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Shadowtrooper

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Everything posted by Shadowtrooper

  1. Did the code for it already exist (at least in part), or did that have to be written from scratch?
  2. What? ??? ??? ??? ??? ??? Sorry, I dunno what else might be wrong. I'm not nearly as technical as some of the others here, again, sorry.
  3. Mostly I just un-commented it. You will have to do a little cosmetic work though. It doesn't have an icon or description (you'll also have to give it a power, it's a hero after all!). And don't forget the scale, it starts out as big as a corvette!
  4. I think I found the problem: TEXT_CAMPAIGN_SINGLE_44 TEXT_CAMPAIGN_SINGLE_DESCRIPTION_44 These same lines are also in the original Galactic Conflict. This line tells the game the name of the string within the master text dat file that holds the campaign's name. With the way you have it now, you likely either have two campaigns in your list called Galactic Conflict, or one that doesn't work quite right. My suggesstion is that you make two new strings in your dat file. Call them whatever you like, so long as it's descriptive enough that you can remember what it's for (ie:TEXT_CAMPAIGN_SINGLE_GC2 & TEXT_CAMPAIGN_SINGLE_DESCRIPTION_GC2).
  5. The ship is the only place I would have made typos. I only altered one line on Katarn himself (his vessel). I figure if he works in skirmish, he should work in GC.
  6. I'm not entirely sure what I've done, but I'm getting an exception when I drop Kyle Katarn into a land battle in GC mode. I've enabled him and his Moldy Crow for GC, the Crow works fine, but not Katarn himself. Any ideas?
  7. It'll only show up in GC, and only if you add a line to the campaign you wish to use it in. Use this line and just replace "Planet" with the name of the planet you want it to start on (you can also change the faction if you wish): Empire, Planet, Absolution
  8. Well, if you've saved your "campaigns_singleplayer.xml", and your syntax is correct, and you've got the proper DAT edits (if you needed any) it should already be in the conquest list. If you're still having problems getting it to work, upload a copy of your xml files and I'll take a look at it.
  9. I just wanna know how to enable units like the Moldy Crow and make it flyable by Katarn. Any tips?
  10. ??? What? Who? What are you talking about? ???
  11. No objections whatsoever. I got credit, so I'm happy ;D.
  12. Open your xml files in something like notepad. The DAT editor is only for editing the master text dat file.
  13. Venator-class Star Destroyer Absolution (Ver 2.0) General Info Tweaked ever so slightly from the first version I released for the demo, Absolution V2.0 is designed for the full version of the game and features some minor changes including a cosmetic update. If you've adjusted the scale of the Venator, the Absolution will follow suit--that way you don't have to manually adjust its scale as well. Unit Info Power to weapons ability (vastly decreases recycle rate at the cost of speed and shields) Proton beam (simulates the blast of an SPHA-T hidden away in the flight deck) Tougher armor/shields Flight deck (for launching fighters including the V-wing) Download Info I've included two methods of installation. The first (which I recommend for most), is a zip flie containing the .xml and .dat files you'll need. Just drop 'em in to the folders they belong in. You can also use the "add-on instructions.txt" file to add the needed lines of code into your xml files if you don't wish to overwrite them (as of now, the .dat MUST be overwritten, sorry ). The second option (which I recommend only for those who have no mods or are just horribly lazy) is an install wizard. This WILL overwrite your files. No matter which you choose make sure to drop this line into any campaign in your "campaigns_singleplayer.xml" file and replace "planet" with the name of any available planet: Empire, Planet, Absolution That's about it. Enjoy! And be sure to look for the Absolution in my forthcoming galactic conquest campaign, Empire Rising! P.S. Feel free to leave questions/comments. I'd appreciate any tips you may have!
  14. Check the floated tools & tutorials thread for links to download the DAT editor and a MEG extractor. You use the DAT editor to alter the in-game text (Star Wars Empire at War\GameData\Data\Text is where you should find the master text file). Use the MEG extractor to extract all the compressed files in your MEGs (Star Wars Empire at War\GameData\Data is where I believe you'll find 'em, config.meg is the one with the xml files you need to edit). Once you've extracted the xml files, you can then begin your modding.
  15. Wow that's wierd. Thanks!
  16. I believe it's just in GameData\Data\Screenshots. But I don't have that folder. I'll try to add it as well.
  17. If you're talking about land or space maps, you'll have to wait for the map editor. It should (hopefully) be released in about a month. If you're talking about making a conquest campaign, it easy. Take a look at the campaigns_singleplayer.xml file and study it. Most of the tags are pretty self explanatory, that way you can create your own (it may be handy to have a DAT editor as well).
  18. I hit F12 to take a screenshot, but the sshots folder isn't there. So...does anyone have some tips?
  19. Please forgive me if this has already been said, but how am I supposed to mod the full version? I can't find the xml or anything anywhere! ??? ???
  20. Perhaps it's just something wierd with the demo. I'll be getting EaW:CE tonight, so maybe it'll work in there. Thanks for your help! ;D
  21. Perhaps, but I think it may still be better for it to have a unique map. Just my two cents. :-\ P.S. Does anyone have the collector ed? I believe it has more maps. Just curious as to whether or not it's got maps for planets like kamino. (I can hope right?)
  22. I don't think I left anything unoccupied. Here's my xml file. Perhaps one of you could look at it and see what's wrong (under Jedi Cruiser).
  23. To be honest, I'm not sure. I just copied the turbolaser data from the VicStar and attached it to the Venator. (Was Victory's weapon 02 & 03 I think).
  24. I modded a Venator (the Absolution if you've used my mod) to include turbolasers instead of missile launchers. The missiles were removed, point-defense lasers shifted from the back to the middle (referring to attachment bones) and added the turbos in the back. It all works fine, but the model shows some battle damage and smoke even when at full health. Anyone know what's going on? ???
  25. Oh okay, good...well not good that your mod is screwed up but...you know what I mean.

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