Jump to content

GoldenShadow

Members
  • Posts

    24
  • Joined

  • Last visited

Everything posted by GoldenShadow

  1. make sure tactical.dll isn't read-only. This can occur if you copy it off the CD directly
  2. I found that a 20% scale to all ships works well. so adjusting my conversion chart. instead of 1 unit = 100 meters, now 0.2 units = 100 meters. the ship sizes in game are more or less about the same as they were in-game and the ship proportions are still correct to each other. so the smaller ships like the assault transport are very tiny compared to the big ones. if you take them out of the task force, you might even lose them!. no its not that bad. you can zoom in and still see them. For converting ships with textures, there is still a problem. Lithunwrap refuses to save anything in the 3DS format if the name including extension is longer than 8 characters. this makes it impossible to convert anything to 3ds without editing its materails manually. If I didn't have this problem, I could easily and quickly scale all of the default ships to their correct proportions and leave their textures intact. but as of right now, each ship will have to be painstakening fixed after each export to 3ds
  3. Ok, I have since tested the larger models in -game and I don't think this will work. At least not scaling them up, maybe scaling them down will work better. starting at the biggest ships and going down from there.
  4. I Just made 12 death stars at once! I had just converged every single ship I ever had to see how big it was, consisting of maybe 50 star destroyers, 15 SSDs hundreds of other misc other ships and a fighter capacity of 475 half of TIE defenders and the rest capped off with about 50 bombers, 50 intercepters and the rest TIE fighters for their fast building. plus 1 deathstar The battles with this fleet take FOREVER. not the shooting part, the flying to the target part. It literally took like 30 minutes to get in weapon's range. If I was patient enough, my death star could probably pick off all of the enemy's major ships before anything got in range of my star destroyers. they were lined up and made the tactical cube extremely huge. Anyway, I scrapped that fleet and I had a whopping 14,000 maintenance. so what did I do? I built 12 deathstars! At first I positioned a deat star in every core sector. and I used 3 other deathstars to destroy every last neutral and rebel planet. As luck has it, I have destroyed every single system not under my control except for one sector. so I send 1 deathstar per system and finally locate the rebel base. I blow up the nine other ones and send all my characters to the rebel base to sabotage all their troops and equipment and did my incite uprising on their planet until it went neutral and the locals killed their headquarters with illegal TIE bombers. All my planets were 100% loyal to the alliance, but my garrisons held up. I only had 1 uprising due to the alliance bombarding my troops, but a deathstar showed up to lower the garrison requirements and quieted them down.
  5. ok, I just finished putting all of the models to their exact scale this time, except for the 2 biggest ships, the Super Star Destroyer and the Bulwark. I put each of those at half size since they just looked way too damn huge for gameplay concern. http://myweb.cebridge.net/michaell/rebelscale.jpg http://myweb.cebridge.net/michaell/empirescale.jpg The ships are in the same order as the above post where I listed all ship sizes in meters. All thats left now is to plug them back into the game and see what happens. I think doing that will let us know if this project is possible or practical. The big ships will need a lot more detail than the small ones.
  6. I added in the ISD and SSD for size relation this is using my new conversion system. 1 unit in 3dmax = 100 meters so a 12,800 meter SSD is 128 units long. the 150 meter long corvette is 1.5 units long, etc http://myweb.cebridge.net/michaell/shipscaletest2.jpg the executor is quite the giant
  7. I extracted all of the models and did some measurements and decided to make 1 max units = 100 meters and ended up with this: http://myweb.cebridge.net/michaell/shipscaletest.jpg that really little one in a medium transport. I don't know if that figure was correct. anyways, here is the scale I applied to each model- I didn't do anything with the models I don't have number for. 50% would be half size 100% is no change 200% is double size etc Mon calamari cruiser: 545% Bulk Cruiser: 375% Assault Frigate: 486% Nebulan B Frigate: 294% Corellian Corvette: 180% Medium transport: 60% Corellian gunship: 100% Bulwark battlecruiser: 1786% Liberator cruiser: 343% Dauntless cruiser: 746% the picture isn't perfectly accurate, I was rescaling the ships manually on some ships that looked too big. I made an error and the dreadnaught was the same size as the mon cal. and the medium transport was actually smaller than that, I made it bigger again. same for the corvette and gunship too. Using this information, you can scale your high resolution models to actual size. First match it's length to the original model then scale it by the specified amount. I don't know how these giant models will work in-game though
  8. ok I just went down the list of ships in the game and googled them to find their lengths. Heres what I have, please check for accuracy Imperial Ships: Assault Transport 45m Carrack Light Cruiser 350m Galleon 300m Imperial Dreadnaught 600m Imperial Escort Carrier 500m Imperial Star Destroyer 1600m Imperial II Star Destroyer 1600m Interdictor Cruiser 600m Lancer Frigate 250m Star Galleon 300m Strike Cruiser 450m Super Star Destroyer 8000m/12800m Victory Star Destroyer 900m Victory II Star Destroyer 900m Alliance Ships: Alliance Dreadnaught 600m Alliance Escort Carrier 350m Assault Frigate 700m Bulk Cruiser 600m Bulk Transport 125m Bulwark Battle Cruiser 3500m CC-7700 Frigate 400m CC-9600 Frigate 400m Corellian Corvette 150m Corellian Gunship 119m Dauntless Cruiser 1500m Liberator Cruiser 398m Medium Transport 90m Mon Calamari Cruiser(MC80) 1200m Nebulan-B Frigate 300m These numbers are the ship's length in meters
  9. Where can you find a list of all the ships in rebellion and their lengths, in meters? I want to rescale the ships to their correct proportions. (ie. a corvette is supposed to be able to fit inside a star destroyer's docking bay)
  10. If you've played Rebel Strike for Gamecube. theres a mission where a medium transport loaded with explosives rams a control deck of a shield projector disabling it. you have to defend it so its not destroyed prematurely
  11. I did that earlier to day, 2 giant fleets killing each other and ended up in a stalemate that looked like I was losing. all of the imperial star destroyers were dead because of my great tactical mind, but I lost the last of my xwings to their lancer frigates. the thing is all of the 'good' capital ships were heavily damaged and disabled. so all was left were my escort carriers and a few corvettes duking it out with some carrack light cruisers and some lancer frigates. I knew I would have lost the battle if I just kept going since the imperials outnumbered me in working capital ships. so I hit get imediate results and turns out I won. I checked the condition of my mon calamari cruiser at the end of the battle and it had recovered half of it's laser recharge rate and I think it turned the battle around.
  12. Heres a new mini story, kind of. I was playing as the Alliance and had a good sized fleet(but its not important) I went to corruscant and destroyed the ISD there and bombarded away all its defenses. I used all my characters to kidnap the imperial charcters and then did incite uprising missions on it until it fell neutral and did diplomacy on it to gain control. but the funny thing is the cutscene plays like I did a full scale invasion! Also, a question. How does the Empire gain sector wide loyalty from just doing orbital bombardments and planetary assaults? In a sector I totaly owned, with 100% loyalty to the alliance, and I let the game go on fast speed for 15 minutes, waiting for the incite uprising missions to work their magic and I don't understand how my systems are turning greener and greener, eventually going into uprisings and all the imperials seem to be doing is invasions, I thought those events make the aggressor lose support especially when the entire planet favors the other side. can someone explain this to me?
  13. But those carrack light cruisers can easily take out fighters. I made sure my xwings engaged their TIES in cover of my corvettes and not in range of their carracks. I'm almost positive if I had just ordered all fighters to fly forward and engage as soon as the battle started, I would have lost.
  14. I am playing as the Alliance in an headquarts only game, large galaxy, medium difficulty. Here I am on the System Kamparas, my stronghold in that sector. All of my characters on the planet using it as a base for covert missions. A sizeable fleet I assembled hasilty orbited the system. The fleet consisted of 2 nebulan B frigates, 3 corvettes, 2 escort carriers and 16 xwings. The Imperials had just assaulted a system nearby in the same sector, so I sent my fleet to wipe out the garrison, the planet's loyalty was 100% red. My fleet arrived to find 4 victory star destroyers, 4 carrack light cruisers and 3 galleons equipped with 6 TIE fighter squadrons and 2 TIE interceptor squadrons. To complicate matters, one of the corvettes had Luke, han, chewie, and more characters ready for covert missions. I couldn't afford to withdraw because I needed the system the empire had just 'stole' from me. I entered tactical and the game was on. At first I ignored the victory star destroyers and used my corvettes to nail as many fighters as possible and held my xwings back. the nebulan b frigates aimed for the carrack light cruisers. The TIEs had flown right by my corvettes and were heading straight for the xwings, but I tried to keep them out of the carracks' range as long as possible.16 xwings and 3 corvettes, those 8 TIES dropped quickly, but I suffered about 25% damage to my fighters and the corvette carrying luke and friends was under heavy attack by the victory star destroyers. Its hull was 50% damaged and I ordered it to fall back. 2 victory SDs chased it and the other 2 stayed in the main engagement. My frigates and corvettes and escort carriers now focused on each carrack one by one. I was losing capital ships fast to the star destroyers. Once the TIES were dead, my Xwings came back and help disable another carrack. I think the tally by now was 1 frigate at 100% 1 frigate at 50% shields and falling. 2 corvettes at 100% and 2 Escort carriers at 100% 1 corvette at 20% hull and barely running away from the victory's chasing it. About 8-10 xwings left Imperial: 4 victory all 100% 2 carrack disabled, 1 destroyed, 1 I 100% 0 TIEs At this point I gave up trying to finish off the last carrack because my frigate was dieing fast. I made everything I had aim at one of the victorys. It quickly lost shields and exploded. I also lost a frigate. but luckily, my other frigate was way off to the side, so the remaining victory in the middle engagement was shooting at a corvette. my xwings kept pounding its shields until they failed and torpedoed it until it's guns were disabled then moved onto the remaining 2 victorys. by then, I had lost both corvettes still in battle(the one off to the side was safe, yet disabled) I think by then the AI realized my xwings were the biggest threat. they targeted their turbolasers on the xwings, ignoring the remaining frigate. I used to opertunity to beat down the third victory. My xwing squad was down to about 3 left and the imperials started to withdraw. My nebulan B frigates tractor beam held the damaged victory in place while the other one escaped. One carrack which I disabled still had engines so it escaped too. The end results were 3 victory star destroyers destroyed. 2 carrack cruisers destroyed and all TIES dead. I lost 1 nebulan B frigate, and 2 corvettes and all my xwings. The last frigate was the only ship I had which was still at 100% at the end of the battle. I think the reason for my victory was the tactics used, not overwhelming firepower. Removing the threat to my fighters and then using the fighters as my main weapon against the victory star destroyers.
  15. you should the thread I just made, I figure as much out myself. I made duplicate textures for each close, medium and far model, not even LOD variations can share textures apparently.
  16. It was in my experience that when I replaced the SSD with a larger one, the yellow boundary around it grew bigger to match it. I don't think that has any effect on ship to ship collisions. that is probably hard coded into the engine that tells how far each ship can get from the center of a ship, so thats why everything in the game had around the same scale and the corvette was only marginally smaller than a SSD when it should look like an ant to it. these are just my observations, I could be wrong
  17. Is it possible to replace those mono music files with stereo ones, encoded with a surround channel. Playing this game would be more fun if it would utilize my PC surround sound system. I sorta got this effect by taking one of the music files, Mdata.300, I saved it as a stereo 16-bit signed wav. then reopened it, and inverted the right channel and saved it again. now it plays and sound comes from rear channel now, but its not quite true surround since every speaker is playing the same sounds. ei, both halves of the stereo signal are the same. We need to get some official stereo music to plug in there. I used http://www.goldwave.com to make the changes
  18. If you look, all the models used in that game are in the *.x format. I used lithunwrap to convert it to 3DS and go from there. I haven't looked at it yet, but I do have a lot on my plate already. I just did these models for myself and decided to share them. If I make any more, I'll post them too.
  19. I don't even use LithUnwrap, all the texture tools you need are right there in 3D Studio Max. Use a UVWMAP modifier to set up the map orientation, then a unwrapUVW modifier to tweak it. I downloaded LithUnwrap only to convert .x format to .3ds format to load into max.
  20. http://myweb.cebridge.net/michaell/SSD1.jpg Thats the model in the zip, and what you will see in-game
  21. http://myweb.cebridge.net/michaell/SDcollection.zip You can download this Star Destroyer replacement, ready to install into Rebellion if you know how to use ResHacker. I also put in the ISDII since it looks strange in-game when one ship is crappier than the other. The only difference is the ISDII is very slightly bulkier(ie, slightly scaled up) so you can actually tell the different between them in the tactical view. Also, I put in the SSD replacement too. I DO NOT take credit for the SSD mesh, but I did texture it. as the game I took it from was using it without textures. I didn't bother with mesh LOD, but I did half the texture resolution at each LOD level. For example, the Close texture is 256*256, the Medium is 128*128 and the far is 64*64. works quite well, you can't see the different in-game, and thats what matters, along with saving some memory and maybe gaining a little performance.
  22. Ok, you know what. I read a post about having multiple models using the same textures so I got a backup of Tacitcal.dll and replaced it with the original, then only put one of my model into the game, 2560 close up ISD, along with the 3 textures it used, and the game didn't crash. so I guess each model just wants its own textures to be happy.
  23. http://myweb.cebridge.net/michaell/ISDwire.jpg http://myweb.cebridge.net/michaell/ISDb.jpg http://myweb.cebridge.net/michaell/ here are a few more renders
  24. My game is crashing after I put in my new star destroyer model. I read all of the tutorials that I could find and successfully created a ISD in 3D Studio MAX with textures, exported it to 3DS and used conv3ds to make it into a ISD.X file Then I converted the textures to bin using bmpconverter. It uses 3 Texture files, all with the same palette. I used reshacker.exe to put everything in the tacitcal.dll I started Rebellion to test it and the model is displayed in-game perfectly, textures and all, the Hull, bridge and engine textures all look correct in the tactical view. no glitches. When the battle ends, I get a rebexe crash error message. Can Anyone help me? BTW, My ISD model is only about 500 polygons, not unnessesarily detailed like most other custom models I looked at, and it doesn't have any Z buffer artifacts like those high 3,000 polygon models do with overlapping geometry. Here is a render from 3D StudioMAX, I tried to get one from in-game but the screenshots don't come out. http://myweb.cebridge.net/michaell/ISD.jpg

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...