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jonesy

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Everything posted by jonesy

  1. Swgbex has some tutorials on his site for preparing models for exporting to the game. Particularly, you may be interested in his Engines Tutorial.
  2. You have to work on the death clones (as they are animations) in 3ds max, and then export them to .ala format (alamo animation). So if you have a custom model that you can load up into max, you can edit the death explosion for it and add new or bigger explosions to the animation track and then re-export it. If you're trying to add on explosions to the game's death clones, there's nothing you can do with that -- we can't import .alo and .ala formats yet.
  3. There's the Mike.nl that i know.
  4. I'm downloading your CCV star wars mod now...what types of units did you have in it? EDIT: looks like i'm going to have to install CCV first since it's only in a plugin format.
  5. I used to love playing close combat...in fact, close combat II: A Bridge Too Far was the first game I bought, besides the games that came with microsoft. I'm not sure I exactly understood your post. You are making a mod for EAW and one for close combat V?
  6. It's a great game. I had it installed and was playing through the American campaign (defending hill 360 mission I think) and I had to reinstall windows because my new hard drive arrived. Haven't installed it since but I would like to finish it and I can't wait for some good mods to come out for it. Star Wars CoH mod anyone?
  7. I can't wait for it to come out myself, we have xbox 360 and my little bros have probably watch every single video on it that's out on the web.
  8. According to zerox, there was a ddos attack on one of the sites running on the server.
  9. It's still working here...could be a dns issue.
  10. The site is back up and everything looks fine.
  11. The site's been down most of today for phoenix and I as well.
  12. i just re-read my initial post...i did come off sounding as if i meant textures as skins, didn't i?
  13. my bad, somehow the part about the xwing and snowspeeder didn't register in my mind when i read them.
  14. Why would he need that if he's just adding units to space skirmish?
  15. As said above, starbases.xml is the place to look...then go to the bottom set of imp and rebel starbases that are specifically for skirmishes and you will see the ships in the build list of each starbase (along with other upgrades -- if you want to add more bonus upgrades, that's the place to add them). Also, for an editor, I would suggest textpad, it allows tabbed editing of files and is my main editor for xmls.
  16. skins and generic textures are two different things. A skin is for an actual model, textures are just generic texture palettes that you can use for any arbitrary model.
  17. PG measures the model limits in verts and I believe they rated models in the game to have up to 17,000 without any problems. Of course, the less verts, and subsequently polygons, that you have, the better. We have been aiming for less than 1000 verts for smaller ships and fighters...typically between 500-800. However, the game can take a lot of verts and still play well (AT-ATs have over 3000 triangles each as I recall).
  18. Nice Renders, keep up the good work.
  19. How about also adding public textures for others to use. If you have any textures that others can use on ships, why not post them here as well. A EAW public Skin and Texture pool.
  20. I should probably add that everything that belongs to my factions (for now while i'm testing this out and trying to get everything working) is affiliated. One side affiliated with all rebel and the other with all imps and I have a campaign in GC set up with only these two sides against each other. The game doesn't end in one day but it does end whenever I take over a planet.
  21. Make sure that you have the new faction you created in your enemy's enemies list and your enemy in your faction's enemies list. I had two new factions working and when i attacked with one faction, the game would throw an exception, however if I attacked playing the other, it would work fine. That's when I realized that the game's AI, if attacked by a faction that is not an enemy, cannot fire on them so it will throw an exception before even going into battle. You had buildpads working? In skirmish???? Let me check it out. We do need to code a new faction together as a community so that everyone can use it. As well as get together and form some kind of think tank so we can try implementing new ideas and pseudo-new-abilities.
  22. I can convert models and skins for anyone who wants a model exported to alo format. As for an alo exporter for blender, all I can do is smile and say 'if you only knew'.
  23. Well if you need any help with anything model/exporting/uv mapping related, let me know, I can help with those. I just need a working faction.
  24. This is the problem that I heard the other day. "The EAW modding community is short on modelers because there are no exporters for other free modeling programs." This is not a shot at you, but this is the problem with this community. YOU DON'T NEED 3DS MAX TO SUCCEED IN MODDING EAW OR FOC, what you need is someone who can export models in 3ds to .alo for you. Blender can uv map and can also export to .3ds or .obj (without uvs). One of the modelers on the UEAW team has blender and models perfectly fine with it.
  25. As of now, not yet. We could always model a new one though. New renders up on the site! We also have some models that are being skinned, so I'll put those up as soon as they are finished

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