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DragonShadow

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Everything posted by DragonShadow

  1. Not if you install them in separate copies of the game folder (or just switch them out when you want to play one or the other).
  2. Shrink the scale of the planet models, that'll give you more space to put planets in.
  3. Used photoshop 9.0 with a dds plugin to change the textures for some of the ships (buildings, troops, etc. gonna do later), but now I'm not sure what to do with my changed dds files...
  4. Yeah, 4.00 is just about perfect.
  5. I like Bodin's idea better! Ahh, I can't wait for this to come out...Clone Wars!
  6. *shameless bump* ;D
  7. Ditto... :-[
  8. Change Scale_Factor and Size_Value in the xml files for the ships, etc.
  9. Since force lightning is manifested in the air just in front of a Sith/Jedi's fingers, wouldn't that mean it wouldn't come into any contact with the body? Besides, we're not strictly talking about electricity here, we're talking about raw Force energy.
  10. Seriously. The Vic only has two of those big ion engines and two small ones for one thing... And is the vader model that detailed (i couldn't view the pic for some reason)? Someone's got a lot of time on their hands...
  11. Hmmm...I can't find anything wrong with the code, however I may have thought of a reason why it doesn't work. Likely, the Neb-B model doesn't have a SPAWN-00 bone (since Nebs don't usually carry fighters in the alliance), so there's nowhere to attach the fighter bay...When you play the game, does the hardpoint show when you hover your cursor over a Neb?
  12. Patience is for Jedi...and I'm a Sith Anyway, I like the idea of expanded line of sight for units. I mean, all of these ships and large ground vehicles and stuff have huge super-powerful sensor-packages built in, and they already know most of what's on the battlefield...which is why a much-expanded LOS makes more sense in such a technologically advanced setting.
  13. 3 days...God, the anticipation is literally killing. It's in my room right now beating me over the head with a blender as type this...
  14. He probably likes people hanging in the air by an invisibile cord...or maybe he just likes using the choke pose. ;D
  15. You did make a new hardpoint in the hardpoints.xml right? If you did, then I'm clueless.
  16. Anyone ever wonder what would happen if a Sith Lord got Mandalorian combat training? ;D
  17. anyone know how to change engine glow color? Where's the code for it? I can't seem to find it anywhere.
  18. We don't need to rebuild the model (hopefully), just get a converter from Petro to change common formats (like .3ds and stuff) to .alo and .ala and vice versa.
  19. Okay, I haven't tested it yet (and can't for another hour or so), but I think I found weapon range in PROJECTILES.xml. Try changing the Projectile_Max_Flight_Distance to double or triple (so you can really see the difference) for one type of projectile, build only units with that projectile weapon type, and see if it works. If it does, just change that distance to whatever you want. Hmmm...just had a funny idea. What if we managed to increase the firing range so that units could choot at each other from opposite edges of the map? That would be interesting to watch...I'll call it the insanity mod...and I'm going to work on it right away...
  20. Yeah, it's a TIE Fighter cockpit...you need to watch the movies more Holly...
  21. Try adding a new fighter bay hardpoint for the ship launching the fighters and add it to hardpoints.xml, and adding the hardpoint to the Neb-B (or whatever). That should fix the problem.
  22. Just make it unbuildable. I wouldn't recommend deleting the entry entirely.

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