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Capstani

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  1. You can just google "RGB converter" or something. Works wonders. And FYI, that's how Petro did all their laser colours originally - most of the stuff in that texture is pointless. Even for turbolasers and proton torps. Not saying I condone this, I've completely changed all my projectile graphics, but it is easier if you're not going to need different shapes for laser FX for each race - ie Imperial and Rebel can easily use the same TL sprite with colour variance.
  2. That won't always work - you have to make sure to set 1 for it to read colour data from that .dds. Elsewise it only reads shape data. An even easier way to change laser colour, without having to touch the texture, is to set 2, and then edit or add this line: 104,181,230,255 Where the first number is R, second G, third B and last alpha.
  3. If you want an ability that is targetable for a multi-unit object (squadron or something), it has to be referenced with the correct behaviours in containers.xml... that is why the ion cannon shot and lucky shot abilities are in there.
  4. Hardcoded to a certain extent.... often you can mix and match abilities. Ie, you can base a minelayer off Boba Fett's stuff, you can have a "fire weapon" ability immobilize the ship firing it... there's a lot you can do. I may write up a tutorialish thingy on it sometime.
  5. There is nothing involving collision detection in any of the projectile code, so I think you'd need to go to scripting if you could do it at all.
  6. Well, my computer seems to have died, but I will try to duplicate it (shouldn't take too long now that I know how to do it). I'd like to wait until I have it right... ie. it has a trigger radius to release it anyways.
  7. If you're adding a new faction you may do better to wait until mod tools are released. At the moment all I'm doing is replacing things, and if actually want new SFX you have to edit the models, which we can't yet. Everything weapons-wise I've done is done with the customrender code I posted in your other thread.
  8. Laser colours are very easily changed... there is a line in the projectile definition which reads something like (don't have EaW here so it may be slightly different) 2 Make sure this is set to 2, add it if you must, then there is another line which defines colour. Look through the projectiles for it, I can't remember the exact syntax. Anyways, it has 4 numbers which correspond to R, G, B, alpha. It's a simple matter of tweaking that. Haven't looked at engine glow, but I will as soon as I fix my computer.
  9. It didn't end up being hard to do. I've now got a minelayer corvette. It is buggy though - the mines are so small that it is VERY difficult to get anything to run into them, especially considering the z-axis of movement. So therefore I'm looking at giving them a trigger radius of some type... or maybe once tools are released I can just make a big, inivisible model with a couple of mines on it. Any ideas on how to do that? Also want to try to make their blast do friendly damage too... http://members.shaw.ca/nertea/images/EaW/minelayer.jpg Mines are the tiny red dots (they flash ingame) http://members.shaw.ca/nertea/images/EaW/mines.jpg http://members.shaw.ca/nertea/images/EaW/mines2.jpg
  10. I feel confident in saying that friendly fire would be quite difficult, if not impossible, from looking extensively at projectile xml. Persistent damage is also unlikely, you'd have to get it to 'save' damage on the galactic map after every battle, and I see no reference to anything in the code that can do this.
  11. Well, a combination of the camera rotating key and the "roll the mouse wheel" was used... I haven't changed any zoom settings. I'll have updates tomorrow, and hopefully stuff like X-Wings with proton torps as an ability... its harder to code than it at first seems.
  12. Glad you all like it... I've decided I may release it once I have a version for the full game. @Teradyn: I have yet to look at how the graphics for Piett's special are defined... abilities are very hard to work with at the moment (took me ages to code the TIE bomber's rocket special). It should be possible though. Anyone know how animated textures work either? I'd like to mess around with animated projectiles. Also: opinion - should I stay with the modelled concussion missiles for smaller craft (ie A-wings, T/Avengers), or should I switch to XvT style reddish-orange thingys?
  13. Here's a bit more detailed version for anyone interested. It's a really simple addition, pretty hard to screw it up. Basically you add the hardpoint in the section in the unit's xml. It references the entry in hardpoints.xml, where all the stuff like projectile used, weapon type, fire speed, etc, is defined. Example hardpoints.xml entry: reference name HARD_POINT_WEAPON_TORPEDO Here you define the hardpoint class No self explanatory No self explanatory Damage_Proton_Torp Damage type from gameconstants.xml MuzzleB_00 slots for the weapon to fire from, varies for ships MuzzleB_00 30.0 angles at which weapon can be fired 30.0 Proj_Ship_Proton_Torpedo projectile type from projectiles.xml 8.0 time between shots 8.0 2 number of shots fired 0.15 time between the shots defined above 700.0 self explanatory Unit_Torpedo_Fire references the sfx file for weapons (sounds) Fighter, Bomber, Transport what it can't fire at False not quite sure what these do False Once that is set up, just add a section in the fighter's xml like this. HP_BOMBER_09
  14. I've been messing around a lot with the projectile and particle files, as well as textures... Ended up replacing nearly every single space explosion and laser/weapons FX in the demo and adding a bunch of new ones. Only ones I can't find are the Y-wing ion torpedo files. I have increased the length of most heavy turbolasers since these pictures were taken. You may also recognize the XvT style of projectiles. Anyways.. pictures: Fighter explosion FX http://members.shaw.ca/nertea/images/EaW/tiexplode.jpg http://members.shaw.ca/nertea/images/EaW/tiexplode2.jpg Light laser cannon FX http://members.shaw.ca/nertea/images/EaW/tartanfire.jpg TIE bomber heavy rocket special ability http://members.shaw.ca/nertea/images/EaW/rockets.jpg Proton Torpedoes http://members.shaw.ca/nertea/images/EaW/protons.jpg Twin laser cannons (and Imperial Modified Corvette ) http://members.shaw.ca/nertea/images/EaW/modvette.jpg http://members.shaw.ca/nertea/images/EaW/modvette2.jpg Exploding Marauder corvette http://members.shaw.ca/nertea/images/EaW/marauderexplode.jpg ISD gun batteries (I think the ion cannons need to be more defined - they're the faint blue ones) http://members.shaw.ca/nertea/images/EaW/isdguns2.jpg http://members.shaw.ca/nertea/images/EaW/isdguns.jpg ISD exploding (as soon as I figure out how to get rid of the blue....) http://members.shaw.ca/nertea/images/EaW/isdexplode.jpg ..something blowing up http://members.shaw.ca/nertea/images/EaW/explosion.jpg I just like this shot http://members.shaw.ca/nertea/images/EaW/corvflyby.jpg Something on the Acclamator blowing up http://members.shaw.ca/nertea/images/EaW/acclamatorxplode.jpg So... should I continue in this and release it once full EaW comes out and I edit more stuff? I still have the ground stuff to revise too.

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