Jump to content

1upD

Members
  • Posts

    995
  • Joined

  • Last visited

Posts posted by 1upD

  1. Sure, but can you see in the dark? ;D

     

    Those lighting values are all the aloviewer uses to light the models. You can drop the intensity to zero, or the color to black, which in effect disables the light. But then it gets dark quickly.

    I did that, then changed the ambient color to dark dark grey. It worked. :D

    thanks

  2. I have not tried doing a level 6 station. I will look into this. Some concerns I have is...

    1:) I do not see the AI making many level 5 stations as it is.

    2:) Will the AI even try to make a level 6 station ?

     

    When I did make the DS II a level 5 station, I did try to make it a balanced unit. Armor, weapons etc. Even took out the planet kill ability as I did not see a need for that. One obvious advantage is that the DS II will take out a ship in one shot. This could be changed by lowering the damage rate the Super Weapon has or even making it take longer to "recharge".

     

    As for making it a Unique Station, not sure how well that will work. The Level 6 idea might take care of that, but that takes me back to the AI. As most know all to well, the AI is not realy all that great :(

     

    Any comments or ideas are most welcome as this is the best way to fine tune it. What I wanted most out of this is a playable DS II that most if not all could enjoy.

     

    You could make only one lvl 6 spacestation buildable ;) and restore the original DS so that there couldn't be two. So the DSII would be for defence(guard your main planet), and DS for offence.

     

    Then you could make the DS buildable at tech three. If only you could make it so the rebs don't win when the DS is destroyed, but do when the DSII is. You could go further by making a .BIK of the DSII blowing up from RotJ.

     

    About the AI, I've tried figuring out how to make them build(and possibly spam :D) things, and I traced it down to individual goals, but all I got from there was a bunch of gibberish. If you could figure out how to design these goals, you might be able to truly edit the AI.

  3. Ohh rogue clone ship, didnt the rogue clones help the rebelion eventually and keep some design concepts for clonewar ships?

    Fanonically, sort of-yes, Canonically, no, the rogue clones were all killed. That's where my fanon story kicks in ;) In it, some of the rogue clones escaped, and secretly sabotaged a ton of imperial fleets, building up their own fleet of three ships, two Acclaimators, Experience and Courage, one Venator, Triumph, and so many fighters they had to add extra fighter bays. Say, once I mod this, I should put multiple hangar bays in.....

     

    Here's the whole story.

    http://swfanon.wikia.com/wiki/Second_Clone_Rebellion

  4. I’ve already stated I’m not much of a tutorial writer, but after the tutorial the allowed me to fulfill my dream of skinning EaW with simple TGA editing just like in BFII was smashed in the memory wipe, I’ve decided to write a new one. This will be a tutorial on how to change the skin on a stormtrooper, and code it as an elite stormtrooper.

     

    You will need:

    *EaW(duh)

    *FoC(optional)(if you ever hope to put your skin on the internet, or use it awesomely)

    *.MEG extractor

    *A .tga editing tool that can edit Alpha channels (*cough* Photoshop *cough*)

    *http://eliteforce2.filefront.com/file/DDS_Converter;29412

    *A hex editor (I use Hexedit)

    *ALO viewer(optional)

     

    Ok, if you haven’t already(*gasps*), extract Textures.MEG, Config.MEG and Models.MEG. Go into the textures folder you just created. Find EI_TROOPER.DDS. Copy it. Rename it EE_TROOPER.DDS, or something like that, BUT MAKE SURE IT HAS THE SAME AMMOUNT OF LETTERS. I’m not going to write a photoshop tutorial, so work your magic. BUT FIRST the Alpha channel. Select any part of the skin. Make sure it’s the part(one of the parts) that you want to change to player colors. Now, with that selected, switch the alpha channel. Fill your selection of the Alpha in white. Once you’re done with that, select the all the white parts on the alpha channel, and ‘select inverse’. Then you can do anything to the rest of the skin(not the alpha!) You can still edit parts with the alpha channel, but I don't recomend it, especially if you want to make the skin dark! Once you’re done, save it, and open up the DDS converter. Convert it to .DDS. Wow, that was hard! Then, go into the new Models folder. Find EI_TROOPER.ALO, Copy it, and rename it ELITESTORMTROOPER.ALO or something like that. Now, here’s the easies part. Open up hexedit. *cues scary music* Ok, so that’s the hardest part. ;D Find all references to EI_TROOPER.DDS,(use the find button) and change them to EE_TROOPER.DDS. If you make a mistake….*gestures to comp graveyard* ;D Then, make sure EE_TROOPER.DDS is in data\art\textures, and ELITESTORMTROOPER.ALO in data\art\models. If you have the ALO viewer, open it, go into data\art\models, and check out your model. If you are displeased, make some changes to the skin. Now, time for the coding! Go into your new config folder, and find GroundInfantry.XML. Put it in data\XML. For this tutorial, your elite stormy will replace the field commander guard.

    Replace

     	<GroundInfantry Name="Squad_E_Field_Commander_Guard">
    	<Variant_Of_Existing_Type>Squad_Stormtrooper</Variant_Of_Existing_Type>
    	<Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
    	<Tactical_Health>70</Tactical_Health>
    	<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
    	<Score_Cost_Credits> 250 </Score_Cost_Credits>
    	<Create_Team>Yes</Create_Team>
    </GroundInfantry> 

    with

    <GroundInfantry Name="Squad_E_Field_Commander_Guard">
    <Variant_Of_Existing_Type>Squad_Stormtrooper</Variant_Of_Existing_Type>
    <Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
    <Tactical_Health>70</Tactical_Health>
    <Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
    <Score_Cost_Credits> 250 </Score_Cost_Credits>
    <Create_Team>Yes</Create_Team>
    <Land_Terrain_Model_Mapping>
    		Temperate, 			ELITESTORMTROOPER.ALO,
    		Urban, 				ELITESTORMTROOPER.ALO,
    		Arctic, 			ELITESTORMTROOPER.ALO,
    		Volcanic, 			ELITESTORMTROOPER.ALO,
    		Desert, 			ELITESTORMTROOPER.ALO,
    		Forest, 			ELITESTORMTROOPER.ALO,
    		Swamp, 				ELITESTORMTROOPER.ALO EI_TROOPER_Sand.ALO
    	</Land_Terrain_Model_Mapping>
    <No_Colorization_Color> 225, 225, 225, 225 </No_Colorization_Color>
    <Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
    <Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
    <Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
    <Targeting_Fire_Inaccuracy> Infantry, 1.5 </Targeting_Fire_Inaccuracy>
    <Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
    <Targeting_Fire_Inaccuracy> Air, 15.0 </Targeting_Fire_Inaccuracy>
    </GroundInfantry>

    Now, have a look at

    <No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>

    If you change those numbers, it’ll change the color of the parts of the skin white in the alpha in GC.

    It goes like this

    <No_Colorization_Color> amount of red, amount of green, amount of blue, 255 </No_Colorization_Color>

    So have fun experimenting with that. In skirmish, that’ll be replaced by the player color.

     

    Next(and most fun) step: If I wrote this tutorial right, and you followed it right, Play Empire at War, start a game as the Empire, and watch your field Commander squad! Now, I ask you to look at other tutorials, and experiment more. Soon you’ll see your own skinpack sitting on EaWfiles next to my own.

     

    NOTE: I'm really afraid I made a mistake...If you find one, please tell me.

  5. Well thanks Major for the venator. Also Keeper of the Faith Can you help me with adding the CIS units to FOC? Your help will be greatly appreciated.

     

    If anyone else can help with more stuff please feel free. Thanks in advance.

    LOL I'm not sure if he goes on these forums.....

     

    Go to Empire at War Files(filefront)

    Be polite!

    Give credit!

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...