
Epytron_Omega
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Everything posted by Epytron_Omega
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here is a minor update for you all. The Renegade has be classed as a Fleet Carrier in the Post WCP era, or thats what I am working on the textures to be, and she will have ships from the series prior to her being built... Also, I have a pic of the text that I planted in the Master Text .dat file, so tell me what you think of her text, and when I get a pic, of her skin. http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Renegadetext.jpg EO
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Right now I am gathering Resources to get started on the ships we dont have already, as I have discussed with Manic about. On that note, anyone willing to help out, just give me or Manic a hollar, and we will see what we can do, we could use texture artists as well as more modelers, I dont want all the pressure on my shoulders, as I would pop... Manic, I completely agree with not having reinforments, as you would fly your whole fleet in, not just a carrier or two with a cruiser here and there, you would send everything, transports included. Also, I have been trying to get in touch with you on MSN to show you something and ask you about it as well, but I figured why not show it off. Ok my thought is if we do hero units, do different ships, like the one I am about to show off. I know the Concordia was its own class, if Im not mistaken, if I am, please let me know. Anyway, I was thinking of doing my own Hero Unit for the mod, with its own model, kinda like Home One. Here is what I have done so far, keep in mind, the model is still very much a WIP, but its the basic shape I want. I present to you the Renegade Carrier. http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/battlecarrier.jpg http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/battlecarrier1.jpg EO Edit: as to not double post, here is the updated Renegade Class Fleet Carrier. Manic and I were discussing the topic earlier tonight, and for the campain mode, rather then following through the WC sagas from 1-4 and up, we will be making our own, most likely based around this ship. When she's destroyed, its going to be awsome, as soon as we get all the files and stuff organized. Anyway, the ship will carry 60 sqaudrons of 4 fighters, and carries 8 laser batteries and 4 missile batteries. Here are the updates shots of her, tell me what you think... Also, I have all the files now from the old Invasion mod for STArmada, so we have all the confederation ships from WC3 and up, generally. Anyway, here you go for screens. http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Renegade.jpg http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Renegade1.jpg http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Renegade2.jpg
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Hello all, its been nearly a month and I have some updates, nothin to big but its enough to show. Along with insertiontango I have been producing the Imperium Space Station, based on Port Calibur, and as of now, it is up to Level 2. I have screenshots for you all, so here ya go. Enjoy, and any feedback is appreciated. Space Station Level 1 http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/ISB1.jpg Space Station Level 2 (not fully complete) http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/ISBlvl2.jpg EO
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first of all, sorry for the double post, and second here are some screenshots of what I did, in the process of doing it: Step 1 http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Start.jpg Step 2 http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Startnext.jpg Step 3 http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/Startdone.jpg Now these files do work, they just look different from the modded versions of the demo that use an XML file, which you could still use, just get rid of the data%xml%hardpoints.xml or whichever file you are editing and put them in a data\xml folder. EO
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you will know if you have the right files if it has the campaign hints and other stuff like that with it... I believe. My friend and I sucessfully extracted the files with the Demo Extractor, and it worked fine. EO EDIT: Put the extractor in the root folder of the main game, that should solve any problems you are having. DOUBLE EDIT: it is the extractor that is given to you in the demomodtools on EAWfiles, I really hope this helps... it extracts the files into datafiles/data/config when you extract the XMLs, so just copy all of them and start the XML folder, or I think its possible to just use that folder as your directory, I hope this helps and that I did not offend anyone.
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the Extractor should work, a friend and I have successfully extracted the XMLs so that we could edit them to be more cannon. EO
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WIP: EAW Model Viewer (Posible Converter)
Epytron_Omega replied to Dante_pff's topic in EAW Mods General Workshop
hey Dante, Do you have an update for us at all about this importer/exporter/viewer? I am keeping my eye on this thread, as it is a great idea. EO -
well EAW was designed to have different tech trees, so what you could do is start in the WC 1&2 eras and move up to 4&5, this way everyone is happy. EO
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well I have a small update to the first custom cruiser. Unfortunitly I havent had the time to work on a texture for the wonderful fleet I am creating just yet, however I do have a picture of the latest custom cruiser. I still dont have an importer for max so that I can play with the models from the game, but I am still trying on that end, if anyone can help that would be greatly appreciated... anyway here is the first custom cruiser. http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/ICCustom1.jpg EO P.S. Sorry for the Double Post.
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This wouldnt be that hard to do... I have most, if not all the models, for the Confederation from the TC for St Armada... I know because I was helping out with a revamp of the mod, we were going to finish up the Kilrathi and complete the mod. Anyway I have the models, so its just a matter of converting them into the alo and ala format and things would be perfect. EO
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Thanks for linking to Only War's 2 site, I have been there several times, and I have posted in my first post that I have know about them for some time... My mod is different as I dont have the Space Marines or Necrons, but might in an expansion to my original mod. What I like about several of the 40k mods being out is that there should be a variety of units to play with, so it will be nice to play their mod, and I hope that people will enjoy my mod as well. Where can I get this mod? Im on DOWfiles.com and nothing is there about the Legions of steel... if you could get me a direct link, that would be nice. EO
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Re: New discovered level (Sort of)
Epytron_Omega replied to Obi-Wan Kenobi's topic in EAW Mods General Workshop
I just implemented this level into my game, and I must say that it was fun... however... I would prefer to be able to bring in my own units... so Im going to look around in the code to see what I can do. If I find anything, I will be sure to let you all in on how to make it to where no ships are present... maybe just the station. EO -
OK to make it where the fighters arent spawned in the middle of the map, what you do is go into the hardpoints.xml, and go to each of those ships sections (i.e. calamari_cruiser or nebulon_b_frigate, I believe these are the sections) and add a new hardpoint to the list... Only problem I have with this method is I have to have it set to the engine section, no other ones work... here is the code I used for my Home One, which is also the setup for my Mon Cal Cruiser. <HardPoint Name="HP_HomeOne_Fighter_Bay"> <Type> HARD_POINT_FIGHTER_BAY </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Model_To_Attach /> <Attachment_Bone>HP_E_Bone </Attachment_Bone> <!-- This is an attachment bone for the HUD reticle centering, even though no model is attached --> <Collision_Mesh>HP_E_COLL</Collision_Mesh> <Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text> <Health>100.0</Health> <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER --> <Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death</Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER --> </HardPoint> I hope this helps you out with this. Then what you do is go into the Capital Ships or Frigates xml file, and add the new hardpoint to it. EO
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Hulks will be a challenge, but Im sure I will manage... as for the ground units... that is what I wanted to do, just take the models out of DoW, however the IG dont have a special weapons squad, so I would have to play around with the models to get the rocketeers as well as other heavy weapons units... Just have to get the models out, as I dont have DoW... yet. I never saw a point in buying it, I didnt really care of the demo, it didnt feel 40k enough for me. The Tau... who knows maybe in an expansion to the original. As of right now, I will only be the two sides, Imperials and Chaos, as I dont want to get too far ahead of myself just yet. As soon as the editors are released for importing/exporting .alo files I will start testing these units ingame. All cruisers, or rather all normal cruisers and not the final custom cruisers are complete, mesh wise, just need to work on a texture for the main unit, then sub textures for the different arrays of turrets/fighter bays. After I have completed the Custom Cruisers, as well as the Custom Cruisers, I will begin construction of the battleships, then after it is complete.... on to the custom Battleships. Also I was thinking of designing a Cannon ship for each side, however the cannoness of this is somewhat slim, so Im going to through it out unless I can work it in correctly. Another thing I want to test is multiple fighter bays, being that some of these models have fighter bays that will upgrade the number of fighters per ship and I think it would be cool to have them launch from multiple points. Anyway, thats enough for now, I will hopefully have an update for you soon with atleast one of the battleships and the full cruiser fleet... Untill then, see this pic of the four basic cruisers and one of the custom cruisers. This one might be replaces soon, however, so just enjoy it for now... Im going to play around with the different extensions to see what would look well rounded. http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/Cruiserfleet.jpg EO
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When Empire at War comes out, I will be starting work on a mod called Imperium at War. It is based on Warhammer 40,000 and Battlefleet Gothic. Simply put, I am working on my own mod, so far its just me but I soon hope to have others join me. This mod right now includes the Imperial Fleet, and Gaurd, and Chaos Space Marines as well. I have a basic list of space units that you can be able to build. Note that there are no fighters, as they will accompany the cruisers and such. Each cruiser and above with have a small compliment of two types of fighters and a bomber squadron as well. each ship has two squadrons of Thunderbolts (fighter), a squadron of Vultures (fighter), and a sqaudron of Valkyries (bomber). When you build a ship that has the fighter launchers you will get an additional two squardons of Thunderbolts, two squads of Vultures and another squadron of Valkyries. If anyone is willing to help, please dont be hesitant to offer your services, everything is welcome. I have attatched a few pictures of the Imperial Navy fleet, atleast three of the cruisers, so tell me what you think, they arent up to par with Only War 2's models, but I like them because they are low in poly count. Enough of my rambling, enjoy. Tech 1: Firestorm Gunboat Sword Gunboat Station Level 2 Tech 2: Dauntless Frigate Falchion Frigate Overlord Cruiser Station Level 3 Tech 3: Lunar Cruiser Mars Cruiser Custom Cruiser 1 Station Level 4 Tech 4: Gothic Cruiser Custom Cruiser 2 Emperor Battleship Station Level 5 Tech 5: Retribution Battleship Apocalypse Battleship Custom Battleship 1 Custom Battleship 2 Overlord Cruiser http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/IC5.jpg Gothic Cruiser http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/IC4.jpg Custom Cruiser 1 http://img.photobucket.com/albums/v205/Azrel_Omega/Star%20Wars%20EAW/BFG%20Mod/ICCustom.jpg EO
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its actually in the UNIQUEUNITS.XML file. That should help you alot. EO
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A new concept .. well to me it is .. with picture
Epytron_Omega replied to swgbex's topic in EAW Mods General Workshop
well I have had a look at the textures, and the background is just that, the background... all it is is the galaxy, the planets as far as I know are their own things, you just have to program them into the XML codes probably... hope this helps you out, as I wouldnt mind seening something like this in the future. EO -
SPAWN_SQUADRON goes in this portion of the XML ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, HIDE_WHEN_FOGGED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON just like this one. then what you do is put the hardpoint on her, and add the lines I provided earlier, and you should do fine. EO
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ok if you have the Venator Class enabled for your rebels, just simply add this line to the hardpoints section of the xml section: HP_Acclamator_Fighter_Bay and that will activate the fighter bay on the Venator. you can do the same for the Calamari Cruiser, and even Home One, but there is a small glitch. with every Fighter Bay code, and no matter what, with Home One and the Cruiser, the bay is always in the top hand corner of the screen, now way around it atm, but I hope to haver it figured out soon. also for the Venator, here are the lines that i have that add squadrons of Vwings to it compliment... note that this is with Bryants 2.0 mod, so that would help to just copy and paste this into. VWing_Squadron_R, 4 Y-Wing_Squadron, 3 5 VWing_Fighter_Squadron_L, 4 Y-Wing_Squadron, 3 EO