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the_mask

SWR Staff - L1
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Everything posted by the_mask

  1. I think that's really a hard coded starting shipclass, like the ISD1, the Corvette and the Medium TRN. Very interesting, we should make a list and add that to something like a knowledge base. I'm sorry, but I can't think of anything at the moment to help you with your second issue. It's just ... weird and I'm glad that it hasn't happened to me so far. So I'm stuck with guess-work and the usual suspects, errm ... questions: -what version of RebED are you using ? 0.24,0.25,0.26 (full/update from 0.24) -did you change anything, or try out something new prior to the first occurance of that problem ? -did you have the dlls open in ResHacker, while working with RebED ? If it messes up tactical.dll, while importing models, there's a high likelyhood, that the other dlls might also suffer a simmilar fate.
  2. Well, you know the throne has it's own heating unit installed and it's kinda hard to get replacements The AI really seems to try and bring him back as long as the planet is still belonging to the Empire. I had Coruscant blockaded and Ghorman blockaded in a recent game. The Emperor was the only char at Ghorman and he started with sabotage missions against my fleet in orbit to get back to Coruscant. Maybe it's not just the throne, the whole style of his palace and all, that's really hard to give up, I guess
  3. Try this one : http://scifi3d.theforce.net/
  4. If you're thinking about the red, green, yellow and blue dots in the tactical.dll, these are the fighters from veeeeery far That was also something I tried unsuccessfully. The Gmax reg is still faulty ? Oh geez all that time they didn't change anything, look in the forum, when I registered (long ago) there was a thread or post about this problem and I think there was also a workaround for it with a kind of a universal key or something by discreet I think.
  5. I wanted to change that myself a while ago, but haven't found it in the tactical.dll's 303 folder
  6. Dunno exactly, but you could start from Darksaber's XWA site, he has a lot of links to other sites as well and I saw models from Battlestar Galactica and Wing Commander on some of these pages as well. Maybe you'll get lucky
  7. Careful with the Deathstars
  8. You mean having effects like light reflections and so in tactical ? That would definately be sweet, but without the sourcecode that's impossible, sorry.
  9. Oh my, I knew it. There were more gunmen, the world finally has proof Does the word originate from latin or greek ?
  10. Sorry to keep you waiting, Ace. I just answered a simmilar question in the Model Editing part of the forum, in the 'Hey it's been a while...' thread. Try this one
  11. Hi Loserboy, it's been a while indeed So first of all, the kudos for decoding the textures goes to vakundok. He made our life a lot happier back then and still does I paint the most with Picture Publisher, although I've seen lately, that Photoshop's converting abilites are sometimes far better, but that has more to do with the event pics of the Reloaded TC Btw, thanks for the thanks, glad you like 'em. As you already found out, each of the three models needs its own texture, otherwise the game will crash after the battle, if two or models use the same texture. That was also one of the first problems I faced, when I started with textured models, but with vakundok's help this was quickly resolved. Most of the times I just vary the name of two textures a little to keep them all together and distinguishable. For screenshots ? Errm I think I've read somewhere, that an old version of Hypersnap (3.62) was now free, I hope that info was correct I didn't check it, since I already have the program myself How about, if you could be even faster with converting the models with using only texture for each of the models and without having to add the parts from the XWA textures yourself ? I think that should speed up things Well at least this should work for Gmax and 3dsMax. It's something that came to me, after I converted a model in the same painstakingly way as well. -You first have to select your whole model and convert it to an 'Editable Mesh' -Then select the attach list modifier from the right and use every part of the model, so that it's one huge block afterwards. -From the dropdown menu on the right select the 'edit mesh' modifier, the value of this will becomme apparent at the end. -Now you need to select parts of the model, that fit together in a way, like the bridge tower of an ISD for example. You can use any selection method from the right, polygon will do fine. Just make sure, that you have the whole part selected. Check the 'ignore backfacing' box as well. Now click on the detach button and select 'to element'. Move your new sub-object away from the model, so that it is still visible in the front viewport. -The following is the part, where you need the most patience, so breathe deeply. You have to open up your subobject, by moving (and rotating) all the sides around, so that they are all visible in the front viewport. You know, like these examples in the math classes, where you have the sides of a dice painted all side by side and you have to guess, if this many sides can actually be a six-sided dice. Although this always reminds me more of baking a cake, when the dough is flattened first, it's pretty much the same work here. If there are distortions during that process, like the side seeming to explode and all the parts seem to rotate on their own, then you need to use the vertex mode to select that part and arrange the side in this mode to the front. So after you cracked open the structure this way, it's easy to suspect what comes next. Right, repeat the process for the rest of the model's "parts". You can use parts of varying size of course, for example the upper hull of a Stardestroyer-like model is one part and the lower is another. -After you've flattened the whole cake, errm model and arranged all the parts in a way that they are all visible in the front-view window, you need to tell the program, that you want to have texture coordinates on the model. Thus apply the UVW-Mapping modifier from the dropdown menu on the right. Make it planar and arrange and size it, so that it will cover the whole area of the front window, where your model parts are visible. -Next use the 'Unwrap UVW' modifier. -Now you can do a variety of things to have a picture of your laid-out model. I chose to render a picture of the front view. This will show you your model with all the 20-odd textures already added and in the right place as well. Save this picture. -Click on the lamp icon besides the Edit Mesh modifier and the model snaps back into the single- block mode. It may look like you've done nothing at all, but you'll see the worth of your hard work soon. -Export the model to .3ds -Now since I couldn't befriend the edit uvw part of 3dsmax, I opened the newly created 3ds model with LithUnwrap and saved the uvw map there. -Now with a painting program you open the saved uvw map and your rendered pic. Copy the parts from the render into the uvw map pic, so that the positions of the parts match exactly (important). -Save the modified uvw map pic for instance as name_c.bmp (I use the _c , _m ... for close, medium and far), copy the image and rename the copies, so that you have a texture file for each model. -Open your 3ds model with 3dsmax and select one the of the textures (the modified uvw pics) in the materials window. Then select all of your model and drag the material onto it. A test render should confirm that, well ... it doesn't really look different now than before, but: it uses now a single texture, instead of 20 or more ! -Export your model and use the other texture files the same way and save your models, according to the name of the texture you used (close.3ds, medium.3ds, far.3ds) Pheew, that's it. Btw, I took this way of skinning the models from a good tutorial by a guy called Michael Brempel, I think http://www.mbrempel.de is his page. If you don't understand what I'm talking about look at the pics in his original tutorial and it should become clear. All I ask from you is, that you stick to the names close.x, medium.x and far.x for your models (the reason for this will be revealed soon, I hope) and that, after you're satisfied with the looks of your models you post them in swr's download section and in my thread in the models section Good luck and may the force be with you
  12. Also I might add, that Jedi characters cannot betray
  13. post 1200: Why thank you ! Nice to know that people still visit my site, although the counter seems to broken at the moment.
  14. Good strategy, but I honestly don't know, if the AI does any Jedi training at all. If not, then the AI Jedi could only be boosted by failing certain mission types and escaping afterwards. Tell us, what the AI did during your test when you're done, that would be really interesting.
  15. As far as I understand it, the turbolasers are used to defend the DS from enemy fighters. That explains, why the attack fails sometimes. Also your your DS will have a better chance to survive the attacks, if you increase these settings with RebEd
  16. You mean for playing Multiplayer matches Well, I'd make it the cardinal rule to confuse my advesary. Never let him/her see the full extend of your fleets, the location of your personell, which means keep moving them around. You can also make feints, like attacking in a predictable pattern with a single ship, or a very weak fleet and when you think your counterpart will await you with a big fleet, you just jump in with bigger fleet, that you kept waiting nearby, instead of entering with the small one. Another thing, that TK suggested a while ago is also something I think will work very fine: rename your ships, so that they will have higher numbers, i.e. StarDestroyer 36, instead of 5. That'll make the other wonder, where the other 31 ISDs are at the moment ...
  17. Hi, a warm welcome in our ranks from me as well This proves once more, that you can still buy the game, if you just know where to look...
  18. Well after three browsers I know, that it wants Flashplayer 6, gotta install that to get to that site, but what made me sad was, that it's listed under Gamecube. I'm still waiting for a pc version of RS2 and they already bring out 3 for a console. Geez, at least there could be someone writing an emulator...
  19. Hi there, interesting name, that you chose I'm totally unaware of these "hacks" that you mentioned, but with RebEd you could never turn of the random events, except that a character could not betray, after you set that flag. Are you referring to the natural disasters ? We contacted one of the original developers a while ago about that and other things we want to change, but he seems to be quite busy. Btw, can you point me to an URL were these altered versions can be found ? To change the amount of available energy is not possible at the moment as well, possible never, since its randomly generated with each new game. The only thing I know of, is that you can adjust the "slots" for your HQ planets with RebEd. I don't know what the maximum for the planets is, but I just checked it and each item (ConYard, Mines, Shipyard, ...) can go as high as 15 per item, so I guess you can have at least one giant planet there with either side.
  20. Because nobody knows, if they are wrong. I mean think about how often there were new theoretical models for atoms, or that the world would be a disc , the examples are numerous and lead me to one conclusion, someday we will know, some other day we'll know better
  21. Hmm, a router works , among other things, just like a softare firewall, allowing connection on some ports and blocking it on others. So did you use a software firewall ? I never had trouble with any Antivirus software getting in the way of gaming, so I think it's safe to say, that this can't be the problem. Although I never played Rebellion online before, did you have the correct IPs from the other players and did they have yours ? I mean the following: if you open a dos box (while being online) and you type in ipconfig you usually get two different IP numbers, one is the number you gave to your Network card (if present) and the other is the one you got for this online session. That's the your counterparts need to connect, if you're hosting the game and of course vice-versa, if they are. Maybe this helps ya
  22. You can also extract them with Resource Hacker. Just right-click on the wave folder and select 'Save [WAVE] resources'. Then you need to create a new folder, or select an existing one where you can save them. Nevermind, that the filetype says somethin about a script file, just enter any name. Then all the waves get saved into the directory, the only problem is, that their names are not the same as in the dll file, although they're in the same order. That's where the generated script file comes in handy: it's a normal text file with all the original names and the new ones in it. Of course, if you just want to save a single wave and not every file from the dll, you can right-click the entry (the 1033) and select 'Save [WAVE: number : 1033] ...'
  23. Well, while I also believe in parallel dimensions (I mean somewhere I ought to won in the lottery by now ), I also think it's possible, that more dimensions than the three (four, if you count 'time') we already know of. But even without taking the parallel dimensions into account, that couldn't explain the outcome of the experiment. Because if that second photon would be just an alternative way, where it could have gone, the two alternative dimensions couldn't exist in the same place, as far as I "understand" this theory. So it has to be something else, that happened to the photon here, if it was indeed the same photon, which would be impossible to prove, I think. Dinochick, did they ever find their way home in Sliders ? I can't remember, the last thing I know is, that John Ryse Davis stayed in on of the dimensions, but I also think the show was suddenly cancelled, before it was finished, or am I mixing something up here ?
  24. Umm, the Deathstar is just a picture and I already included one in my 'new fighters' tutorial. You can either take this one, or read there how to make your own
  25. Do I hear another Zoot war coming ? ducks Hey, cut it out ! It's not like I would've brought the end of the world upon us... ... or maybe... ... ooops. Here goes...

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