
chakotay02
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Everything posted by chakotay02
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Very right you were Jedi_consulor. The Alpha channel hadn't saved properly I think but when I opened it again it was missing. The skin is working perfectly now. And the selfdestruct is running smoothly too. So thank you both.
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Hey all, Does anyone know what to do when the texture doesn't show up and it just shows an orange model? Also, Droid, would you please tell me how to add the self destruct ability to a ship I made? I'm thinking of copying the ship and then adding the ability to create a messenger of Death. ;p. Thanks again in advance, Abyssinian.
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Okay thanks, the collision works now. Max had somehow turned off hidden and enable collision. I still haven't found a way to smooth the models though. I think I found what you meant but when I render it the model's still not smoothened.
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Btw Droid803, do you know what to do when the colissionmesh turns up in the game all white and not functional?
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I'll get back to you on how to prevent it from crashing as I know but I currently forgot. (School sucks brains out!! ;p) But there is a way to have it required that a certain unit has to be in the fleet. First way is somewhat around it and that is to make it that unit's transport. If it is a ground unit then you could just make it a transport that's transporting it. The second way applies if it's a space unit you should try to make it a ground unit with a squadron as a transport. A squadron based off the required unit and your unit you made. It would be a little easier for me to help you if you gave some more info though.
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There is a special option called smooth. I tried that but haven't look what it looks ingame yet. I will tonight though. However today at school I just noticed there's a smoothing option under editable mesh too. Maybe I'll give that a go too.
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What's that? Is that an option in max?
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Is there a way to smooth a model? It's all boxy and bluky right now and I could live with it however if there was a way to smooth it without having to remodel that'd be nice.
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Hey Droid803, She's working perfectly now. I'm just tuning her. Thanks for making me realise the stupid little mistake I made. You've been a big help.
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Of course, that's probably it! Why didn't I think of that?! I don't have Muzzle bones! I never knew what I had to do with those so I left them out and my previous model never had those. I'll try to just add those and see if it works then.
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Alright I fixed that however the bloody ship still doesn't fire.
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Well I made them all targetable and the lasers and the bridge didn't appear on the model and when my cursor was over the model a hp would show up in the upperleft corner. I added health for the hp's now too because otherwise the hp's would say 0% ingame. I'm running out of options here. Does anyone know what to do? Else I'm just retiring this mini mod of mine and moving on with a different mod.
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I hate this. Now it's starting to drive me crazy. I deleted the boxes and replaced them with dummies. I then made some hp's targetable and destroyable and then launched the game. The ships still didn't fire and the enemies only targeted the locations of the non-target- and non-destroyables. Also when the ship jumped into the system a hp seemed to get destroyed out of nowhere. I'm still going with a export error. Do I need to hide any dummies acting as bones or hp's? I only had the shadowmesh hidden. It's really starting to piss me off.
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Yeah I added the hp file in the hpdatafiles. I'm planning on changing them to targetable and destroyable to see if the game sees them. After that I'll try with the dummies though my question stands, will I need to apply the shader still and align it?
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I'll try to use dummies for both then. Would I then still need to apply the shader and align them?
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Hey all, It's been a while again since I posted here. I recently started modding FoC again and I added a new ship succesfully but it refuses to fire. It just floats around. Though I think it's an export error I'm not sure. I have a main mesh, collision mesh and a shadow mesh. Furthermore I have small cubes with a collisionfx applied to them for hp's and dummies for bones. Here are the scripted parts. a<?xml version="1.0"?> TEXT_UNIT_CCS Star_Destroyer Calamari_Cruiser Krayt_Class_Destroyer CCS.ALO 0.999 1.3 5 250 15000 7500 15000 50 10000 1000 Space Capital 2 0.3 0.1 5 Yes 1.75 .02 .02 -350 Armor_Star_Destroyer Shield_Capital 0.3 800 -50 1.75 Empire 0 0 0 3 Atzerri capital 3 yes no 0 3 0 1 8000 8500 110 Yes 8 DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA 2000.0 0.24 2500.0 Yes Large_Explosion_Space_Empire Large_Damage_Space HP_CCS_bridge, HP_CCS_engine01, HP_CCS_engine02, HP_CCS_laser01, HP_CCS_laser02, HP_CCS_sensor, HP_CCS_shield, HP_CCS_torp01, HP_CCS_torp02 Capital | AntiFrigate i_button_ccs.tga yes True EHD_Build_Vehicle EHD_Unit_Canceled Unit_Complete_CCS Unit_Acclamator_Moving_Engine_Loop Unit_Select_CCS Unit_Move_CCS Unit_Fleet_Move_CCS Unit_Attack_CCS Unit_Guard_CCS Unit_Stop_CCS Unit_Barrage_CCS Unit_Asteroids_CCS Unit_Nebula_Jedi_Cruiser HARD_POINT_WEAPON_LASER, Unit_HP_CCS HARD_POINT_WEAPON_MISSILE, Unit_HP_CCS HARD_POINT_WEAPON_TORPEDO, Unit_HP_CCS HARD_POINT_WEAPON_ION_CANNON, Unit_HP_CCS HARD_POINT_SHIELD_GENERATOR, Unit_HP_CCS HARD_POINT_ENGINE, Unit_HP_CCS HARD_POINT_GRAVITY_WELL, Unit_HP_CCS Unit_Acclamator_Idle_Engine_Loop Unit_Acclamator_Moving_Engine_Loop Unit_Acclamator_Cinematic_Engine_Loop Unit_Cruiser_Death_SFX Yes Yes 1.0 1.0 1000.0 0.0 400.0 5.0 Capital Damage_Normal, CCS_Death_Clone TEXT_TOOLTIP_CCS TEXT_ENCYCLOPEDIA_CLASS_BATTLECRUISER 2300 0 0 0 45 40000 i_radar_capital_ship_empire.tga 7500 50 Tactical_Units TEXT_UNIT_CCS NV_JediCruiser_D.alo Unit_Star_Destroyer_Death_SFX 1.0 -350.0 0.25 0.02 0.05 0.02 5 true Here is the projectile part. TEXT_NONE p_kraytdestoyer_presuperblast.alo p_kraytdestoyer_presuperblast.alo 1.0 Damage_Krayt_Damage_Blast 50.0 0.4 PROJECTILE, HIDE_WHEN_FOGGED IDLE IDLE MISSILE 2300.0 0.0 2500.0 300.0 200.0 0 SFX_Concussion_Missile_Detonation SFX_Small_Damage_Detonation Yes No Yes 0 Shield_Sparks_Large Huge_Explosion_Space Huge_Dud 3000 TEXT_NONE W_LASER_MEDIUM.ALO 1 2.0 150.0 0,0 1.0 70.0 0.0 PROJECTILE, HIDE_WHEN_FOGGED Laser 2700.0 250.0 Yes No Yes 10 Medium_Damage_Space Medium_Dud Projectile_Shield_Absorb_Medium 160 SFX_Small_Damage_Detonation SFX_Small_Damage_Detonation And finally, here is the hp part. <?xml version="1.0" encoding="UTF-8"?> HARD_POINT_DUMMY_ART No No Bone_bridge Bone_bridge HP01_SD_BLAST HP01_SD_EMITDAMAGE HARD_POINT_ENGINE No No TEXT_ENGINE_HARDPOINT Huge_Explosion_Space_Empire Bone_E01 Bone_E01 HP_Engines_EmitDamage HARD_POINT_ENGINE No No TEXT_ENGINE_HARDPOINT Huge_Explosion_Space_Empire Bone_E02 Bone_E02 HP_Engines_EmitDamage HARD_POINT_WEAPON_LASER No No Damage_Star_Destroyer MuzzleA_00 MuzzleA_00 90.0 90.0 Proj_Ship_Medium_Laser_Cannon_Red2 2.0 3.0 1 0.2 2500.0 Unit_Rebel_Ship_Laser_Fire Fighter, 6.0 Bomber, 5.5 Transport, 1.0 Corvette, 12.0 Frigate, 70.0 Capital, 30.0 Super, 30.0 False HARD_POINT_WEAPON_LASER No No Damage_Star_Destroyer MuzzleA_00 MuzzleA_00 90.0 90.0 Proj_Ship_Medium_Laser_Cannon_Red2 2.0 3.0 1 0.2 2500.0 Unit_Rebel_Ship_Laser_Fire Fighter, 6.0 Bomber, 5.5 Transport, 1.0 Corvette, 12.0 Frigate, 70.0 Capital, 30.0 Super, 30.0 False HARD_POINT_DUMMY_ART No No Bone_sensor Bone_sensor HP01_SD_BLAST HP01_SD_EMITDAMAGE HARD_POINT_SHIELD_GENERATOR No No TEXT_SHIELD_GENERATOR_HARDPOINT Huge_Explosion_Space_Empire Unit_Hardpoint_Shields_Death Hardpoint_Breakoff_Star_Dest_Shield_Gen2 Bone_shield Bone_shield HP_Shield_Blast HP_Shield_EmitDamage HARD_POINT_WEAPON_LASER No No TEXT_WEAPON_PLASMA Large_Explosion_Space_Empire Unit_Hardpoint_Turbo_Laser_Death Damage_Star_Destroyer Bone_T01 Bone_T01 HP_F-L_BLAST HP_F-L_EMITDAMAGE MuzzleA_00 MuzzleA_00 300 130.0 Proj_Ship_Plasma 30.0 30.0 1 0.7 2500.0 Unit_Turbo_Fire Fighter, Bomber, Transport HARD_POINT_WEAPON_LASER No No TEXT_WEAPON_PLASMA Large_Explosion_Space_Empire Unit_Hardpoint_Turbo_Laser_Death Damage_Star_Destroyer Bone_T02 Bone_T02 HP_F-L_BLAST HP_F-L_EMITDAMAGE MuzzleA_00 MuzzleA_00 300 130.0 Proj_Ship_Plasma 30.0 30.0 1 0.7 2500.0 Unit_Turbo_Fire Fighter, Bomber, Transport Sorry that this is so long I just can't find the darn mistake I made on my own. Thanks in advance for any help! Ciao, Abyssinian.
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Yay, I've solved the problem. The problem was that my model was way too large and the normal size scale of a planet is 500 making it even larger. I'm scaling it down now and continueing on my work. Thanks for the help though. Planet.fx is indeed the right script btw.
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Alright, I checked and I don't get my model in the alo viewer. So that's probably the entire problem. I used planet.fx but now I'm starting to think that maybe I need to use meshbumpcolorize.fx. If anyone has got any ideas so far, I'm all ears. Btw here's a screenshot, with a reminder that the texture is a WIP. I plan on having Leo Space Suits buildable on these colonies only and Leo Suits for on the ground as well. And the transport for the ground units.
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I'll post a screenshot tonight. Then you'll see that I can't just reskin another one. This is the interior from what I want to create: http://www.ex.org/5.3/images/feature_story_2_colony.jpg And here in the back is a picture of it: http://www.gundamwingtales.com/novel1/pictures/picintro_2.jpg But anyways, doesn't anyone have an idea? I really want this as a planet. One more thing; how do I copy a planet and then give it another skin, but do I make sure the older model and skin still can be used?
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I've made a new planet model (with shadow- and collisionmesh) and wanted to add it into EaW, but it doesn't show up. has anyone got an idea on how to add a brand new planet? I've got a model in 3ds max, and a texture and texture_gloss. I'll send a preview soon. I should probably mention that I used planet.fx instead of meshbumpcolorize.fx
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Hi everyone, I'm incredibly busy with a small mod that will be coming out in no time, however there are just two small things I can't seem to get to work. 1: I have different sized engines, and since I need a blue one I can only use the Star Destroyer's glow since that's the one that all the other models use as well. How do I scale it though? I was told HEX editing but I don't have any idea on how that works. Is there another way or can someone explain how to HEX edit? 2: Some of the ships I'm making will have Luke's Lucky Shot. I can't seem to get it to work though. Here's what I added to hardpoints.xml: HARD_POINT_WEAPON_SPECIAL Yes Yes TEXT_WEAPON_MAC 1750.0 Large_Explosion_Space Unit_Hardpoint_Special_Death Damage_Star_Destroyer HP_MAC_01 MAC_COLL HP_SW_00_BLAST HP_SW_00_EMITDAMAGE Unit_Lost_MAC_Pillar_of_Autumn HP_MAC_01 HP_MAC_01 40 40.0 Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red 10.0 10.0 1 0.7 2500.0 Unit_Torpedo_Fire 30 Fighter, Bomber, Transport Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 1.0 Frigate, 1.0 Capital, 1.0 Super, 1.0 False False I added the hardpoint to the uniqueunits.xml and under SpaceBehavior, ABILITY_COUNTDOWN, POWERED and WEAPON. And I added this at the bottom: LUCKY_SHOT Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red Still, it doesn't work. Well it shows up in the game, but I can't seem to actualy let it fire. I do get the targetting cursor but I can't actualy press shoot. Can someone help me with this please?
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Hey I've been working very hard on a small mod of my own and it's really coming together nicely. There's one problem though. I've got the different sized engines and no idea on how I can change the scale of the engine glow. Since it's being done in EaW and FoC I know it's possible but I just don't know how to get mine to work. Could someone please help me on this?
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Need of hardpointer (tutorial)
chakotay02 replied to chakotay02's topic in EAW Mods General Workshop
I did. Is your e-mail adress still the same as it says on this site? -
Need of hardpointer (tutorial)
chakotay02 replied to chakotay02's topic in EAW Mods General Workshop
No I can't really use that. He uses a model from warlords and uses an approach I can't follow. I'm still playing a bit with it, but I'm not doing too well a job. -
Hey, I've got a model that's I'm trying to get into EaW. So far it's been hard due to little help and but I'm getting the hang of it. So far I've got a model in .max format and a texture file to go along with that in .tga format. All I need now is to hardpoint it. Could someone either show me a great hardpointing tutorial or help me with it? Also I'm not sure but I think I still need bones too. It'll get a special ability that makes it fire the Rogue Squadron's Lucky Shot three times, a bridge, two engines, five or six missle launchers on it's port and starboard side and perhaps some more but that's mainly it. Thanks.