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DragonShadow

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Everything posted by DragonShadow

  1. The Jedi Padawan texture could probably use the Kyle Katarn .alo model.
  2. That explains another question: I saw the icon for that in the commandbarcomponents.dds file. Didn't have a clue what it was.
  3. I'm gonna check for an alo when I get home (but that's for another five hours). Until then, I can't check.
  4. I found a texture called NV_SHADOWCLAW, opened it, and I can't figure out what the heck it is. I haven't seen any unit for it in-game...any ideas?
  5. Just add an extra zero to the FOW reveal range of each space unit and you get most of the map revealed...which makes sense...
  6. Yeah, that's one of the best features.
  7. People are perfecting space combat before working on the ground combat...changing things for ground is much more difficult.
  8. Yes, all the pirates are Black Sun. Their ships even have the Black Sun insignia.
  9. I've finally made a working Firespray Blastboat squadron (3 units). Still tweaking it though. First it was too weak, now it's invincible. ;D I'll probably make it pop value 2 because they're so good. Also, they retain the Harmonic Bomb ability...I launched twelve of those at once...amazing...
  10. I prefer realistic sizing to the absurd beginning scales...my preference. But yeah, no real point to these mods. But they are sweet...
  11. Prince Xizor Tani (not sure who that is) Jedi Padawan and.........a killer Penguin with a utility belt (and I think a little helmet)...NOT Kidding.
  12. Add it to the list of starting planets in the campaign xml file.
  13. Oh, you changed the no-color color (makes no sense, but that's what it is)...what would the values be for a dark grey color? Oh, and the changes posted by Malikovski work excellently. I even modified the V-Wing squadron to have Virago fighters instead (my Venators already spawn V-Wings). Sweet...
  14. Hey, yeah, this was about a Vader model...lol...talk about wandering off course... :
  15. For setting the AT-ST to correct scale change the Scale_Factor from 1.6 to 2.4 or 2.5. Looks great. I think doubling the Scale Factor for TIE Maulers should make them relatively correct too...
  16. Where'd you put the new textures?
  17. UPDATE: I moved the Venator code above the little announcement about how the ep III units aren't buildable but could be if desired blah blah blah, and all of a sudden it works in campaign. I'll try Malikovski's post for the rest of them, and thanks for the help!
  18. I've been trying to get these three units to be buildable in campaign, but I can't seem to get it right. The Venator is buildable in GC, but the Pod-Walker and Virago are plain non-existant. Any suggestions? I'll put the uniqueunits.xml up with this if you wanna take a look...
  19. Change the scale factor on the Galaxy Model (first entry in planets.xml) the way you did with the planet models, just make it bigger instead of smaller.
  20. "Anakin Skywalker" and "Darth Vader" are both the same person, just as "Palpatine" and "Darth Sidious" are the same and "Count Dooku" and "Darth Tyranus" are the same. "Darth Vader" is a Sith title given to Anakin Skywalker when he turned to the dark side and became a Sith Apprentice. Those are the facts. If you disagree, you're wrong, and you should plain DEAL with it! Anakin Skywalker chose to turn to the Dark Side, before there was any Darth Vader. Think on that for a couple of minutes...
  21. Shadows (and weapons, explosions, etc.) all change based on the Scale_Factor of the unit.
  22. I don't think it does, but there's probably a way to shrink that as well.

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