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<rss version="2.0"><channel><title>EAW Mods General Workshop Latest Topics</title><link>https://swrebellion.net/forum/98-eaw-mods-general-workshop/</link><description>EAW Mods General Workshop Latest Topics</description><language>en</language><item><title>Shipyard Ship Spawns XML</title><link>https://swrebellion.net/topic/9765-shipyard-ship-spawns-xml/</link><description><![CDATA[<p>
	I tried editing a xml file from a mod to change the number of ship spawns like 2 dreadnaught spawns to 5 yet it doesn't seem to have an effect on the spawns in game even after restarting the game or steam. I'm editing the Shipyards_Factional.xml file
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<p>
	 
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<p>
	Am i doing it right? <span><span class="ipsEmoji">😛</span></span>
</p>

<p>
	This is a copy and paste from the file which I changed:<br />
	 
</p>

<p>
	&lt;!-- Era 1 --&gt;<br />
	        &lt;Starting_Spawned_Units_Tech_1&gt;Generic_Z95_Headhunter_Squadron, 2&lt;/Starting_Spawned_Units_Tech_1&gt;<br />
	        &lt;Reserve_Spawned_Units_Tech_1&gt;Generic_Z95_Headhunter_Squadron, 5&lt;/Reserve_Spawned_Units_Tech_1&gt;<br />
	        <br />
	        &lt;Starting_Spawned_Units_Tech_1&gt;Cloakshape_Squadron, 1&lt;/Starting_Spawned_Units_Tech_1&gt;<br />
	        &lt;Reserve_Spawned_Units_Tech_1&gt;Cloakshape_Squadron, 3&lt;/Reserve_Spawned_Units_Tech_1&gt;
</p>

<p>
	        &lt;Starting_Spawned_Units_Tech_1&gt;2_Warpod_Squadron_Double, 1&lt;/Starting_Spawned_Units_Tech_1&gt;<br />
	        &lt;Reserve_Spawned_Units_Tech_1&gt;2_Warpod_Squadron_Double, 4&lt;/Reserve_Spawned_Units_Tech_1&gt;
</p>

<p>
	        &lt;Starting_Spawned_Units_Tech_1&gt;Skirmish_LAC, 2&lt;/Starting_Spawned_Units_Tech_1&gt;<br />
	        &lt;Reserve_Spawned_Units_Tech_1&gt;Skirmish_LAC, 5&lt;/Reserve_Spawned_Units_Tech_1&gt;<br />
	        <br />
	        &lt;Starting_Spawned_Units_Tech_1&gt;Skirmish_CEC_Light_Cruiser, 3&lt;/Starting_Spawned_Units_Tech_1&gt;<br />
	        <br />
	        &lt;Starting_Spawned_Units_Tech_1&gt;Skirmish_Consular_Refit, 2&lt;/Starting_Spawned_Units_Tech_1&gt;
</p>
]]></description><guid isPermaLink="false">9765</guid><pubDate>Thu, 16 Jan 2025 04:36:18 +0000</pubDate></item><item><title>Projectiles with friendly fire</title><link>https://swrebellion.net/topic/8673-projectiles-with-friendly-fire/</link><description>Is it possible to make projectiles with friendly fire? I need them to make some abilities based on projectiles (using COMBAT_MOD_SPEED and other I've found in the foc.exe) that applies some bonuses on friendly units.</description><guid isPermaLink="false">8673</guid><pubDate>Wed, 25 Feb 2009 21:03:46 +0000</pubDate></item><item><title>1upD's mod</title><link>https://swrebellion.net/topic/8193-1upds-mod/</link><description><![CDATA[<p>Just for people who were directed here about the Metroid mod, the first few pages of this thread were about my original mod, The Underworld's Might, but it changed topics to the Metroid Mod after a while.</p><p> </p><p>***</p><p> </p><p>DOUBLE UPDATE: The file is up to stay. I hope...</p><p><a href="http://files.filefront.com/TUM+Unfinishedrar/;10909285;/fileinfo.html" rel="external nofollow">http://files.filefront.com/TUM+Unfinishedrar/;10909285;/fileinfo.html</a></p><p> </p><p>As many of you know, I can no longer play FoC.  :'( Because of this, I have decided to release my unfinished mod.</p><p> </p><p> </p><p>I'm not sure if it will even run. I cannot fix any bugs you might encounter, because FoC does not work for me. IF YOU WANT TO USE PART OF IT, EMAIL ME at <a href="mailto:1upDerek@gmail.com" rel="">1upDerek@gmail.com</a>.</p><p> </p><p>Tell me if it still works!</p><p> </p><p>BTW, there is an unfinished campaign included in the mod. I think I am the very first EaW/FoC modder to ever have accomplished this, and I hope it will inspire other modders in the future.</p><p> </p><p>Sincerely,</p><p>1upD's Ghost</p><p> </p><p>EDIT: I accidentally deleted TUM due to a mistake(I thought there was a fatal error, there wasn't)</p><p>Anywyas, I'm going to include some tweaks and updates in the next version, I'd like everyone who downloaded it to get the updates in the next version.</p>]]></description><guid isPermaLink="false">8193</guid><pubDate>Fri, 11 Apr 2008 20:03:06 +0000</pubDate></item><item><title>Halloween mod</title><link>https://swrebellion.net/topic/8246-halloween-mod/</link><description><![CDATA[<p>I know, I know, it's late. But it's still hilarious.</p><p> </p><p><a href="http://files.filefront.com/Halloweenzip/;12221038;/fileinfo.html" rel="external nofollow">http://files.filefront.com/Halloweenzip/;12221038;/fileinfo.html</a></p><p> </p><p>This small texture mod gives many land infantry and heroes special "Halloween Costume" skins. Some are just supposed to freaky, but most are actual costumes.</p><p> </p><p>Extract the mod into your FoC folder, if you have something in Data/Art/Textures, you should back up the folder. To uninstall, just delete Data/Art/Textures.</p><p> </p><p>If you have any problems or feedback for this mod, please contact me at <a href="mailto:1upDerek@gmail.com" rel="">1upDerek@gmail.com</a>.</p>]]></description><guid isPermaLink="false">8246</guid><pubDate>Sat, 01 Nov 2008 16:15:02 +0000</pubDate></item><item><title>Empire at war modding help (new and need some help on what do do please help)</title><link>https://swrebellion.net/topic/8243-empire-at-war-modding-help-new-and-need-some-help-on-what-do-do-please-help/</link><description><![CDATA[<p>OK so i basically an getting into the empire at war modding scene and I'm hoping to get a decent size mod going based off of the halo series or some other scifi series and basically heres what i want to do. i want to have fighters,ships,and units look the same as how they look in say the halo game as in same frigate design,same unit coloation,small unit remodeling to make it more haloy (if thats a word) and 2 new factions along with hopefully a campaign reedit as well i would  really like some help on what i will need for tutorials and assistance on how to either edit existing EAW models to look like the halo ones or how to import ones i can make from a 3D software and what 3d software i will need and yes i am aware of the .ala/.alo importer thing for 3Ds thats out but I'm hoping you guys can help me out on what ill need tutorials that stuff. Ive spent like the past few hours on google looking for help and Ive found none so I'm really hoping for some serious help.</p><p> </p><p>i would rather find a way to get a .ala/.alo into the game with some sort of free 3D software if its possible otherwise im guessing im going to have a hard time editing existing models to make them look decent. so here are the pics</p>]]></description><guid isPermaLink="false">8243</guid><pubDate>Tue, 28 Oct 2008 01:35:15 +0000</pubDate></item><item><title>Re: Custom maps</title><link>https://swrebellion.net/topic/7765-re-custom-maps/</link><description><![CDATA[<p>where does the custom maps folder go to make custom maps playable in skirmish?</p><p> </p><p>Its in EaW/Gamedata/data right now, and none of them show up in "custom maps" when I play.</p>]]></description><guid isPermaLink="false">7765</guid><pubDate>Thu, 05 Apr 2007 03:58:13 +0000</pubDate></item><item><title>Alo Importer Released!</title><link>https://swrebellion.net/topic/8218-alo-importer-released/</link><description><![CDATA[<p>It has taken many months, years maybe, but here it is. A working importer for alo/ala files for 3D Studio Max 6, 8 and 9. Capable of importing models and animations from Empire at War, Forces of Corruption and even Universe at War.</p><p> </p><p>Get it from <a href="http://modtools.petro-gamers.com/tools/AloImporter" rel="external nofollow">my Mod-Tools site</a>.</p><p> </p><p>Be sure to read the instructions <strong>carefully</strong> on how to set it up and use it.</p>]]></description><guid isPermaLink="false">8218</guid><pubDate>Wed, 18 Jun 2008 20:52:53 +0000</pubDate></item><item><title>NNNOOO MY AI</title><link>https://swrebellion.net/topic/8234-nnnooo-my-ai/</link><description>Hey all..I have a new and frustrating problem.&#xA0; ALL AI in my mod that uses BasicEmpire or BasicRebel (i.e. Vong, Son'a, Rebel, Empire, CIS, UNSC, Covenant) No longer works. The basic fighters just sit there and dont move, the stataion never upgrades, etc.&#xA0; i have not made any modifications to the AI scripts in a LONG time, but they dont work anyway.&#xA0; The only one that works is the Consortium's script, and it performs like nothing is worng...any ideas?</description><guid isPermaLink="false">8234</guid><pubDate>Mon, 15 Sep 2008 23:05:26 +0000</pubDate></item><item><title>Public Useable Units</title><link>https://swrebellion.net/topic/7065-public-useable-units/</link><description><![CDATA[<p><span style="color:#FF0000;">READ</span></p><p>Thread was created for modders to share units amongst each other so if you got a unit you may reply. Comments are to be done in the sister topic. <span style="color:#FF0000;">Any posts will either be put into the Slag heap or the sister unit.</span></p><p> </p><p>Make sure to add a picture (big or small), Link, and any important information the topic surfer needs to know before getting their hands on it. And again if anybody decides to request or start a discussion please use the sister topic below. When the unit is done post here to make things easier to find.</p><p> </p><p><strong>Sister topic (Main Topic):</strong></p><p>Screenshots and pictures go to this sister thread and models almost ready or ready to use goes in the thread your lookign at now.</p><p><a href="http://pff.swrebellion.com/index.php?topic=3431.0" rel="external nofollow">http://pff.swrebellion.com/index.php?topic=3431.0</a> (Thats for pictures ideas and this thread here is for models to share to decrease spam)</p><p> </p><p><strong>Units to Share:</strong></p><p>- none at the moment</p>]]></description><guid isPermaLink="false">7065</guid><pubDate>Thu, 28 Sep 2006 14:47:24 +0000</pubDate></item><item><title>GC modding consultation</title><link>https://swrebellion.net/topic/8230-gc-modding-consultation/</link><description><![CDATA[<p>Tell me about anything GC limits, coordinates range, max num of planets and heroes etc. And the most interesting: can I make not 1-5 tech levels but 1-10 or more?</p><p> </p><p>I'm going to make 2 playable factions with minimal 20 heroes, ~5-10 non-playable factions, &gt;100 planets and alot more.</p>]]></description><guid isPermaLink="false">8230</guid><pubDate>Wed, 27 Aug 2008 06:03:29 +0000</pubDate></item><item><title>Invisible textures and Firing refusal</title><link>https://swrebellion.net/topic/8231-invisible-textures-and-firing-refusal/</link><description><![CDATA[<p>Hey guys got 2 questions for you...</p><p> </p><p>Number one..I have a few models that will not show their textures.  I know the textures are applied and all, but when I view the models in game or in ALO viewer (which, by the way, says the textures were loaded) they just appear as a dull gray.  How do I make  the textures show?</p><p> </p><p>Secondly, Ive been trying to make a space artillery cruiser with a siege particle beam based on the lancet's. However, when I deploy the ship, though all hardpoints are correct and all firing data from the lancet is in place, the ship WILL NOT fire...at all...do any of you know why?</p>]]></description><guid isPermaLink="false">8231</guid><pubDate>Wed, 03 Sep 2008 16:13:40 +0000</pubDate></item><item><title>Re: Skinning tutorial</title><link>https://swrebellion.net/topic/7379-re-skinning-tutorial/</link><description><![CDATA[<p>I’ve already stated I’m not much of a tutorial writer, but after the tutorial the allowed me to fulfill my dream of skinning EaW with simple TGA editing just like in BFII was smashed in the memory wipe, I’ve decided to write a new one. This will be a tutorial on how to change the skin on a stormtrooper, and code it as an elite stormtrooper.</p><p> </p><p>You will need:</p><p>*EaW(duh)</p><p>*FoC(optional)(if you ever hope to put your skin on the internet, or use it awesomely)</p><p>*.MEG extractor</p><p>*A .tga editing tool that can edit Alpha channels (*cough* Photoshop *cough*)</p><p>*http://eliteforce2.filefront.com/file/DDS_Converter;29412</p><p>*A hex editor (I use Hexedit)</p><p>*ALO viewer(optional)</p><p> </p><p>Ok, if you haven’t already(*gasps*), extract Textures.MEG, Config.MEG and Models.MEG. Go into the textures folder you just created. Find EI_TROOPER.DDS. Copy it. Rename it EE_TROOPER.DDS, or something like that, BUT MAKE SURE IT HAS THE SAME AMMOUNT OF LETTERS. I’m not going to write a photoshop tutorial, so work your magic. BUT FIRST the Alpha channel. Select any part of the skin. Make sure it’s the part(one of the parts) that you want to change to player colors. Now, with that selected, switch the alpha channel. Fill your selection of the Alpha in white. Once you’re done with that, select the all the white parts on the alpha channel, and ‘select inverse’. Then you can do anything to the rest of the skin(not the alpha!) You can still edit parts with the alpha channel, but I don't recomend it, especially if you want to make the skin dark! Once you’re done, save it, and open up the DDS converter. Convert it to .DDS. Wow, that was hard! Then, go into the new Models folder. Find EI_TROOPER.ALO, Copy it, and rename it ELITESTORMTROOPER.ALO or something like that. Now, here’s the easies part. Open up hexedit. *cues scary music* Ok, so that’s the hardest part. ;D Find all references to EI_TROOPER.DDS,(use the find button) and change them to EE_TROOPER.DDS. If you make a mistake….*gestures to comp graveyard* ;D Then, make sure EE_TROOPER.DDS is in data\art\textures, and ELITESTORMTROOPER.ALO in data\art\models. If you have the ALO viewer, open it, go into data\art\models, and check out your model. If you are displeased, make some changes to the skin. Now, time for the coding! Go into your new config folder, and find GroundInfantry.XML. Put it in data\XML. For this tutorial, your elite stormy will replace the field commander guard.</p><p>Replace</p><p></p><pre class="ipsCode"> 	&lt;GroundInfantry Name="Squad_E_Field_Commander_Guard"&gt;
	&lt;Variant_Of_Existing_Type&gt;Squad_Stormtrooper&lt;/Variant_Of_Existing_Type&gt;
	&lt;Text_ID&gt;TEXT_UNIT_COMMANDER_GUARD_E&lt;/Text_ID&gt;
	&lt;Tactical_Health&gt;70&lt;/Tactical_Health&gt;
	&lt;Projectile_Fire_Recharge_Seconds&gt;0.6&lt;/Projectile_Fire_Recharge_Seconds&gt;
	&lt;Score_Cost_Credits&gt; 250 &lt;/Score_Cost_Credits&gt;
	&lt;Create_Team&gt;Yes&lt;/Create_Team&gt;
&lt;/GroundInfantry&gt; </pre><div></div><p></p><p>with</p><p></p><pre class="ipsCode">&lt;GroundInfantry Name="Squad_E_Field_Commander_Guard"&gt;
&lt;Variant_Of_Existing_Type&gt;Squad_Stormtrooper&lt;/Variant_Of_Existing_Type&gt;
&lt;Text_ID&gt;TEXT_UNIT_COMMANDER_GUARD_E&lt;/Text_ID&gt;
&lt;Tactical_Health&gt;70&lt;/Tactical_Health&gt;
&lt;Projectile_Fire_Recharge_Seconds&gt;0.6&lt;/Projectile_Fire_Recharge_Seconds&gt;
&lt;Score_Cost_Credits&gt; 250 &lt;/Score_Cost_Credits&gt;
&lt;Create_Team&gt;Yes&lt;/Create_Team&gt;
&lt;Land_Terrain_Model_Mapping&gt;
		Temperate, 			ELITESTORMTROOPER.ALO,
		Urban, 				ELITESTORMTROOPER.ALO,
		Arctic, 			ELITESTORMTROOPER.ALO,
		Volcanic, 			ELITESTORMTROOPER.ALO,
		Desert, 			ELITESTORMTROOPER.ALO,
		Forest, 			ELITESTORMTROOPER.ALO,
		Swamp, 				ELITESTORMTROOPER.ALO EI_TROOPER_Sand.ALO
	&lt;/Land_Terrain_Model_Mapping&gt;
&lt;No_Colorization_Color&gt; 225, 225, 225, 225 &lt;/No_Colorization_Color&gt;
&lt;Projectile_Fire_Pulse_Count&gt;3&lt;/Projectile_Fire_Pulse_Count&gt;
&lt;Projectile_Fire_Pulse_Delay_Seconds&gt;0.15&lt;/Projectile_Fire_Pulse_Delay_Seconds&gt;
&lt;Projectile_Fire_Recharge_Seconds&gt;1.0&lt;/Projectile_Fire_Recharge_Seconds&gt;
&lt;Targeting_Fire_Inaccuracy&gt; Infantry, 1.5 &lt;/Targeting_Fire_Inaccuracy&gt;
&lt;Targeting_Fire_Inaccuracy&gt; Vehicle, 5.0 &lt;/Targeting_Fire_Inaccuracy&gt;
&lt;Targeting_Fire_Inaccuracy&gt; Air, 15.0 &lt;/Targeting_Fire_Inaccuracy&gt;
&lt;/GroundInfantry&gt;</pre><div></div><p></p><p>Now, have a look at </p><pre class="ipsCode">&lt;No_Colorization_Color&gt; 255, 255, 255, 255 &lt;/No_Colorization_Color&gt;</pre><div></div><p></p><p>If you change those numbers, it’ll change the color of the parts of the skin white in the alpha in GC.</p><p>It goes like this</p><p></p><pre class="ipsCode">&lt;No_Colorization_Color&gt; amount of red, amount of green, amount of blue, 255 &lt;/No_Colorization_Color&gt;</pre><div></div><p></p><p>So have fun experimenting with that. In skirmish, that’ll be replaced by the player color.</p><p> </p><p>Next(and most fun) step: If I wrote this tutorial right, and you followed it right, Play Empire at War, start a game as the Empire, and watch your field Commander squad! Now, I ask you to look at other tutorials, and experiment more. Soon you’ll see your own skinpack sitting on EaWfiles next to my own.</p><p> </p><p>NOTE: I'm really afraid I made a mistake...If you find one, please tell me.</p>]]></description><guid isPermaLink="false">7379</guid><pubDate>Sun, 19 Nov 2006 21:40:21 +0000</pubDate></item><item><title>Re: Random Model Request(s) (56k might have problems)</title><link>https://swrebellion.net/topic/7507-re-random-model-requests-56k-might-have-problems/</link><description><![CDATA[<p>Well, there seems to be the least hostility here, so I naturally think this is the best place for this very stupid request.</p><p>First off, this is <strong>NOT</strong> a Star Wars ship...in fact...its quite obscure, it appears in one episode of one anime (lolz)</p><p>Its the Capital Ship from episode 11 of The Melancholy of Haruhi Suzumiya (its actually imaginative, as they're playing a computer game that resembles the minimap in EaW lol). Anyhow, I wonder if its possible to have it modeled/skinned.</p><p> </p><p>Well, the probablility of this happening is downwards of 1%, but anyway, here's my half an hour's worth of work taking screenshots of the episode, and uploading it onto photoucket (yay)</p><p> </p><p>Well, I hope someone's bored enough to do this lol.</p><p> </p><p>Here Begins the screen captures:</p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip1.jpg</span></p><p>Front on ship</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip3.jpg</span></p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip4.jpg</span></p><p>Reloading (not sure if its feasable), Also shows engine glow</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip5.jpg</span></p><p>Showing another skin of the ship...meh, the round part below the outcropping rotates</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip6.jpg</span></p><p>Close-up of the hull</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip7.jpg</span></p><p>The rocket launchers (above the rotating lasers)</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip8.jpg</span></p><p>Another shot of a variant of engine glow</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip9.jpg</span></p><p>Yet another skin...shows whole ship</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip10.jpg</span></p><p>The front hole is the main cannon (think aggressor)</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip11.jpg</span></p><p>Side view</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip12.jpg</span></p><p>Shows charging of main cannon</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetShip13.jpg</span></p><p>A variation of the model (technically the other team's ship), A more angular version. Death clone?</p><p> </p><p><span>http://img.photobucket.com/albums/v423/kc1991/FleetMove.gif</span></p><p>Dunno why I have this one there...shows the main cannon charging, zooming up to the command bridge where the commander (ok, Yuki Nagato) orders the fire.</p><p> </p><p>If you all think I'm crazy go ahead and ignore this, but it'd be nice to have this lol. Like anyone would care besides me <img alt=":P" src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" loading="lazy"></p><p> </p><p>EDIT: Now I notice that G_S's forum would be a better place to put this but meh.</p>]]></description><guid isPermaLink="false">7507</guid><pubDate>Sun, 31 Dec 2006 07:07:04 +0000</pubDate></item><item><title>Re: DS II Ideas</title><link>https://swrebellion.net/topic/7346-re-ds-ii-ideas/</link><description>If there is a topic already on this did not see one. Looking through this Forum I see a few Dif. topics about sharing modles, units etc... Though it would be nice to have an area where we can share code. Ie... Unlocked, modified, or just new units, projectiles, hard points what ever. To start it off I'll post a few, one of wich I had in another area here as well.</description><guid isPermaLink="false">7346</guid><pubDate>Fri, 10 Nov 2006 14:41:06 +0000</pubDate></item><item><title>Re: EAW: Warlord - 7.0 - Gold Total Mod Expansion </title><link>https://swrebellion.net/topic/6288-re-eaw-warlord-70-gold-total-mod-expansion/</link><description><![CDATA[<p><span style="color:#008000;"><strong>Warlord Gold Total Mod Expansion v7.0</strong></span></p><p> </p><p><span>http://upload.wikimedia.org/wikipedia/en/f/f1/Zaarin.jpg</span></p><p> </p><p><strong>Hello EAW fans,</strong></p><p> </p><p>For those who played and loved Warlord 6.0 - here is what WTME 7.0 will bring to the table:</p><p> </p><p><strong>1.</strong> A master general polishing of EAW xmls to fix game design bugs and issues or realism aspects that Petroglyph left out of the game (Imps/Rebs).</p><p><strong>2.</strong> Adds the Army/Fleet of Admiral Zaarin as fully playable faction in SP.</p><p><strong>3. </strong> Adds the Pirates as a fully playable faction so you will have now 4 full playable factions battling each other in SP.</p><p><strong>4.</strong> Adds General's Veers Campaign mode - Basically Veers will be an empire sub faction and you will only be able to battle land battles (this is optional).</p><p><strong>5. </strong> Adds Tarkin Campaign mode were you play only in space - Tarkin is also a sub faction of the empire (this is optional).</p><p><strong>6.</strong> Adds Emperor/Akbar Campaign mode (Expanded AI) this is a play mode were you and the AI can control the faction. You are the Emperor and can overwrite the AI. The cool thing is that the land battles are more now alot more fun and you don't have to do tones of clicks to command everything. The AI does it for ya so all looks alive.</p><p><strong>7.</strong> Introduces the SWR Admirals Nightmares series to EAW. </p><p><strong>8. </strong> Adds more planets.</p><p> </p><p> </p><p><span style="text-decoration:underline;">I need:</span></p><p> </p><p><strong>1.</strong> Someone to help me get more planets from what we already have.</p><p><strong>2.</strong> Someone to get me Zaarin pictures and data about his revolt.</p><p><strong>3.</strong> Anyone who has EAW feedback or requests can ask the so I can figure out a way to add them if possible.</p><p><strong>4.</strong> The WTME 7.0 is an NMA project and anyone who wants to mod more or less can join the team.</p><p> </p><p><strong>PS.</strong> I have no clue how much will take for my copy to arrive from Las Vegas ... so until then we will have to stick to planning and eaw feedback requests and material gathering.</p><p> </p><p><strong>PPS</strong>. The <strong>GMP Mod</strong> will be used as a starting base for this mod.</p><p> </p><p>Info about Zaarin:</p><p> </p><p><span style="font-size:48px;"><strong>Grand Admiral Zaarin</strong></span></p><p> </p><p><strong>Demetrius Zaarin</strong> is one of the 12 original Grand Admirals promoted to that rank after the Battle of Yavin in the New Year's Fete Week celebration by the Emperor in the Star Wars Expanded Universe; he appears in the computer games Star Wars: TIE Fighter and Star Wars: X-Wing Alliance.</p><p> </p><p>Admiral Zaarin occupies the storyline near the end of the original TIE Fighter (where he attempts to capture Emperor Palpatine), and is the main focus in the TIE Fighter expansions, Defender of the Empire and Enemies of the Empire. However, Zaarin was never affiliated with the Rebellion; Zaarin had fought against the Rebels in trying to acquire hyperdrive technology for the TIE Avenger (Advanced) and only wanted to despose the Emperor in the coup attempt. After Zaarin betrayed the Emperor, he was cast from the council of Grand Admirals and then-Vice Admiral Thrawn was promoted in his place to maintain the ranks at 12-strong.</p><p> </p><p>Grand Admiral Zaarin oversaw many experimental Imperial Projects, including the TIE Avenger, TIE Defender, and (assumedly) the TIE Experimental projects shown in X-Wing Alliance. Shortly before the Battle of Endor and after the abortive defection of Admiral Harkov to the Rebel Alliance, his driving ambition led him to secede from the Empire, taking his extensive fleet with him. While supposedly still on the side of the Empire by fighting Admiral Harkov, who was defecting to the Rebel Alliance, he implemented his secret plans to kidnap Emperor Palpatine himself, taking advantage of the turnmoil between Harkov's forces and Imperial loyalists. Zaarin's attempt was narrowly thwarted by Vice Admiral Thrawn and Maarek Stele.</p><p> </p><p>Despite the failure of his coup d'état, Zaarin proceeded to attack key Imperial facilities across the Galaxy, particularly advanced starfighter production sites and their crews as told in Tour of Dutys Eight and Nine. Although he did not have many capital ships, Zaarin's main strength was his squadrons of TIEs, particularly his shielded and hyperspace-capable Defenders. He successfully destroyed the TIE Avenger production facilities in the Omar system. During that campaign, he almost trapped Admiral Thrawn's flagship by using Rebel-developed magnetic pulse warheads as bait, although it backfired when loyalist pilot Stele used the mag pulse warheads to temporarily incapacitate Zaarin's Interdictor Cruiser and Strike Cruiser, allowing Thrawn to escape. Thrawn managed to rescue the TIE Defender prototypes from the research facility in order to develop a new counter, the Missile Gunboat.</p><p> </p><p>Palpatine saw Zaarin as much of a threat as the Rebel Alliance, and appointed Vice Admiral Thrawn to track down and destroy Zaarin shortly before the attempted kidnapping, which Thrawn thwarted; unfortunately, Zaarin escaped completely to the Outer Rim. Zaarin intended to set up a rival Empire. Thrawn quickly attacked, but Zaarin was Thrawn's military match or even superior and fought him to a standstill.</p><p> </p><p><a href="http://time.galaxy-force.com/swtime3.html" rel="external nofollow">http://time.galaxy-force.com/swtime3.html</a></p><p> </p><p><span style="color:#008000;"><strong>Timeline:</strong></span></p><p> </p><p><strong>Immediately after ESB</strong></p><p>Admiral Harkov captured and killed by Lord Vader</p><p>Imperial Admiral Zaarin develops TIE Advanced</p><p>Admiral Zaarin develops tractor beam weapon</p><p>TIE Defender developed by Admiral Zaarin</p><p>Admiral Zaarin assaults Emperor's forces</p><p>Imperial Civil War erupts</p><p>Zaarin's forces destroy TIE Advanced/Defender facilities</p><p>Remaining TIE Defenders brought to Admiral Thrawn</p><p>Assault Missile Gunboat developed by Admiral Thrawn</p><p>Emperor Palpatine promotes Thrawn to Grand Admiral</p><p>Thrawn learns of prototype Imperial cloaking device</p><p>Grand Admiral Thrawn prepares trap for Admiral Zaarin </p><p>--------------------------------------------------------------------------------</p><p>Original Phantom TIE project begins under Admiral Sarrin</p><p>Phantom TIE project destroyed by Rebel saboteurs</p><p> </p><p>--------------------------------------------------------------------------------</p><p>Black Sun Crime Syndicate challenge Lord Vader &amp; the Rebellion </p><p>Luke Skywalker returns to Tatooine, builds new saber </p><p>--------------------------------------------------------------------------------</p><p>Hal Horn is killed by the Trandoshan bounty hunter Bossk. </p><p>Bossk is arrested by CorSec, but released under a technicality by Kirtan Loor</p><p> </p><p><strong>1 year after ESB</strong></p><p>Admiral Zaarin's forces attack the Emperor en route to Endor </p><p>Admiral Zaarin steals Imperial cloaking technology </p><p>Sole remaining Missile Gunboat sent to Wayland stronghold </p><p>Thrawn tracks prototype corvette to traitor's secret base </p><p>Thrawn's forces assault Admiral Zaarin's fleet </p><p>Admiral Zaarin's forces defeated by Grand Admiral Thrawn </p><p>Thrawn sent to subdue Unknown Regions by Emperor </p><p> </p><p>--------------------------------------------------------------------------------</p><p>Wes, Tycho, Hobbie survive Death Star assault </p><p>Star Destroyer Chimaera escapes under Captain Pellaeon </p><p>Emperor Palpatine's life essence escapes to Byss</p><p> </p><p> </p><p><span><span style="color:#008000;"><strong> &gt;&gt;&gt; EAW: Warlord - 6.9.1 - Gold Fix&lt;&lt;&lt; </strong></span></span></p><p> </p><p><strong>Added in WTME v6.9.2</strong></p><p> </p><p>-Starbases build costs credits increased - with Level 5 costs now 10000 - level 1 costs 2600, etc.</p><p>-Starbases build time seconds is from 250 sec (level 1) up to 800 sec (Level 5).</p><p>-The Desth Star costs 40000 credits and the build time is 1310 sec (around 20 minutes on slow)</p><p>-The MC costs 6000 and the ISD costs 7500 both are builded in 300 sec (5 min on slow)</p><p>-The ISD has now power to weapons ability.</p><p>-The MC and ISD weapons hardpoints have now more healt points HP (ISD from 325 to 425/MC from 425 to 525)</p><p>-The ISD Shield Hardpoint has now 625 HP from 325.</p><p>-Increased camera zoom range by 30%-50%.</p><p> </p><p>(All the changes were designed to slow down the speed of the gameplay and give you more strategic depth)</p><p> </p><p><strong>Added in Warlord MTE v6.9.1</strong></p><p> </p><p><strong>-</strong><span style="text-decoration:underline;">Fixes</span> the scale of all units (space/land) and heroes reducing it to classic WTME more real scale. </p><p><strong>-</strong><span style="text-decoration:underline;">Fixes</span> the cost for all the ships by increasing them with almost 1000 credits.</p><p><strong>-</strong><span style="text-decoration:underline;">Fixes</span> the hyperspace speed for all space units to WTME speeds.</p><p><strong>-</strong><span style="text-decoration:underline;">Fixes</span> the Ant Fighter ships to be less accurate against fighters (From 1.0 to 1.5,2.0,2.5)</p><p><strong>-</strong><span style="text-decoration:underline;">Fixes</span> the combat fighter speeds to WTME settings.</p><p><strong>-</strong>The ISD and MC get 1000 shield points more (2000 to 3000)</p><p><strong>-</strong>The VSD has now half of the ISD fighters and will spawn them.</p><p> </p><p>It was impossible to play the game with those original settings (I exited after the first mission) so that's why I made this 6.9. So I can play the game. If you have any bugs report them in the WTME 6.0 topic.</p><p> </p><p>This mod is installed like the WTME 6.0.</p><p> </p><p>Download link:</p><p><a href="http://pff.swrebellion.com/index.php?action=dlattach;topic=2622.0;attach=486" rel="external nofollow">http://pff.swrebellion.com/index.php?action=dlattach;topic=2622.0;attach=486</a></p><p> </p><p>More to come in WTME 7.0:</p><p><a href="http://pff.swrebellion.com/index.php?topic=2626.0" rel="external nofollow">http://pff.swrebellion.com/index.php?topic=2626.0</a></p><p> </p><p><strong>To return to the any Petroglyph patch settings just remove the XML folder.</strong></p>]]></description><guid isPermaLink="false">6288</guid><pubDate>Sun, 19 Feb 2006 21:03:44 +0000</pubDate></item><item><title>So I wan't to add a new prop</title><link>https://swrebellion.net/topic/8224-so-i-want-to-add-a-new-prop/</link><description>Hey dudes I need help with something, I'm adding some land props to use on my maps so I want to add the star destroyer, but as u know the main model is the destroyed one (ya know without the hard points) so how can I make it to have all of it's hard points in the ground?, i tried adding the hard points in the xmls but no luck any help?</description><guid isPermaLink="false">8224</guid><pubDate>Wed, 16 Jul 2008 18:39:40 +0000</pubDate></item><item><title>FoC GC Base Layouts fixed!</title><link>https://swrebellion.net/topic/8223-foc-gc-base-layouts-fixed/</link><description><![CDATA[<p>I've made a small tool that 'fixes' map files made by FoC's Map Editor so they can be used for planets in Galactic Conquest with the Base Layout markers (structure and unit placement) visible and functional.</p><p> </p><p>The tool extracts the 256x256 preview image that the map editor stores in the map file. The preview can be stored and used as Base Layout background as well.</p><p> </p><p><a href="http://modtools.petro-gamers.com/tools/MapPreviewExtractor" rel="external nofollow">Get the Map Preview Extractor</a>.</p><p> </p><p>Note that the preview image is a top-down snapshot of the map and as such includes all structures and clouds and such, so it's advisable to:</p><p> </p><p></p><ul><li>Save the map with no clouds and no base structures<br /></li><li>Extract the preview image for the background image (don't forget to scale it to 512x512)<br /></li><li>Save the map with everything placed<br /></li><li>Remove the preview image so the markers work</li></ul><p></p>]]></description><guid isPermaLink="false">8223</guid><pubDate>Sat, 12 Jul 2008 21:33:47 +0000</pubDate></item><item><title>Re: List of Hidden Stuff</title><link>https://swrebellion.net/topic/6602-re-list-of-hidden-stuff/</link><description><![CDATA[<p>OK, I'm making this list because.....I honestly have no reason.  I just wanted to make a list of all the stuff that the guys at Petroglyph put in the files but not in the game.  Feel free to put in anything you discovered (or any mod that unlocks the units) </p><p> </p><p>(note: Most of the units are only referenced and have no models, sound, Icons, or anything.  Especially the indigenous units.)</p><p> </p><p>Land Units:</p><p><a href="http://pff.swrebellion.com/index.php?topic=2933.0" rel="external nofollow">Prince Xizor</a></p><p><a href="http://pff.swrebellion.com/index.php?topic=2983.0" rel="external nofollow">Tani Ab'yla</a></p><p><a href="http://pff.swrebellion.com/index.php?topic=2933.0" rel="external nofollow">Kyle Katarn</a></p><p><a href="http://pff.swrebellion.com/index.php?topic=3019.0" rel="external nofollow">Mara Jade</a></p><p>General Dodonna</p><p>Luke Skywalker (ground &amp; pilot)</p><p><a href="http://pff.swrebellion.com/index.php?topic=2973.0" rel="external nofollow">Killer Penguin</a></p><p>General Reeikan</p><p>Lieutenant Tanbris</p><p>Raymus Antilles (ground)</p><p>General Veers (no ATAT)</p><p>Mon Mothma</p><p>Leia</p><p>High Inquisitor Tremayne</p><p><a href="http://pff.swrebellion.com/index.php?topic=2977.0" rel="external nofollow">Imperial Navytroopers</a></p><p>Jedi Padawan</p><p> </p><p>Space Units:</p><p>The <em>Singularity</em>(ISD)</p><p><a href="http://pff.swrebellion.com/index.php?topic=3020.0" rel="external nofollow">The Shadowclaw</a></p><p><a href="http://pff.swrebellion.com/index.php?topic=2933.0" rel="external nofollow">The <em>Virago</em></a></p><p>The <a href="http://pff.swrebellion.com/index.php?topic=2933.0" rel="external nofollow"><em>Moldy Crow</em></a></p><p><em>Venator</em>-Class Cruiser</p><p>V-Wing Fighter</p><p>TIE Advanced X-2 (Tanbris's)</p><p> </p><p>Indigenous Units:</p><p>Bespin Cloud Car</p><p>Duro</p><p>Ssi-Ruuk</p><p>Trandoshans</p><p>P'we'cks</p><p>Kaminoan</p><p>Vratix(good possibility)</p><p>Hapans</p><p>Gamorrians</p><p>Chubbits</p><p>Oevvaor Jet Catamaran (found the icon)</p><p> </p><p>Buildings:</p><p> </p><p>Planets:</p><p>Antar 4</p><p>Arkania</p><p>Aridus</p><p>Bakura</p><p>Balmorra</p><p>Brentaal</p><p>Duro</p><p>Gamorr</p><p>Garos 4</p><p>Hapes</p><p>Honoghr</p><p>Kamino</p><p>Lwhekk</p><p>Raaltiir</p><p>Rakata</p><p>Rhinnal</p><p>Rothana</p><p>Trandosha</p><p>Tynna</p><p> </p><p> </p><p>Well, that's all there.  If you find anything that isn't on the list, post it here, and I'll put it up.  </p><p>Also, I found evidence of a Ranking system.  It's under TEXT_REBEL_TITLE#(substitute #for a number)</p><p>See you later!</p>]]></description><guid isPermaLink="false">6602</guid><pubDate>Tue, 07 Mar 2006 18:32:26 +0000</pubDate></item><item><title>Force Unleashed stuff?</title><link>https://swrebellion.net/topic/8149-force-unleashed-stuff/</link><description><![CDATA[<p>Hey guys! Long time no seen eh?</p><p> </p><p>Well, I've been modding my game in the last days and I was thinking if someone made new skins/models related to Star Wars: The Force Unleashed.. The new Stormtroopers are so cool, here are some pictures (oh yes, they are from Hasbro Toys <img alt=":P" src="https://swrebellion.net/uploads/emoticons/icon_razz.gif.de14df23ef87c928992d34b311e47262.gif" loading="lazy">)</p><p> </p><p>Incinerator Troopers - just reskin the default Stormtrooper &amp; Sandtrooper skins from the game.</p><p> </p><p><span>http://www.potf2.com/files/aaron/watermark/Copy%20of%20DSCN5601_w.JPG</span></p><p><span>http://www.potf2.com/files/aaron/watermark/Copy%20of%20DSCN5602_w.JPG</span></p><p> </p><p>Stormtrooper Commander - basically, the Stormtrooper armor with Clonetrooper style markings on it, nothing that can't be done by reskinning game's Stormie...</p><p> </p><p><span>http://img.photobucket.com/albums/v474/MyenShi/Misc/SW/Starwars_Storm_Trooper_Commander.jpg</span></p><p><span>http://img.photobucket.com/albums/v474/MyenShi/Misc/SW/Starwars_Storm_Trooper_Commander_08.jpg</span></p><p> </p><p> </p><p>And these.. Well these would need new models:</p><p> </p><p>EVO Trooper</p><p> </p><p><span>http://img.photobucket.com/albums/v474/MyenShi/Misc/SW/Starwars_Imperial_EVO_Trooper.jpg</span></p><p><span>http://img.photobucket.com/albums/v474/MyenShi/Misc/SW/Starwars_Imperial_EVO_Trooper_1.jpg</span></p><p> </p><p> </p><p>Jumptrooper - I think it has a jetpack on its back that looks like the one from Clone JetTrooper on Battlefront II..</p><p> </p><p><span>http://img.photobucket.com/albums/v474/MyenShi/Misc/SW/StarWars_Imperial_Jump_Trooper.jpg</span></p>]]></description><guid isPermaLink="false">8149</guid><pubDate>Tue, 08 Jan 2008 23:04:54 +0000</pubDate></item><item><title>Site move and tool updates: ALO Viewer 1.0, and german</title><link>https://swrebellion.net/topic/8213-site-move-and-tool-updates-alo-viewer-10-and-german/</link><description><![CDATA[<p>The time for change has come! Check out the my site: <a href="http://modtools.petro-gamers.com/" rel="external nofollow">http://modtools.petro-gamers.com/</a></p><p> </p><p><strong><span style="font-size:18px;">Alamo Object Viewer 1.0:</span></strong></p><p>Yes, the time has come indeed. After many months of coding, my Alamo Object Viewer 1.0 is completed (enough), so I hereby release it.</p><p> </p><p><a href="http://img115.imageshack.us/my.php?image=aloviewerlg1.jpg" rel="external nofollow"><span>http://img115.imageshack.us/img115/2846/aloviewerlg1.th.jpg</span></a></p><p> </p><p>Overview of new features:</p><p></p><ul><li> Particles. Note: only the most common UaW particles are supported so far.<br /></li><li> Sounds!<br /></li><li> Support for Universe at War.<br /></li><li> Support for Mods. Select the 'active game/mod' from a menu.<br /></li><li> Works under Vista! Bones are readable.<br /></li><li> Auto-finds animations.<br /></li><li> Full list of bones, meshes, proxies and dazzles. Turn each on or off and show the bounds of meshes.<br /></li><li> Extended and improved model details.<br /></li><li> Shadow mesh debugging.<br /></li><li> Easy animation playback. Double-click for looping, single-click for play once.<br /></li><li> Exact camera positioning. For taking easy and consistent screenshots.<br /></li><li> Full render options. Control AA, Bloom, shadows, heat and Shader LOD.<br /></li><li> Debug Log. Find out why a shader failed to load or how many frames an animation has.<br /></li><li> Improved support for old video cards.<br /></li><li> Quick ALT &amp; LOD select. Check quickly how a certain ALT or LOD looks in-game.</li></ul><p></p><p>If you find bugs or have suggestions, you can contact me on the site!</p><p> </p><p><strong><span style="font-size:18px;">Wunderbar!</span></strong></p><p>Since the germans make up a substantial part of the Petroglyph modding community, <a href="http://www.petroglyphgames.com/forums/index.php?showuser=94" rel="external nofollow">Raziel Kanos</a>'s been so nice to translate my tools into German. Both English and German are in the same executable. It picks the language based on Windows's language.</p><p> </p><p><strong><span style="font-size:18px;">Site move:</span></strong></p><p>With the new tools, I felt it was time to upgrade my site. It looked plain, amateuristic and the domain reflected that too. So, <a href="http://www.petro-gamers.com/" rel="external nofollow">Petro-Gamers</a> was nice enough to give me a place to put it all, so hence the new address:</p><p> </p><p><a href="http://modtools.petro-gamers.com/" rel="external nofollow">http://modtools.petro-gamers.com/</a></p><p> </p><p>The old links will stay active for a while, but you'd better change them if you have bookmarks or such.</p>]]></description><guid isPermaLink="false">8213</guid><pubDate>Mon, 09 Jun 2008 21:53:21 +0000</pubDate></item><item><title>My Mandalorian Faction</title><link>https://swrebellion.net/topic/8212-my-mandalorian-faction/</link><description><![CDATA[<p>It's been a while since I've posted (it's been a while since I've modded). I've been working on adding a Mandalorian faction to my GC game, off and on for a while. </p><p> </p><p>I'm happy with the results accept one fatal flaw. My merciless Mandos cannot capture reinforcement points! As well, curiosly their space station appears as a pirate base in the galactic map. It upgrades fine and is all normal in battle though. </p><p> </p><p> </p><p> </p><p>here is my factions.xml code:</p><p> </p><p> </p><p>REMOVED</p>]]></description><guid isPermaLink="false">8212</guid><pubDate>Sun, 08 Jun 2008 07:26:29 +0000</pubDate></item><item><title>Re: Space Based Superweapon</title><link>https://swrebellion.net/topic/8199-re-space-based-superweapon/</link><description>Hey all!&#xA0; As many of you know, I'm making a new race for FOC!!&#xA0; Well, guess what?&#xA0; They're just about done! ;D I only have one snag I'm trying to overcome.&#xA0; My race (according to a book I was writing about them before I started creating them in FOC) uses an orbital MAC gun that uses the force of the rotating planet...Blah..blah.&#xA0; Anyway, i wanted to know if any of you knew a good way to make a space-based structure that would function as my superweapon.&#xA0; The best way to explain it would be a detached underworld plasma cannon or a hypervelocity gun floating in space...any ideas?&#xA0; I have the model operational, and when I build the cannon, it warps in fine, but when i develop the upgrade, it says "ion cannon available" but when I order a shot,nothing happens.</description><guid isPermaLink="false">8199</guid><pubDate>Sat, 26 Apr 2008 02:03:26 +0000</pubDate></item><item><title>Art of Illusion Modelling program</title><link>https://swrebellion.net/topic/8195-art-of-illusion-modelling-program/</link><description><![CDATA[<p>Its free (though its interface is not as good as wings).</p><p>I was thinking I could use it to skin and animate, since it has these functions. unfortunately, I haven't a clue how to skin or animate with it. Is there anyone who knows how to do either of these things in this program?</p>]]></description><guid isPermaLink="false">8195</guid><pubDate>Thu, 17 Apr 2008 07:14:40 +0000</pubDate></item><item><title>Cant build multiple ships in skirmish</title><link>https://swrebellion.net/topic/8190-cant-build-multiple-ships-in-skirmish/</link><description>Ive been tinkering with a new race, and Ive run across an odd problem that I cant figure out.&#xA0; My space station is only capable of hosting a single button at a time.&#xA0; In other words I can build one kind of fighter, research one kind of upgrade, etc. But when I try to add another unit/upgrade to the build list, i.e a new fighter squadron, all buttons on the command bar disappear.&#xA0; I have tested every ship and verified that they all work perfectly.&#xA0; Does anyone know what the problem is?</description><guid isPermaLink="false">8190</guid><pubDate>Wed, 09 Apr 2008 00:46:54 +0000</pubDate></item><item><title>New faction construction issues</title><link>https://swrebellion.net/topic/8188-new-faction-construction-issues/</link><description>As you can probably tell by the title, Im having a few problems with my new faction .&#xA0; Ive made a new space station for the race and a new fighter squadron.&#xA0; When I plugged these into the game, the station appears and fights like it is supposed to.&#xA0; Also, the starting ships (the fighters) spawn and fight as well. However, the station cannot build the fighters.&#xA0; When I switch the x-wing over to my factions side and edit my station accordingly, I cant build the x-wing either.&#xA0; If I change my fighter to the rebels or consortium's side, (also editing their stations to fit) I also cannot build it.&#xA0; Does anyone know why?&#xA0; Thanks!</description><guid isPermaLink="false">8188</guid><pubDate>Tue, 08 Apr 2008 02:44:51 +0000</pubDate></item></channel></rss>
