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MajorPayne

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Everything posted by MajorPayne

  1. Perhaps this might help. Its not perfect, as I'm still learning the XML files. However, thanks to Bryants mod I figured out the right sections to copy over and now both Empire and Rebel have the Venator enabled for the full game. Only problem is I've been trying to get the Rebels to have a slightly different version (enhanced stats for my own personal usage), and unfortunately thats why theres two versions in the rebels menu. Just drop the XML file from this zip into a subfolder named "XML" which is to be placed as follows: GameData/Data/XML You can play with it as much as you like and if you manage to get two versions for either side then please let me know how (unless I figure it out in the meantime).
  2. Akula. I did a test concerning changes as I'm playing and it works fine as long as you don't mess up anything (which crashes the game). The game responds with a warning when you demimise it after making any changes whether you want to reload the files, so you should be fine.
  3. Theres a thread somwhere (cant' find it of the top of my head) and Epytron Omega has managed to extract all the full version XML's. I believe he submitted them to EaWfiles yesterday.
  4. Strange. I enahanced the rebel side quite alot for the campaign and the game still loaded and worked with the new changes I put it (the level with Han and chewie have to navigate around the city is a pain to complete otherwise).
  5. You know. Looking over the files theres not much difference between the XMLs from the demo and the full version. My suggestion woul dbe to check something like the first mod that enables the ship and then compare the data to the coresponding version and seen whats been changed.
  6. Yep. The model files for EaW are specific to the game.
  7. Well with WC it wouldn't be that easy because of a severe lack of ground units. As for battletech I've been playing with the idea for months. As it is for me I'm going to see about a trek based mod.
  8. Speaking from my own project point of view, you wouldnt' see a polished complete TC wihtin 12 months, and thats likely to be one that rebuilds the original game (better models, better textures, etc.etc). With a complete TC it could take up to 2 years. Still the games likely to have a good strong community and considering how moddable its supposed to be, it should be modded long after most other games life have disappeared (how many here still play TA I would wonder??)
  9. You'll also have to poly reduce and scratch rebuild some as the fighters, especially, are quite high, poly wise.
  10. Most useful, but I bet my bottom dollar that some smart alec will figure out a way to enable further space based structures in time (unless they hardcode that sort of thing).
  11. The most ideal idea for this is if you can place huge stations such as the DS as a map planet/station then you can have internal maps and if its possible to land troops inside the station. If scenarios can be made you could have such ones as rescuing leia or stealing the plans for it. It might be nice as well, if you could use the DS as both a standard unit as its been made in the game and also a map/planet unit. YOu could then have a mobile staging ground for the imps and actually get to play it out as a proper map anywhere in the galaxy (if anyone can follow this).
  12. Fine work Dante. Truely fine work. It'll be ideal if you can get an exporter created.......
  13. Or you could just wait until the games released and not have to worry about it being enabled as it'll be in the game.
  14. Erm, aren't we forgetting that the stations don't actually move?? Also speaking of pathing, has anyone noticed that the collision methods are pretty crap for the demo (I noticed that when I took out an ISD and it was next to another relatively undamaged one. One section of the destroyed ones hull went straight through the hull of the other).
  15. No. The texture coordinates are specified when applying the texture onto the model (I mean I have done this for well over 400 models or more in the past 7 years, so I think I've got some experience), and like I said. It is extremely difficult unless you line up the replacement texture sections exactly. I would like to see your new texture but not applied to the model alongside the original just for comparison. As for a red version of the SD texture. Not so difficult if using a hex editor and a renamed texture that uses the same filename length.
  16. Replacing a stock texture with a new one is easy as long as the sections on the texture are an exact match.
  17. No Teradyn. I'm more concerned with pathing problems around the maps.
  18. Strictly speaking its extremely difficult to just have a texture and reference it onto a model just through a text file. It is possible to "unwrap" a texture ready for applying but each model would still require the texture to be physically applied to the models surface.
  19. Jugg. I trust your not going to have this as a canon sized object, otherwise your going to have a ship that takes up most of the map.
  20. The texture files are DDS (IIRC its the same forma tused in Homeworld), and whilst theres a good few utilities to convert this to a usable format, converting it back, however, has proved something of a pain in the backside. I Also believe that because, like any 3d model, the texture files are most likely mapped onto the models then you'll be hard pressed to be able to do anything with them just yet.
  21. Exactly. Whilst I'm waiting for the necessary exporter tools for modelling purposes, I've been dabbling with the XML files. Its gives advanced learning and should provide the currently in progress mods, a good edge to get their work done much quicker.
  22. Dante. Does the program resave DDS files as theres no free program that can resave them correctly?? Also how about a group extraction option (i.e it'll scan through the entire directory, locate ALL meg files and extract to the folder structure)??
  23. Simple answer currently is "no". Just be patient until the tools are released.
  24. Whilst modding the demo can get you so far (in so much as your able to learn alot for prodding around iwth the files), it still leaves you with a sense of limitations. The full game will provide a much better way to learn and besides. The other campaigns still interest me a hell of alot. Besides which The games been pre-ordered for quite some time.
  25. Jugg. If your going for realism I would suggest leaving out the Executor. Considering the current size of the other capital ships and fighters it wouldn't be a good idea.

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