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obi-wan_kenobi

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Everything posted by obi-wan_kenobi

  1. I have been texturing Rebellion models for a few months now, and i have noticed that the texture .bmps before .bin conversion have a greater color variety than the in-game texs do. I always apply the palette supplied by vakundok in his texture converter package to the bmps, but i would almost be inclined to say that the game uses only 16 colors, rather than the 256 supplied in the palette! Perhaps PSP doesn't really know how to apply a palette to a bmp, or perhaps it is a result of the conversion. If anyone has a suggestion as to how to get the colors to work in rebellion, please voice it. So far, the only colors i have actually seen work with my textures in game are a light blue, white, dark red, and the standard gray.
  2. awesome, vakundok! i am now beginning to understand texture replacement and the converter is very handy! instead of typing again and again the bmps to convert, i just hit 4 and out pops my bins! thanks again!
  3. true, they did use an old engine, but there must be a way to increase projectile speed by means of a mod. even MoHAA (which has the same engine as JA/JO i think) has much faster projectile speeds.
  4. amazing how simple rebellion can be sometimes... of course, then it can be really complex at other times...
  5. I am greatly bugged by the whole way that is JA and JO certain projectile weapons (pistol, rifle, bowcaster) fire "lasers" that go so so slow.... in the movies, the shots didn't go 180,000 mps, but they did go about 3 times faster than the shots in JA or JO. has anyone found a mod that would speed up the projectiles of these weapons?
  6. the converter seems to work well, although i am not completely certain on how to test the converted textures. It is much more efficient to hit the all bmps -> bins command than to do them one by one, thank you very much for adding this option. now, this is perhaps quite selfish, but... is there a way to add a command option like... add binary palette to all bmps this directory ? What i mean to say is, can the program be made to fix the palette on existing bmps in the directory? I guess i do not understand fully the whole palette thing, but i know that a lot of these texture bmps are in 16 bit or more color, and that rebellion will only have a max of 256 colors. so the bmps must be degraded to fit the rebellion criteria, yes?
  7. well, i suppose i have no room to speak, but if it would legally be possible to fix the rebellion engine and allow for mulifaced models (and i really mean multi-multi-faced) then perhaps the effort is worth it. i mean, with the rebellion update coming out (the one worked on on this site) then i think that the tactical battle must be updated in order to provide the best possible effect. Rebellion Reloaded will be great, but the impact of the new models will leave something to be desired if the game engine barely supports them. Anyway, if nothing can be done, than nothing can be done. I just felt like ranting i guess...
  8. i really appreciate you making this texture converter, but a task of mine requires me to convert possibly hundreds of textures to bin files. with the current converter, it will take me a good deal of time to type all of my files names and what not. can there be added an option to convert all BMPs to BINs? i know nothing about programming/coding, but with this option i think it could benefit some of us who need to convert a lot of textures. And it would look nice alongside the "all bins in this directory -> BMPs" option.
  9. is there any solution? to be more specific, this is actually happening with all of my SWR models, default and new. the only thing is, it is more noticable in the new models due to their numerous faces. but i can tell that it is happening in the default ships because the lines which outline a ship when you select it are visible, even through the other side of the ship. i will perhaps play with some of my 3D options, but perhaps it has somehting to do with texture redering? it seems that the textures on the disappearing faces just become transparent when you zoom in. also, i am running widows xp, ATI Radeon 9250 128MB PCI. 1gig ram
  10. i love the new models posted on this site, and i thank everyone who has contributed to creating them, but i am having a problem with them in-game. i do the normal routine of installing them, and when i view the models in rebed, they look awesome, but when i get ingame, something bad happens. it's like, in the tactical screen, many of the top faces of the models become transparent, showing the faces underneath. for example, (btw, if i could take screenshots, i'd show you) the new ISD is awesome in rebed, but ingame, when i zoom in, the main command tower goes transparent and i can see through the ISD to the faces of the bottom of the craft. really freaky , and quite annoying. i have a radeon 9250 and the latest drivers; is there somehting i should configure in the ATI control center? any help here would be nice...
  11. yeah, i am curious for this too...
  12. well, i don't even know if equations exist in games like this, but perhaps it is something along the lines of.... point (x1, y1) starting point point (x2, y2) destination ETA = (base value for character speed) * sqrt((x2-x1)^2 + (y2-y1)^2) for example, if a character is traveling from (3,4) to (-2,5) and the base value is 5 ETA = 5 * sqrt((-2 - 3)^2 + (5 - 4)^2) ETA = 5 * sqrt( 25 + 1 ) ETA = 5 * ~5.099 ETA = ~25.495 ETA = 25 days of course, the base value could be anything and the scale for the x,y axises could be anything.
  13. i experimented with the location of sectors relative to one another. I started as rebel, large galaxy. it is day two, i sent luke skywalker on a mission to sabatoge a building on coruscant. eta, day 66. in rebed, i move the coruscant sector right next to the yavin sector. same mission for skywalker. eta, day 17. based on this experiment, it appears that the closer systems are to one another, the more quickly things in hyperspace travel. this means, the that there may be a single equation for the rate of travel along the lines of, base speed x distance target location is = eta. perhaps, then, this "base speed" can be modified to a lower value. thoughts?
  14. please excuse my ignoriance, but how did you open up the dat files? they seem to be garbled in notepad. are they encoded?
  15. uh, sorry to try to revive this, but this happend to me recently. i had a system with troops and a minor character on it. I found out that an imp fleet was on it's way to level the place. so, i take my measly scrap of a defensive fleet and move it away before the imps arrive (why waste the ships when i will lose badly anyway?) so, the imp fleet is over my planet, blockading it. i try to get my minor character to escape. bam, captured. ok, at least he is still alive. the imps just chill in orbit for a few days. then i get an idea. i have no hope of stopping these imps, so why give them a viable resource producing planet? i go in, scap every facility mine and refinery. then the imps take the planet by force a day or so later. however, a neutral planet in that sector was angry at the imps and just joined my side. so, i considered myself somewhat clever. i gave the imps a potentially valuable planet (as opposed to an already valuable planet) and i somehow convinced another planet of the same sector to join me. yeah, i should have evacced the minor character with the fleet, but he was returning from a mission and barely made it through the already blockading imps
  16. well, i would assume that the specific variables would be found in the same place that rebed edits the unit variables. does rebed edit dat files, or the exe, or something else? I hypothesize that perhaps each troop unit would have a set hyperspace rate, which would possibly be found alongside the data for defense/attack. or, the data for the rate would be in a major heading for all the troops. also, for major/minor characters, there would probably be data set as a constant for all fo these units, plus additional coding for the millenium falcon effect. maybe this could be found alongside the data for han and chewie? for the constructed buildings, the hyperspace rate may be a constant or it may be a separate (but still equivalent?) value for each individual structure. so then, i must enquire, how was rebed created? how did they edit the variables in the first place, or even locate them for that matter? was it a hex editor? or something else? that is perhaps the key to discovering where these variables lie.
  17. RebEd rocks, no doubt. but it does have its limits. i wanna lower the hyperspace values for units such as chracters (traveling not in a specific ship) troops (") special forces (") constructed buildings being deployed to planets other than where they are constructed. i have already decreased the starship/fighter values by about 90% with RebEd, but there must be a way to edit the hyperspace rates for the above listed units. I am not new to SWR nor am i new to editing it. I assume the values are about 60 or 70 for the listed units. any help would be nice.
  18. Hey mask, thanks. You were right, as usual . Also, i understand that single player is not supported, but i believe that the patch was partially designed to correct this issue in single player. Thus, i was just curious whether it was working for anyone else. btw, i was able to get on the forum over there so maybe i'll ask those guys. (i think i should watch for coffee beans and various levers )
  19. I guess you could call me a n00b, and i'm sorry that i'm posting on this forum about a homeworld 1 mod, but for some reason i was unable to register with the SWNR site to post on their forums. I would bet this has something more to do wih my pc than with their servers, but i could be worng. Anyway, 1. I installed SWNR v8 r2 and then installed the v8r2 patch, but my problem is that when i get to mission 4 of the single player missions, and it says that a mothership class thingy is hypering in, the game crashes. I realize that this was supposedly fixed in the patch, but not for me. I know that I installed the patch before i started playing the missions, so i doubt that my saved game files are somehow causing this, and i have tried reistalling the patch several times, and all the times it was successfully installed, but the game keeps crashing. If anyone can help me with this problem, i would really appreciate it becuase I can't progress an further without this iussue being resolved. Thanks. 2. My second question is how would one go about modifying the stats of the fighters and starships in the game? The makers of the mod did a good job setting a standard, but i feel that for some parts of the game, ie, tie advanced being nearly as powerful as a capship (?), some tweaking is in order. I know that I am essentially a n00b, but i really appreciate the work on rebellion on this site and the work on homeworld at SWNR. I greatly enjoy playing with the mods provided here and over there, so if any one canhelp me with theses problems/questions, i would really appreciate it.
  20. Ok, I created a bitmap with all of the textures. I've added the new material and assigned it a bitmap file (the one I created of course). I'm not sure how to assign the faces to the various parts of the new bitmap. Oh, I used MS Paint to put all of the textures in. And in lith, the new material with the "bitmap map" that I created is clearly displayed, except there is some distortion in the colorings, whereas, the original textures with faces attached are not distorted at all. Hmmm. help?
  21. I fully intend to ask their permission, however, I just want to get these to work for me first. I'll go try what you said.
  22. I looked through the spline modeling and the 2.0 tutorial, but my problem is texturing more than modeling (I think?). I was unable to extract from your excellent tutorial how to, well, convert the textures of a 3ds that has 40+ textures to one texture file which can be converted to .bin, which finally can be put into Rebellion. I'm sorry if I'm a little hard to work with. I'm kina frustrated but am still trying to figure this out.
  23. Hey Mask. I didn't mean to insult you or anything. I am totally new to gmax and really don't know how to do much. I get confused where you have to "flatten the cake". I just started selecting faces and moving them away and then rotating them with the mouse. It was kinda difficult and I thought "there's no way I can do this in 30 or less minutes" so I just gave up. If you would be willing to assist me, that would be awesome, but like I said I'm new to all this. But I'll try selecting multiple faces and rotating them, I'm just not sure.... about what order they should be in and what arangement.
  24. Thank you for all your help. I tried the method posted by Mask, but got stuck and confused more than once. If I takes moving and rotating every face of the .3ds (of which there could be hundreds or thousands) then I guess it isn't worth it. Arg. But thank you again. The untextured models don't look that bad.
  25. Sorry for the double post, but I looked all through the model editing and only caught one reference of The Mask talking about converting opts to use as reference. I want to totally convert the opts and use their textures in-game. Possible?

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