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scott2978

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Everything posted by scott2978

  1. Anyone have the Bulk Cruiser from Rebellion? Thanks! Scott
  2. I've tried it and it works. Thanks!
  3. Wow that mod sounds frikken awesome! Scott
  4. So, where is the fire cone centered? Is there something on the bone that tells the hardpoint which way is "forward", or does it depend on the orientation of the model (the model of the hardpoint or the model of the ship?!! They are not necessarily the same!) Scott
  5. Check your Squadrons.xml file. If you are trying to make different versions of a fighter unit in the Squadrons.xml, check that each different squadron doesn't have the tag set to "Yes". Also, check your SpaceUnitsFighters.xml file. If you have added the tag to the individual fighter unit, and also to the squadron, then you are seeing icons for both a single fighter, and for the squadron. If you still need help after that let me know. SCott
  6. I've added so many ships that during a campaign game, not all the ships show up at the level 5 station because the buttons all try to fit on the top line, and the buttons on the far right get "bumped". How do I make the icons appear on the bottom row? I tried changing from 1 to 2 but that had no effect. Scott
  7. Ok, does anyone know how they made the GC map so big, and the planets so small... or however they did that? It's killer awesome, and I'd like to do it for my mod too. Scott
  8. LOL! I guess I need to explain myself better! BSG = Battlestar Galactica
  9. Anyone want to help with a BSG TC? Scott
  10. So is any numeric value between 1 and 360 a valid value for that then? Scott
  11. I know these indicate what direction the gun can fire, but what do they mean, exactly? Scott
  12. Hmmm well then maybe the scalefactor changes the size of everything, because I know for a fact it changes the ship size. That's what I've been testing for the past few days. I'll have to experiment with when I get home. Scott
  13. Is there a tag I can use to increase the length of time that specific a unit (ie: by putting it in the unit description in Spaceunits XML) reveals FoW? I'd like to make a probe unit reveal it longer. Anyone know how to do this? Scott
  14. controls the size of the model, so I doubt that Sizevalue has anything to do with model size. In stock EAW, the Mon Calamari cruiser has a SizeValue of 360, but the ISD has 8. So what does that value mean? Scott
  15. Got a question: In ships XML, there is the value and then there is . Which one does what? I figure they are tactical and galactic pop cap values, but don't know which and I'm just guessing. Scott
  16. I thought LoW was coming out tomorrow? Surely tomorrow isn't "too late" ??? Besides, while some of you may be content with the models that are out there now, like the Carrack and Lancer from the Enhanced EAW mod, in my opinion they are total crap. Missing tons of polys, no engine glows, textures that suck... But LoW on the other hand looks like it has those same models in beautifully high res, fully modeled, fully textured, and with working everything. LoW learned it's lesson from the SSD it released too early without all the bells and whistles. Apparently not everyone was paying attention to that because most of the mods out now are full of crappy models. LoW, I hope, will have some of the best models we have yet seen for EAW, and I include the stock Petro models in that statement as well. I for one can't wait for LoW to come out, it's exactly what I've been waiting for, and once you guys see it, you'll probly agree with me, at least about the models. Now if they would just release it on time... Scott
  17. I hear ya JC. I've been trying to find a Carrack Cruiser and a Lancer Frigate that aren't missing a bunch of textures/polys all over them. I got the ones from EAWEnhanced, but they are the same ones everyone else is using that are missing those pieces. The funny thing is that I can see the textures in photoshop and the missing pieces are at least on the texture. Why the model went out unfinished is anyone's guess. I can't wait to see LoW this weekend and see if their Lancer and Carrack have all their parts. Maybe someone has their models already? I'm makin this mod for myself and never intend for it to leave my hard drive, so maybe they will let me grab those two models before the weekend? Scott
  18. Hey everyone, Got some Questions about these weapons. I've been a modder for a while now, and everything in EAW seems pretty straight forward, but there are a few things that still elude me. 1. In the ship XML files (not the hardpoint XML file), weapon stats are listed. These seem independant from any hardpoints on the model. Can any ship have a weapon in this manner? Does the ship need a "default bone" or something in order for it to work? I noticed that though the Broadside cruiser has no "hardpoint" listed in it's XML data, the missiles still always come from the right place on the model. Why? 2. What sets the behavior of the Broadside cruiser to be so lazy? If I change the stats for it's missile weapon entry in it's XML file to match the TIE Bomber, it won't shoot. Not a diamond boron missile, not a green laser, nothing. Watching the ship's behavior, it looks to me like there is something I'm missing about making a ship act like you want it to. And before you mention it, I've got the same entries as the Tartan on it. 3. The Y-wing has it's torpedoes attached to hardpoints, but it also has laser cannons. When I copy the stats from the Y-wing laser cannon out of it's XML file, and paste them into my B-wing, the B-wing will fire little red laser beams but the sound is that of a proton torpedo launching. Obviously that's due to the tags, but there is no other tag listed on the stock Y-wing that would make it's lasers sound like lasers. How does this work? It will be a great relief to my brain if anyone can answer those questions. Scott
  19. Anyone know what files I need to look at to tweak the HVgun and Ion cannon?
  20. Just taking a stab at this since nobody more qualified is: From your screenshot it looks like some of your polys are not all part of the same smoothing groups. The polys getting shaded all over the place instead of just shade may mean that your shadow mesh, while being the same SIZE as the model, is not EXACTLY the same as the model. Some polys are not in the right groups ect. Just my guess from looking at the pic and my limited knowledge of using 3DSMax.
  21. Upon closer inspection I think I was wrong about that. The Moniker tags don't actually appear to do anything related to the ship names, that must be the entry in the GameConstants file. Sorry, I'm at work and don't have the actual files here to do adequate research. Scott
  22. I don't understand. Anyway, would anyone like to take a stab at it for me please? Pretty please? Scott
  23. Not sure how many times I have to say this but IN EAW SHIP SIZES ARE NOT REALISTIC, THEY ARE CHANGED FOR GAMEPLAY. It doesn't matter how big a ship model is in EAW, you can make Corellian Corvettes the size of a planet and they will still have the same stats as a Correllian Corvette the size of a gnat. Ship size means nothing. If you want to make all your ships to scale, then good luck controlling those fighters. Or even seeing them for that matter. Now maybe we can get off this side tangent about ship size and get back OT? Has anyone found a usable model of the Carrack and/or Lancer? Sorry for ranting. Scott
  24. The "Moniker" tag tells the game where to look for the text file that lists the individual ship names that you see during space battles. For instance, your Star Destroyer named "Vengeance" the name Vengeance is from such a text file. I believe in the original game code this is done with the moniker tags, I'm pretty sure I've seen them in the XML files, but for some ships it might be hard coded. At any rate, in our mods, that's what it does. If you want a ship type to have specific names, put the moniker tag in the XML entry, and include a text file with that ship class name and the game will look there for individual ship names.
  25. Hi everyone, This should be easy for anyone who can do a bit of minor kitbashing with Max. Take the Interdictor and remove the gravity well projector globes. I want to make the Vindicator class cruiser, and the Interdictor is basically a Vindicator with gravity well projectors on it, so stands to reason that you could make a Vindicator just by removing the projectors. Can anyone handle this for me please? Thanks! Scott

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