Akula_pff Posted January 20, 2006 Posted January 20, 2006 (edited) So if you use the extractor program on the Model.med and texture.meg files you will get all the extracted models and files in the game. Then its just a simple matter of adding them into the appropriete shipunits.xml file and adding a couple of TGA's. The issue then comes up as to what file format the models are in, I went ahead and tried to open it up with some of the tools in the DirectX SDK without success, but if some figures out what file format they are in post it here. Edit to change title Edited January 20, 2006 by Akula_pff
Obi-Wan Kenobi Posted January 29, 2006 Posted January 29, 2006 Wll i've extracted the models and textures.meg files and the models are in a ALO and ALA format(I think), and the textures are in a DDS Format(I think) ;D http://www.bolt.com/FyroKid/audio/371863?cn=SEARCH_3%20doors%20down_PAGE1
Akula_pff Posted January 29, 2006 Author Posted January 29, 2006 yep, theirs another thread somewhere around here that I wrote explaining the ALO format
dw333 Posted January 29, 2006 Posted January 29, 2006 You actually have to add information in several .xml files aswell... Dan WilliamsMod Project : Star Wars - Civil War (v0.3)
Obi-Wan Kenobi Posted January 29, 2006 Posted January 29, 2006 Where do you find the tga files? I can't find them anywhere. http://www.bolt.com/FyroKid/audio/371863?cn=SEARCH_3%20doors%20down_PAGE1
tibmaker Posted January 29, 2006 Posted January 29, 2006 .TGA file references are actually fake. However, there is a single .TGA file that is sort of the master decal file for everything. Basically, the game engine says BLAHBLAH.tga, but points to this one using the .MDT file which points to specific areas of the real .tga file. However, without a MDT editor released, you cannot edit where they point yet. http://eawnexus.gamingsource.net/forums/index.php?showtopic=155 http://www.bfpexpansion.com/tibmaker.jpghttp://www.federationstudios.net/factions/banners/tibmaker.jpg
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