
tibmaker
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Everything posted by tibmaker
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Hehe, seen this on EaWNexus today from The Project Mars. Pretty awesome. Looks like a damn good mod to me, and I hope it comes out soon.
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OMG VICTORY IS MINE
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Hell no, I have the intentions of getting Joey to register on these forums and to start posting. Only way to do that is to piss him off good enough by insulting his MiniMod. JOEY, REGISTER DAMNIT!
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I got a question... why is there an asteroid field between Earth and Mars? Where is the Sun and Mercury? And why the hell did you name the Moon Luna, and the Solar System Sol System? You do realize, most people do not go by the geeky names like that. A famous quote from Joe Dirt: "It's not what you want, it's the consumer."
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Tools and Tutorials [Updated 09:31:17]
tibmaker replied to tibmaker's topic in EAW Mods General Workshop
Alright, I know these forums don't offer really good areas to post or criticize tutorials, but I suggest all of those who want to write tutorials for the majority of the public to go here: http://eawnexus.com/forums/index.php?showforum=10 Register and post in that specific "Coding" forum. Your tutorial will be immediately reviewed and stickied, edited if neccessary, and receive larger publicity all around the majority of the EaW Community. Anything is welcome. -
Re: GMP - General Mod Project (NMA and Nexus)
tibmaker replied to Bryant_pff's topic in EAW Mods General Workshop
Yes he has. And yes, that menu thing did work. In fact, I did it the first day I got the demo. But, Bryant did not use that menu screen background method. He actually wanted to eliminate the loading of the shell menu alltogether to offer quicker game start. -
Tools and Tutorials [Updated 09:31:17]
tibmaker replied to tibmaker's topic in EAW Mods General Workshop
Lol, it's easier to keep track of our written property. I write all mine on Nexus as well... so people can post replies or questions. Besides, people can get all the help they can ever want from the Nexus... it's made up of all of the largest mod crews. -
Alright everyone, http://www.federationstudios.net/factions/factions.jpg With the VERY recent of the upcomming Total Conversion, Factions, it is now time to of course recruit coders and whatnot. This Factions project has a really great team of modelers (many from Battlefield series), and skinners, but we are also requiring coders, and I know there are a lot of you out there. I am not looking for anything advanced, just mainly problem sovling. Anyone interested in joining the Factions team for coding or any other development job, you are more than welcome to at this particular thread: http://www.federationstudios.net/forums/index.php?topic=15.0 However, I, Bryant, and Cain have decided to make all the coding work for this mod a public one. Sure the main coding will be tested behind doors, but everything of the final product is going to be open to the public via the GMP. This GMP is to provide a sort of a CodeSource or enhancer aimed for the other mods to use at will. Of course, many of the other mods are doing (or planning) the same thing with this GMP project by spending all their coding resources towards this public GMP project. If you do not wish to join the Factions team, but rather a freelancer for the GMP, then I suggest you ask what you can do in this topic: http://pff.swrebellion.com/index.php?topic=2625.0 Thanks, tibmaker
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"Factions" Total Conversion Modification
tibmaker replied to tibmaker's topic in EAW Hosted Community Projects
News Snipet (expect to see these every week or so): "IMIN: Condemnation of Insurgency" http://www.federationstudios.net/factions/media/snipet1.jpg PS: Plz don't make fun of my robot. I heard it all.. from burger... "no we should redo it"... whatever lol. Understand that I got bored one day in PhotoShop, and made it all from scratch. Anyways with that said be certain that the real and final design will be much more interesting/creepier This team has about 8 of us who can model, so expect rapid updates. -
Compiled List of EAW-Gold Mods [Update 02:21:06]
tibmaker replied to Cain's topic in EAW Mods General Workshop
http://www.federationstudios.net/factions/factions.jpg I present you all with a new upcomming total conversion... based on soley unique plot. You can visit this topic for discussion: http://pff.swrebellion.com/index.php?topic=2886.0 -
Gentlemen, The time has come to unleash our newest Empire at War Nexus project, I like to humbly call... Factions. This mod is a planned science-fiction thriller set in a "reverse utopian" or "dystopian" world a little more advanced than ours. No, no fancy lasers, or any fancy starships. Just straight up land murder, and urban carnage. You will find that we are not totally going to give away all the background plot, or story of this mod at first. In fact, the story will correlate into our newspostings a bit at a time. With that being said, prepare yourself for the surprises and the twisted curiosities you may have. http://www.federationstudios.net/factions/factions.jpg Now for the real news, and the image goodies, I suggest you sign up on the forums while checking out the site. For those who recognize the little Federation name, yes that is FedNet. And yes, FedNet is returning. For now, just put up with the construction. Note that this little post here aint nothing compared to the site http://www.federationstudios.net/factions/ Goodluck, tibmaker
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Re: GMP - General Mod Project (NMA and Nexus)
tibmaker replied to Bryant_pff's topic in EAW Mods General Workshop
It's the GUI (I questioned Bryant on this for hours lol). Apparently the GUI can only display 2 factions at a time. -
Re: How can you make the ATAT side Head lasers fire?
tibmaker replied to PipfunatUT's topic in EAW Mods General Workshop
Would it be possible to have it so all vehicles have the equivalent of "hardpoints" simular to ships? Lol, that would solve your problem. Hell, you can even make the legs a target. -
Re: GMP - General Mod Project (NMA and Nexus)
tibmaker replied to Bryant_pff's topic in EAW Mods General Workshop
It's amazing what gets created and labled out of the movies themselves... -
[ROR] Topics-Unit coloration, insignia, and camoflage.
tibmaker replied to Stellar_Magic's topic in EAW - Modding Arts Inc.
lol http://www.eawnexus.com/img/watchoutimps.jpg "Watch Out Imperials!" -
Yes, it should. You would, however, have to reference it in the MegaFiles.XML. For an example of this, look at the Patch.meg. The problem with this... is that no one has a good MEG creator yet But Dante is the hope on it's way...
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Rofl, Okay, I just looked it up. That Vader Model you have above is 29,612 polygons. If you really want to use that in EaW, then you should just go shoot yourself right now and hope to wake up in 50 years when our technology progresses to that level ;D. Now, Battlefield 2 characters are around 2000-6000 polys. In Command and Conquer Generals, infantry were only 800. Now, that being said, I will admit that the EaW ships are not that high polygon. From my best guestimations from seeing so many models after models, the ships are in the 1000-2000 range. What does make them appear detailed to you is the normal mapping (An advanced form of bump mapping).
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Lol, can't a man guess?
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If you have a good site design(er) then you could probobly aim for a hosting resource like GamingSource.Net. However, they tend to be uptight about letting people in. So you must make sure you have a good team and webdesign ready. Otherwise you can try for other hosters. For forum software, Invision or SMF tend to work fine, but you could use phpBB2 if you wanted. But! A better offer would to get plugged in here as part of the Nevada Modding Development. Advantages to that is good forums, and public support all around. Just talk to folk around here to find you a place.
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Tools General Net 2.0 Meg Editor (Stable) Meg Editor (Beta) - Forum Thread Bink Movie Tools FinalBIG extended to support MEG file editing DDS Tools Photoshop Plugin 3ds Plugin Thumbnail Viewer Texture Viewer Advanced Utilities Coding XML/Lua WIKI ConTEXT DAT editor - Forum Thread Empire at War Editor Modelling ALO Model Viewer Tutorials - Game Modding Database General: EaW DEMO Modding For Dummies EaW Modding Tutorial The Mod Team EaW Filetypes Cleaning Out Mods How to create a new Icon Adding a Fighter Bay Hardpoint to the Nebulon B Fregate Skinning: Basic Wood Basic Wood 2 Basic Starship Hull Saving Transparency to EaW DDS Coding: Unlocking Planets Enabling Retreat
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Re: GMP - General Mod Project (NMA and Nexus)
tibmaker replied to Bryant_pff's topic in EAW Mods General Workshop
I will sign up. Now, where do we start? Any breakdowns in this at all? -
http://eawnexus.com/forums/index.php?showtopic=155 Look at .MTD. Same problem I have been bitching about for a while now. I know how to edit them, I pinpointed it down to the .MTD file. But there is no decoder/encoder for that format as of yet. Basically, that TGA you talked about is a fake one. It is a fake name, but it is referenced in pixel locations within the .MTD file. What it references to? That large TGA/DDS master file. Someone needs to crack this MTD format for us to be able to accurately edit the GUI.
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Lol, I feel so happy now.... 5/13 of those are mine! Woot! Btw, you should be more definate in categorizing them into like "Skinning", "Coding", "Modeling", etc. Because it just seems they are all clumped together atm.
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Tools and Tutorial Links [Updated 1:30:06]
tibmaker replied to plokoon9619's topic in EAW Mods General Workshop
Coding: Enabling Retreat http://pff.swrebellion.com/index.php?topic=2204.0 You should add Cain's retreat as a coding tutorial. -
Okay, I think I stated that this is not in XML alone lol. Look in the .rc file and add a couple statements that go along with the SQL*rofl I meant XML coding.