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scott2978

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Everything posted by scott2978

  1. I will be so freakin glad if someone would convert this model for us. So freakin glad! Scott
  2. Atreus, what kind of video card you running?
  3. I think the SAU models don't use death clones. They have one listed for each model, but the settings for them are basically intended to produce a big explosion and no actual wreckage. I don't think I mind though, as long as SOME of my ships leave wreckage. Scott
  4. Obsolescence matters not! I know several people who still play Star Wars: Rebellion which came out back in 1995 and is still among the top 5 Star Wars PC games of all time IMO. Scott
  5. I don't have FoC yet, but here's the easiest way to do it in EAW: How to add planets to EAW in ten easy steps! Tools: Notepad Mike.nl's String Editor http://alpha1.dyns.net/eaw/StringEditor Before you start you should know that this tutorial assumes you have unpacked the various MEG files of the game so you can work with them, and that you know how to set up the file structure of a mod (ie: where to put your Mod folder). Step 1: open Planets.xml in notepad. Step 2: find an existing planet that closely matches the terrain type of the planet you want to make Step 3: copy the entire planet entry and paste it at the top of the file, just in front of the first listed planet. Note that the galaxy map is the first entry in Planets.xml and is not considered a planet. You might want to remove the lines for the planet's special ability since I don't know what having two planets with the same one will do. Those lines are at the end of the planet info. Step 4: change the Step 5: change the Step 6: change the glactic coordinates. The first number is the left-to-right axis on the galactic map, the second number is the top-to-bottom axis, and the third number is the up-to-down axis. You should NOT change the up and down third axis number. Don't worry too much about what coordinates you give your planet right now, it will take some tweaking to get just right. Save and exit. Step 6: open MasterTextFileEnglish (using Mike.nl's DATEditor tool) and add an entry for the Step 7: Now open CampaignsSinglePlayer.xml. Step 8: scroll down to your favorite campaign. Note there are two entries for each campaign, one for playing as the rebels and one for playing as the Empire. Look for the tag. Inside there is a list of all the planets used in that campaign, just add the Step 9: Start the game (using your mod batch file or however you launch a mod in FoC) and pick your favorite campaign. Look around for your new planet. Take note of where other planets are in relation to where you want your new one to be, and jot them down. If your planet name is [MISSING] then you didn't do the Note that the further the planet is from the center of camera view, the more "numbers" worth you have to change it to actually see the planet move on the galactic map. This is because of the angle at which you view the galactic map. You should know that moving your planets far away from each other has a consequence: while the planet may LOOK close to another, it's coordinates are meaningful. There is an entry in the Gameconstants.xml that defines how far from one planet a ship can reach. If you put a planet way out there, it may be so far away from other planets that you can't go there. Also, changing this constant in the Gameconstants.xml file may have it's own consequences: you may end up with enemies flying past your "front line" planets deep into your rear area. Just some things to consider when placing planets. You should test each planet as you add them to make sure everything is ok. Step 10: Celebrate! Notes: Of course, this gives you the same terrain in space and ground as the original planet, and it gives you the same descriptions and indiginous population so on, but the planet will work, and on the map it will have the right name. If you want to change the rest of that stuff, go fot it, it's just as easy as adding the planet was! Most of it can be done just by fiddling with the Planets.xml entry, and adding new Text file entries. Scott
  6. You can always tab out and check your processor log by hitting CNTRL+ALT+DELETE and clicking on the Performance tab on the Task Manager. I'd be interested to know if anyone with SLI had this problem. Scott
  7. How hard is it to make your own projectiles? Do they need a 3d model? Scott
  8. Without being able to rotate the galactic map, wouldn't 3d planet placement just be annoying? Scott
  9. Go guys go! The rest of the community is cheering for ya! Scott
  10. Wow it would make my whole week if someone had this model! Scott
  11. That's not the Tector, it's the Allegiance. You can download it in the Space_add_on mod available at EAWFiles.com. Scott
  12. I've come up with a couple work arounds for the "full bar syndrome" as I call it. 1. Make all your ships only available at certain planets, like the Capital ships are now. That way no matter what planet you go to, the bar won't be full because only some of the ships can be built there. You would do this with the tag. It would also add some strategic depth because you would have to control the right planets to build the kind of ships you want. 2. Make your ship selection advance with tech level. As tech level increases, some ships become obsolete and can no longer be built. This may be possible using the same values that the fighters use to do just that in the spawning tags. There may be other (better) ways to do it as well. 3. Make some ships have a build limit. That way, when you build one, the icon dissapears from the bar. Of course the downside is that if you lose it, (or them depending on how high the limit is) then the icon comes back. 4. Make the bigger ships spawn the smaller ships. This is something I've been toying around with lately. Instead of building a ship, you build a FLEET OF SHIPS! All in one ship. Then the big daddy mothership spawns all the smaller ones once you get in battle. For instance, a Star Destroyer that spawns two Victory Destroyers, an Acclamator, an Escort Carrier and six Lancers. Each of the small ships would have to be coded with 0 pop cap and NOT be buildable at the stations. Also the motherships would have to be like 20 pop cap or something. But it's doable, and it GREATLY reduces the number of icons you display on the bar. The downside is that you rarely get to bring in reinforcements. That's one of the coolest aspects of space battles in EAW, that's why I never raise the pop cap. Using buildable fleets pretty much means you never get to do it. Bummer. If anyone else has any ideas please post 'em. Scott
  13. I'm pretty sure the Tector in canon (yes, it was shown in one of the movies!) is identical on the outside except it has no hangar bay. I had to improve a lot of textures for other people's mods too. Seems like everyone wants their ships to be too dark for some reason. Scott
  14. I'm in the process of doing just about the exact same thing. Since the fine folks over at Strategic Improvement have given us the green light to use their galaxy map, I'm trying to add it to my own in-house only mod. I'll let you know if I experience the same problem. Scott
  15. If only I could get Max9 to work with the ALO plugins... so close... Scott
  16. Geez, doesn't ANYBODY read my posts all the way through? How many ways do I have to say that my hundreds of Trek models have been warped, twisted, ported, defaced, changed, used, abused, ect and that I don't really care because the real pleasure is knowing that others receive enjoyment from my work regardless of what form it ends up in and who's name is on it? Sheesh. Scott
  17. Lets not forget that those of us who can and or will mod the game at all are the distinct minority here. 99% of people who will use any mods are just players who heard about it on the web or by other means and go download it to try it out. Don't confuse this community here for a representation of the entire EAW playing population. We are the elite! Most players, some of my weekend LAN party friends included, gaze in rapt wonderment at the slightest game mod. It is for them that we release our works to the public, and also for us here so that we can contribute and help others to bring their visions to life as well. Kudos to us, the mod community. May we conduct ourselves wisely. Hopefully this thread is an indication of things to come... because IMHO this thread is full of community spirit and great optomism. Scott
  18. I stated that I made over 100 models for SFC III in my post, and that I don't care weather I get credit for them or not. You did read my post in it's entirety and based your comments on a completely informed position, didn't you? No? Well there's still time to go back and read my post again DragonShadow And please note that just because I personally don't care about getting credit, that doesn;t mean I don't GIVE credit, or that I don't think anyone should try to get credit for their work. I was trying to say that not releasing work for fear that someone else would use it is stupid. I agree 100% with Jedi_consular and Darth Khasei Scott
  19. I have to disagree with this sentiment for many reasons. First, why should the modeler care if his model is being used in Mod A or Mod B or whatever? The modeler made his model to be enjoyed by others, or else he never would have put it into a mod to begin with. Why should it matter what mod it's in? As long as he gets credit, why should he care? (and even if he doesn't get credit, why should he care?) I myself made a gigantic mod for Starfleet Command III, (TNZ-5) I modeled close to 100 ships with 3D Max, and I now see my models being used in dozens of mods, even in Star Trek games that are completely unrelated to SFC III (My Klingon models are used as ship counters in the neat little STSTCS game), and has anyone ever asked me for permission? No. Do I care? No. Because I get to see so many thousands of people enjoying something I made I don't give a crap if I become famous for it or not. The enjoyment is in the enjoyment, if you get my meaning. Anyone thinking otherwise is either modeling for a living or needs to grow up. This business of trying to keep your model from "falling into the wrong hands" is just infantile. The PROPER way to conduct yourself as a modder is to politely ask that anyone using your material please give you credit. Period. Release your material for the world to enjoy. Some day some kid will download your mod, or someone elses mod, and see your work and go "Dang that's a cool ship, I wonder who made it?" And you will have made the world a better place. Congrats, you left your mark on the universe. Who cares if it has a sig under it or not. Lastly, there is a small faction of modders and forum lurkers here who have begun a feeling of trust and comradeship around here. They want to share, cooperate, help and propel this community. Tread on them at your own risk. If the light of wisdom and joy is stamped out of this community by greed, selfishness and petty dreams of ethereal glory, we will all suffer. Make your mark on this community by being one of the positives, not one of the negatives. Scott
  20. Not to be a pest or anything, but I see nothing on that site that mentions an ALO exporter/Max plugin. Where on there is it? What's it called? Sorry I'm such a n00b, and thanks a LOT for your help, I've been looking for these files for 2 days now. Scott
  21. You can say that again JC. Ahmen to that! Scott
  22. Hey EJ, I think your work is excellent! I have a request, maybe you could try putting more engines on the AF MkII mod? Many SW ships seem to have tons of engines. Just a thought. Also, do you use Max9? Scott
  23. Where can we get that from please? Scott
  24. Wow nice job EJ! I can't wait for you to release this model to the public!!!! Scott
  25. The one I'm interested in is the one from Rebellion, the Neutron Star class bulk cruiser: http://images.wikia.com/starwars/images/thumb/8/8c/Neutronstar.JPG/300px-Neutronstar.JPG Anyone seen it? It sure looks like an upscaled Carrack with some modifications. Might be an easy model to make, if you have the capability. Scott

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