Everything posted by Avenger
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Re: Modelers wanted!
Nonsense. There's much more riggers than modellers in the community. If you have a good skinned and animated model, you won't have any problems finding a person to convert it.
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Re: Mod - SOTE (TBR)
All models use shaders (as long as you have PS capable GPU), some of them use bumps as well and these bumps are implemented through shaders - that's my view. But let's don't make offtopic here :
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Re: Mod - SOTE (TBR)
Is there really an alternative between shaders and bump maps? I don't think so. Clue #1: I need shader (meshbumpcolorize.fx) to apply a texture with a bump map. Clue #2: I haven't seen any bump maps when lauched the game on GF2MX ;D
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Re: PFF Imperium (Faction) Mod
I'm involved in other projects now so can't help you for the time being Sorry
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Add new planet model.
I never rigged a planet so can't help you. Only a few suggestions: - I don't think planets need collisiion mesh or shadow - planet.fx seems to be a correct shader for planets - does your planet show up in alo viewer? - you should add idle animation (if you can't, try to remove "IDLE" from planets behavior) - you should mess with scale factor
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Re: Navy Trooper Shadow bug
Blob shadow is lazy modeler's best friend ;D
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Re: Navy Trooper Shadow bug
Try to use this code: 99
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Re: Navy Trooper Shadow bug
I didn't know Petro had also problems with non closed shadow mesh Force blob shadow for all detail levels.
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How can I add new units to the skirmiss land battles?
Specialstructures.xml, main unit's or company's file and TacticalMultiplayerBuildLandUnitsGeneric.lua script (allows the AI to build them)
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Re: Mod - SOTE (TBR)
No way! I spend more time on that Venator conversion than on made from scratch T3-B tank. I don't have a site. Now I have to do some work for few mods (mainly Zerox's and SOTE). Have you any suggestions on ship I should convert next?
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Re: Mod - SOTE (TBR)
The bottom hangar hardpoint is destinated for the SPHA-T artillery in my model
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Re: Shipnames .txt files question
Me, I and myself for example I like individual ship names. "Hey, I didn't lost one unimportant ISD, I lost 'Avenger' "
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Re: Shipnames .txt files question
Open one of the existing .txt file with ship's names, highlight all text, write your names and save with different file name. Sounds weird but works. It's probably a problem with character encoding.
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Re: I Have Been Convinced
Nice reskin. But I think these yellow strips are...too yellow. You can try to make them better using team colors (alpha channel + proper coding) or "Fill..." in "Color" mode in Photoshop. You will keep texture's look on the colored surface then. I hope I was clear enough... Anyway good reskin, congrats!
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Re: PFF Imperium (Faction) Mod
Crappy skin? Sounds like a job for me I have studies exam in a week's time but after that I can help you. In the meantime you can send me your models.
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Ideas for Modelers (Model Request Thread, Image Heavy)
Mike.nl's alo importer may help a lot in that matter. What do you mean? SPHA-T? BTW Ghostly_Substance wasn't joking
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Ideas for Modelers (Model Request Thread, Image Heavy)
I agree. Of course I was sarcastic about destroying the community (although there are people who actually think so). Most people simply don't care if a ship is from Warlords or not. They see high quality model on the screenshot and download the mod. Right but on the other hand not too many modders can model and there are very few free land models available. BTW I made icons for T3B:
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Ideas for Modelers (Model Request Thread, Image Heavy)
I'm not going to add this unit to Conflict in Space, my mod is finished. I was modding so long and I can't even look at XMLs now Currently I prefer destroying the community by releasing free models T3-B is compatibile with T4-B's code (needs to be scaled down to around 0.6-0.7), so almost anyone can code it and test. Of course it has crusher mesh.
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Public Useable Units
Here's the final version...at least I hope so... Changes: * improved bump maps * more detailed rocket launcher * attack animation added * gloss effect slightly reduced http://img332.imageshack.us/img332/8920/t3b37cb.th.jpg
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Public Useable Units
Thanks. Here's updated version. Changes: * fixed tracks * moving treads effect * Rebel Alliance logo is flatter * uv maps improved a bit http://img214.imageshack.us/img214/6819/t3b23us.jpg I hope to see it in mods soon, do not dissapoint me
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Re: AT-TE Minimod V1
@1up1 RedMage323 has already made conversion to FoC. If you mean using it in your mod - I have no objections. @Mr.Caine I'm working on V2 but..very slowly. Last time whan I was animating this 6-legged walker, I get really frustrated BTW I made T3-B as well: http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewtopic.php?p=56954#p56954
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Public Useable Units
T3-B Tank Model and skin are mine. You can use this unit in your public mods as long as long as credit is given. Enjoy! http://img254.imageshack.us/img254/4840/t3bqz0.jpg Edit Fixed version attached. More details: http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewtopic.php?p=56961#p56961
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Re: AT-TE Minimod V1
I'm afraid it must be done like in Garm Bel Iblis' Gargantuan - targetable hardpoints and turrets attached as separate .alo files. jedi_consulor Are you sure the second Juggernaut's turret is movable? Any suggestins on resolving collision issue? I've already tried to scale model down, replace existing collision mesh with simple box etc...
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Re: AT-TE Minimod V1
@Mr.Caine Yes, I was thinking about AT-PT But I can't promise anything so far. @RedMage323 Turrents are prepared in vanilla EaW's way. They should work if FoC's hardpoint turrets don't require anything else. I have noticed an annoying glich - all units can go through AT-TEs. Collision mesh seems to work fine, the walker is destroyable. Have you any suggestions?
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Re: AT-TE Minimod V1
Sure. You can upload it to public server and take credits for your part of work. Small turrets are centered well, all they need to rotate is proper FoC code. The names are hips_turret_01 - (...) - hips_turret_06.