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EnsignAckbar

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  1. 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).
  2. Don't bother buying MOO3 -- I waited in daily agony for that game to come out and am personally acquainted with members of the design and development team.... I was *grossly* disappointed. The game has had the life sucked out of it like only a thousand year sojourn in the Pit of Tarkoon could deliver.
  3. I have used and am using ResHacker on Win95 / Win98 / Win98SE / WinXP without any problems.
  4. Particularly when you want 3D models, longer names & descs, different stat values, etc....
  5. You have saved me a truly immense amount of time. With about 30 textures per model and replacing all models as well as replacing all fighter bitmaps, that is about a thousand "Replace other resource" cycles in ResHacker. If each cycle takes about two minutes, considering that I would probably have had to loop through that process multiple times before discovering the texture overlap problem, you probably saved me 80 man-hours of work. Hurrah! My TC takes place just before the events of "Star Wars Episode IV: A New Hope" -- rather than just after. As a result I have both Yoda and Obi-wan as characters, as well as others (Biggs Darklighter, Porkins, BoShek). Several characters can be recruited by either side (such as Mara Jade, Carnor Jax, etc). I have also included some bounty hunters as Imperial characters (Boba Fett, Dengar, 4LOM). The Imperials also sport some 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 movie credentials (all of the heavy caps). In their place, I have put many varieties of the various Mon Calamari starcuisers (MC40a, MC75, MC80a, MC80b, MC85, MC90, and MC104). I have also given the rebels an analogue of the Imperial "last position" ship (aka Death Star). The Rebels now have a ship which has no hyperdrive or MGLT drive... called the "Alliance Starbase" based on the RE-7 Station model (seen in X-Wing, etc). Although it fills the same "slot" as the Death Star, it doesn't have a "superweapon". Instead, with its fighter hangars, troop bays, strong shields and long-range anti-fighter lasers, it acts like a less-expensive fixed-position Rebel equivalent of a Star Destroyer / orbital control point. The Empire has both the Vengeance and Eclipse SSDs in addition to the Executor. The Eclipse superweapon is modeled by giving it an absurdly high power forward turbo battery as well as high bombardment value, but limited by an excessive weapon recharge rate. There are tons and tons of changes (Royal Guard Regiments, etc) with custom graphics & textures. I am nearly done with all the content and moving into the playtesting phase. As soon as I am happy with that, I will find a place to host the mod and post a comment to the boards here. Although this is also expressed in my readme, I want to express an extreme debt of gratitude to the staff of SWRebellion.com, without whom I would never have learned of the various tools available for modifying my favorite game of all time. Thank you again for your solution to my problem!!!
  6. 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)

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