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jedi_consulor

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Everything posted by jedi_consulor

  1. Thanks Mike that update to your software would be really helpful - thanks.
  2. I have seen this in bailknights code but what is it for ? can any one explain the usage of it and how it works. Cheers.
  3. Tell us what the glitch is maybe we can help ?
  4. well , LOL I certainly know what to do with the, thats why I am asking ;D Thanks I look forward to seeing it.
  5. Glitched ? - what happened ?! :-\ Maybe we can help you out with what the problem is ?
  6. yes been asking him to do that in another topic Topic: I have no problems with drag and drop. Ideas: If there is a next version how about: ALO History - in the drop down menu - so we can easily open the last model viewed in the viewer. Titlebar: - show the currently open ALO file in the title bar. Less confusion on what model I just opened.
  7. The MC80 has been re done - by Keeper of the Faith. His model looks a tad better than the stock game model in EAW. textures are much better.
  8. I generally agree. But its up to the modeller thats doing the conversions - it seems modellers who are doing the conversions want to keep them for their public mods. The un converted model by evile jedi I am unsure of what his policy was. I think he said for public or private use on these models. Its really down to the guy doing the conversion and whether he wants to just give the models to the community. Like KOF did when he did some conversions. I just can't see this happening though I'm afraid because I think the very idea of why models are being done the way they are is to try and make that model unique to their game. Although this hasn't worked at all at this time. Were still getting several mods all with converted warlords models in them that have the same unit in this mod,.. that mod. I agree it would have just been simple for some guy to do the conversions, give them to the community and let people use them the way they want to in their mods. Public or private. The model themselves were done by Evile Jedi anyway but its just a question on the modeller wanting to share his work or not at the case usually is.
  9. I totally agree to these terms and are perfectly acceptable I'll send a PM asap !
  10. @SWFan actually its not just wookiepedia that says this. look on google and search for the MK II you'll find other reasources that also mention the same information on the MK II I found at least one other independant site with the same information of the MK II. Anyway its irrelevant I propose that this is how the MK II should be - it should be unique from the Mk I for playability and added abilities to certain ships types in the game. The MK and MK II basically just should not be the same in stats.
  11. hmm so when are you looking at a proper release for this mod ?
  12. They look great eitherway and I'd be one for sure that would like to add them to my private mod files. So I hope you do decide to release it and it works out
  13. It sounds very good monkeybiz, are you releasing the code at all for this ? I only ask because your mod based on these units sounds very interesting to use.
  14. just think they should be static space stations I like them I want to add them too
  15. hmm so its a skinned rebel plex trooper then ?
  16. It looks great ! - are you going to release this ?
  17. yes,.. and what is that about ? LOL sorry I am lost in this topic now
  18. LOL that ROCKS.. ;D looking forward to seeing the final xml code for this
  19. that script I posted an example of does this. Adds and removes units. It doesnt however remove any starting units of a type that is removed. Only from the build tab for the current player only. Any units of an old type that were built are still playable in game until they are destroyed. When you advance to the required tech level they will no longer be buildable, only the unit you replaced them with i.e your new unit.
  20. your not actually taking anything out. Your removing units at a certain tech level to be replaced with a new unit. This ALSO helps free up space on the commandbar it then helps you add more different types of units to a certain extent without clogging up the command bar. Thats because old redundant units will be 'retired' from service - keeps in with the natural progression of the game in tech levels and story line of the EU. For example I dont want to be building acclamators at tech level 5 - as they were retired at some point before the first death star blew up Alderaan ? The Empire started using Strike Cruisers. Anyway it depends on how your game pans out. I have modded my game a lot so it starts from the end of EP III Post Clone Wars up to post ROTJ +10 ABY it covers that kind of era.
  21. of course, its very easy to do. You just edit the sandbox file you want to have affected by this code change. Example code: 1) The Reward Parameter 1 shown as is the line of of the unit you are to be rewarded with at at certain tech level. The Tech Level is dependant on where you add this type of code into. Just for information this is in my Tech/spawn era Level two. 2) Reward_Param2 - is the unit to be removed from the game at that tech level era. Event name can be what you like I called mine unlock_stormtrooper. ok, thats eample code and it should be used in any spawn time era you want to be affected by the changes, through out the sandbox files you want to edit. Only add 1 instance of the type your changing. Although the actual reward parameter doesnt matter if your just removing a type of unit - it will still work. General usage: Removes old unit and rewards player with new unit at a given tech level. Hope this helps.
  22. Its quite true its often occured to me that its pointless having old units in the game that have been made redundant because of newer units that can replace them. For instance I have added code into my campain files so that the acclimator is no longer buildable after a certain tech level and is replaced with a strike crusier. I did the same also for the Venator.. so you see using a little bit of code can take this pain away from things LOL That way you can retire old units and have them replaced with new better ships as the natural progression of the game should be,.
  23. actually I am thinking of giving up on it already ! - that tutorial by swgbex - doesnt seem to be compatible with Max 8 anyway - and I can't figure out the steps properly because of it.
  24. Yes I copied the 'Fx' 'FX0' and FXH types to the FX folder in 3D Max. I am finding some parts of your tutorial confusing though concerning creating engine glows. So I am trying to work that out right now too. I used the max 8 exporter and chose 'ALO' to export it as - that when I get an error and the program closes.
  25. I haven't a clue either. Just that when I try to export to ALO it causes an error and the program wants to close down. I can't get any of the Max ALO plugins to work. I was trying to export a model from the warlords pack. I guess I am buggered trying to use this app then.

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