ??? ive tried it an gotten nothing. im using this to add 16 running lights to my new ship but im not getting anywhere with it

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JkerPlay
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Re: SOD Node Cheat Sheet

Post by JkerPlay » Sat May 05, 2018 2:06 pm

Not sure anyone still comes here but I have recently decided to start modding again. So I have updated the SOD Node Cheat Sheet with a few more things. I have edited the post above to include these updates and changes.
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MrVulcan
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Re: SOD Node Cheat Sheet

Post by MrVulcan » Tue May 29, 2018 3:45 pm

Hey JkerPlay,

I made extensive use of your original cheat sheet back in the day. Glad to see you're back around and making updates :) welcome back

May I suggest a few expanded descriptions for the render materials? These are from the SOD exporter script manual
  • default - Same as alphathreshold. Might render faster. If > 50% alpha, texture is solid. < 50% alpha, texture is invisible.
  • opaque - Ignores the alpha component. Not transparent
  • nofilter - Does not stretch the texture when zoomed in. Makes texture look pixellated when stretched a lot, but should be faster and can have some other uses.
  • additive - Adds the RGB values to background. Makes object appear light/bright and transparent.
  • add_nomipf - Unknown. Probably additive with no filter. Combination of the above two.
  • translucent - Unknown
  • atmosphere - Used on A2 atmospheres?
  • fog - Subtractive filter. Opposite effect to additive.
  • alphathreshold - Makes objects transparent below 50% alpha value.
  • wireframe - Renders the wireframe of the mesh.
  • interface - Used on all interface sprites. Similar to alphathreshold.
  • cloaked - the mesh with the cloak effect.
  • wormhole - Unknown, but similar to alpha and used on stock wormholes.
  • alpha - Renders the semi-transparent textures properly (no cutoff).
  • alpha_nof - alpha with nofilter.
I have also come across a way to set up mining station nodes (turns on geometry when processing a freighter), but can't remember at the moment. Might post back if it comes to me, or I find the info.

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Re: SOD Node Cheat Sheet

Post by JkerPlay » Tue May 29, 2018 7:38 pm

The mining station on my Borg Unimatrix Modular Complex used something similar when processing the freighter.

There were a few projects I never finished that I want to come back to.
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