EnsignAckbar Posted April 8, 2003 Posted April 8, 2003 I've been working on my own TC, replacing all models & fighter bitmaps... even though I have been testing each model (average polys ~5k-20k) with about 20 textures per model and everything seems to render just fine in the combat engine... ...I have found that the game "hangs" as soon as interactive combat is complete. If, on the other hand, I let the computer automatically calculate the results on the exact same combat instead of going interactive, it runs just fine. This leads me to believe that it is some kind of memory cleanup problem relating to the new high poly count models... Has anyone else experienced problems like this? (ps - once i get my TC complete, i will post the location where it can be downloaded here)
the_mask Posted April 8, 2003 Posted April 8, 2003 This sounds very good I think you encountered the same prob I had, when I first tinkered with textures. After discussing this with vakundok, he found out, that each model (close/medium/far) can only use its own texture name, otherwise the game will crash. So if both the close and medium models use coolshinyhull.bmp, it will show up in the game nicely and work until the battle is over, then the game will crash. But you can include the same texture with a new name and apply it to one model only, that'll work.That's why I include textures like hull.bin and hull_m.bin, I don't include textures for the far models, since you can't tell a greyish blob from a structured metal hull from that distance Btw, what will your TC be about, I mean what time period ? http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
EnsignAckbar Posted April 8, 2003 Author Posted April 8, 2003 You have saved me a truly immense amount of time. Withabout 30 textures per model and replacing all models aswell as replacing all fighter bitmaps, that is about athousand "Replace other resource" cycles in ResHacker.If each cycle takes about two minutes, considering thatI would probably have had to loop through that processmultiple times before discovering the texture overlapproblem, you probably saved me 80 man-hours of work. Hurrah! My TC takes place just before the events of "Star WarsEpisode IV: A New Hope" -- rather than just after. Asa result I have both Yoda and Obi-wan as characters, aswell as others (Biggs Darklighter, Porkins, BoShek).Several characters can be recruited by either side(such as Mara Jade, Carnor Jax, etc). I have alsoincluded some bounty hunters as Imperial characters(Boba Fett, Dengar, 4LOM). The Imperials also sportsome more guaranteed force sensitive minors (Jerec,Sariss, etc). The rebels include Kyle Katarn, Jan Ors,Dash Rendar... I have dispensed with most rebel ships without moviecredentials (all of the heavy caps). In their place,I have put many varieties of the various Mon Calamaristarcuisers (MC40a, MC75, MC80a, MC80b, MC85, MC90,and MC104). I have also given the rebels an analogueof the Imperial "last position" ship (aka Death Star).The Rebels now have a ship which has no hyperdrive orMGLT drive... called the "Alliance Starbase" based onthe RE-7 Station model (seen in X-Wing, etc). Althoughit fills the same "slot" as the Death Star, it doesn'thave a "superweapon". Instead, with its fighterhangars, troop bays, strong shields and long-rangeanti-fighter lasers, it acts like a less-expensivefixed-position Rebel equivalent of a Star Destroyer /orbital control point. The Empire has both the Vengeanceand Eclipse SSDs in addition to the Executor. The Eclipsesuperweapon is modeled by giving it an absurdly highpower forward turbo battery as well as high bombardmentvalue, but limited by an excessive weapon recharge rate. There are tons and tons of changes (Royal GuardRegiments, etc) with custom graphics & textures. I amnearly done with all the content and moving into theplaytesting phase. As soon as I am happy with that, Iwill find a place to host the mod and post a commentto the boards here. Although this is also expressed in my readme, I wantto express an extreme debt of gratitude to the staffof SWRebellion.com, without whom I would never havelearned of the various tools available for modifyingmy favorite game of all time. Thank you again for your solution to my problem!!!
SWR Staff - Executive Evaders99 Posted April 8, 2003 SWR Staff - Executive Posted April 8, 2003 Wow, a new TC with model changes! Just awesome! Keep up the good work, and talk to us if you need help distributing it or anything. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
Trejiuvanat Posted April 8, 2003 Posted April 8, 2003 One question, how did you get the hyperdrive to 0, RebEd gets them as low as 1, I think. Is it somethign in the Dat files? http://www.swrebellion.com/~jahled/Trej/banner.gif
EnsignAckbar Posted April 9, 2003 Author Posted April 9, 2003 Particularly when you want 3D models, longer names & descs, different stat values, etc....
EnsignAckbar Posted April 17, 2003 Author Posted April 17, 2003 To any future readers of this thread who may be model editing in Rebellion, heed the inestimably valuable advice of the_mask. His suggestion was indeed the solution to my problem. Although I inadvertantly set myself back a week's worth of work by corrupting my modified tactical.dll while reworking my models and textures to follow his advice (I had fully loaded all models and textures with many overlaps at that point), I did have the opportunity to test and confirm that the_mask was correct in his diagnosis of my problem. For those few who may actually be concerned about the blow to my TC effort suffered through corruption of my tactical.dll, rest assured that I proceed undeterred (I had "working copies" of all my models & textures preserved in a pre-load state -- it is just time consuming to insert them all via ResHacker).
Jahled Posted April 17, 2003 Posted April 17, 2003 I must confess to knowing nothing about what you and Mask are nattering on about, but me just want to say hang on in there dude, your total conversion sounds interesting.... drooling I am! http://www.jahled.co.uk/smallmonkeywars.gif
TK421 Posted April 18, 2003 Posted April 18, 2003 If you need beta testers, naturally I am willing to help you out Z'anthr saves the world. Sorry about the mess...
ElvisMiggell Posted April 25, 2003 Posted April 25, 2003 Me too me too! Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
the_mask Posted April 28, 2003 Posted April 28, 2003 Wish I had the time as well. Maybe I can make some .... just let me know, when your beta testing starts Btw, this corruption can also occur, if you have Resource Hacker running with the tactical.dll opened and then open RebEd to see, if the model displays correctly Jahled, I meant that, for example the closeup model's texture file can't be used by the medium model. But if you take the same texture file, give it a another name (like name_m) and apply that to the medium model, then there'll be no conflict. Clearer now ? http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
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