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HK-47

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Everything posted by HK-47

  1. I simply love playing with that thing enabled. But is it only displayed when you set shaders to max? Or it's my gfx card? If it isn't my gfx card, is there any way that I can change it to also work with 'shaders almost at max' via some Configuration Parameter XML, like GameConstants or some other related to gfx and general parameters? Ah, and is there some way to disable all Shadows? Because if you put shadows in Min, some objects still have it.
  2. Ok, I know this, and I removed my modifications to that file, but there's still no Vader in GC! That's making me go crazy, since I don't want to need to delete most of my little modification to the game.
  3. What's exactly the files that allow you to build Vader's Executor in GC? Because I somewhat exclude it from GC!! I already removed the moded files such as GenericHeroFiles etc and Units_Space_Empire_Executor.xml... Does starbases.xml have something to do with Vader in GC?? I also removed TIE Bombers from GC, but now I wish to add them again and made some changes that I believed that will allow it's construction again, and set No , instead of removing them, but now I have two TIE Bomber Squadron buttons in the space tab! Can, please, someone help?! I don't want to delete my entire modification from the game... (ah, it doesn't use modpath) :-\
  4. That's Greek to me... Well, my GeForce FX6200 has 256MB on board memory...
  5. NICE MODEL!!! Good work in your conversion/skin, Avenger, and Evillejedi by the model itself... Do you think a GeForce FX6200 can 'show' all of it's textures in the way they are in your picture? Hey JC, I had the same problem that ARC111. It stays 'freezing' for some secs and than it went to normal, than it freezes again... Something like that... It happened both in "Galaxy View screen" and during the battles itself (it was worst in space battles, since the AI also did a huge fleet). And I found that very annoying since I have 1024MB RAM, 2 processors of 2.40Ghz each, a nice gfx card...
  6. I already listened... It looks like engine sounds... etc...
  7. Star Forge??????? Look at EaW's SFX3D_Non_Localized.MEG and you will find egl_star_forge.wav....... I don't think it is a reference to KotOR's Star Forge, but that's probably a reference to some cut space factory...
  8. Hey, how can I do a prop that have sounds? I mean, like an alarm prop? Wich SFX entry I should use in the prop's code, and to wich SFX releated xml should I add the sound? ???
  9. Actually, I used Clone Commando spawn house as base and changed it to TIE Spawner, and it worked. Thanks Clone Commando. And thanks people who tried to help me.
  10. I think the Juggernauts' scale is good as it is now.
  11. Thanks! ;D I'll try and see what happens.
  12. Nice, very nice. BTW what is the A6 ability that uses Blast icon?
  13. Hmm.... Clone Commando, could you share your Droideka spawn house code with me and give permission to use it in my map in it's release? I saw there are something about it in the original game files but it doesn't seems to work well... I would use your code as base, and change to the TIE Rack. :
  14. Uh... Like indiginous unit spawn houses? Good idea... But isn't this difficult? Anyway, I'm going to try... Or add an entry in MultiplayerStructureMarkers for the land based TIE, and change the prop ones inside the hangar to the playable ones... Than you would have a limited, realistic number of TIEs and they would come all docked in the rack.... What do you guys think?
  15. Ok. Sorry, I just missed saw your explanation before. Many planets, Shadow of the Empire GC, Rebels, tech level 5, and specifically the Starbases lvl 2 and 3 galactic models. One side of the models was...invisible, in other words, some of the station walls were invisible, but in the space battle, they were normal.
  16. There are lots of animations to the Padawan in Models.Meg, but I couldn't find the model itself... Did I missed it? Or it doesn't exist?
  17. I had the same thing with the Starbases models in GC view. Many didn't show and some had it model "screwed"... I also saw that you can have two Rogue Squadrons in GC, the space one and the land one... They could be the same.
  18. But it does have a bone to spawn from... I think... <Owner_Attachment_Bone>MuzzleA_01 </Owner_Attachment_Bone> I saw that bone using AlamoViewer... Or does it need another kind of code out of the Ability section that specify the spawn bone?? ???
  19. Errr... I did other code, using AT-AT's deploy Stormtroopers ability: <SpecialStructure Name="E_TIE_SPAWNER"> <Text_ID>TEXT_TIE_SPAWNER</Text_ID> <Encyclopedia_Text> TEXT_TIE_SPAWNER_CONSOLE_INFO </Encyclopedia_Text> <Land_Model_Name>W_R2_Terminal.alo</Land_Model_Name> <Victory_Relevant>yes</Victory_Relevant> <Scale_Factor>1.8</Scale_Factor> <Affiliation>Empire</Affiliation> <Squadron_Capacity>15</Squadron_Capacity> <Deploys>Yes</Deploys> <Behavior> SELECTABLE </Behavior> <LandBehavior> POWERED, SPAWN_SQUADRON, ABILITY_COUNTDOWN, DEPLOY_TROOPERS </LandBehavior> <Is_Destroyable>No</Is_Destroyable> <Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade> <Required_Planets> NO GC </Required_Planets> <Select_Box_Scale>30</Select_Box_Scale> <GUI_Bracket_Size>2</GUI_Bracket_Size> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <Unit_Ability> <Type>DEPLOY_TROOPERS</Type> <Recharge_Seconds>15</Recharge_Seconds> <Spawned_Object_Type>TIE_Fighter_Land_squad</Spawned_Object_Type> <Max_Num_Spawned_Objects>2</Max_Num_Spawned_Objects> <Owner_Attachment_Bone>MuzzleA_01 </Owner_Attachment_Bone> <SFXEvent_GUI_Unit_Ability_Activated>TIE_HACK_CONSOLE_BEEPT</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> </SpecialStructure> It appears well in the game, but when you click the "Deploy Stormtroopers" buttom, nothing happens... Any help? :
  20. Looks like awesome!! Any progress?? And is this going to be in FoC too?
  21. I'm going to take some screens... Ah, do you know the unit preview cam? The one you select the unit and press C? Well, you need to find some way to 'fix' it, because since the scale is now in the 'correct', most fighters can not be seeing currently in that and such small ships as the BFII Frigate.
  22. Well, it wasn't caused by the mod, it was because I had some other things runing that conflict with. In the last two times it quit well, without bugs.
  23. OMG I'M THE DUMBEST GUY IN THE WORLD! I'm gonna try... Edited: Well, but the Spawn Garrison box is unselectable, problem must be with the spawner code... Ah and I changed my TIEs code to Baalshad one in Public Code Bank - and the necessary entries in the other xmls... Edited again: Oh, I cannot mark the box in the MultiplayerStructureMarker, but I can in the building itself, the problem is: I need to use multiplayerstructuremarkers to make it appears in the map when you're going to play... So how can I fix this? Add the spawn section of the code to the marker code???
  24. Hey, I noted some things: - Isn't the land fighters scale a bit small?? - And you should resize Luke's transport X-Wing in land, since it's more than 2 times bigger than the other X-Wings...
  25. I'm having some problens with the spawned TIEs... I coded a structure to spawn them, add it to MultipleyerStructureMakers, it shows ingame but does not spawn TIEs. If someone can help me... The land based TIE code: <GroundVehicle Name="TIE_Fighter_Land_Based"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <No_Colorization_Color> 75, 75, 75, 255 </No_Colorization_Color> <Land_Model_Name>ev_TieFighter.ALO</Land_Model_Name> <Mass>0.985</Mass> <Scale_Factor>3.0</Scale_Factor> <!--<Is_Sprite>No</Is_Sprite>--> <Size_Value>15</Size_Value> <Select_Box_Scale>40</Select_Box_Scale> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>5.2</Max_Speed> <Min_Speed>2.0</Min_Speed> <OverrideAcceleration> .2 </OverrideAcceleration> <OverrideDeceleration> .2 </OverrideDeceleration> <Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn> <Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll> <Max_Lift>3.5</Max_Lift> <Bank_Turn_Angle>40</Bank_Turn_Angle> <Space_Layer> Fighter </Space_Layer> <Stationary_Space_Layer> Land </Stationary_Space_Layer> <FormationGrouping> Solo </FormationGrouping> <PathFrameDelay> 4 </PathFrameDelay> <Hover_Offset>50.0</Hover_Offset> <Prepare_Strafe_Height>150.0</Prepare_Strafe_Height> <MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames> <Should_Cause_Limited_Turrets_To_Turn> false </Should_Cause_Limited_Turrets_To_Turn> <AI_Combat_Power>170</AI_Combat_Power> <Behavior>SELECTABLE, POWERED</Behavior> <LandBehavior>ABILITY_COUNTDOWN, FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, AMBIENT_SFX,UNIT_AI,TARGETING,WEAPON,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</LandBehavior> <Influences_Capture_Point>False</Influences_Capture_Point> <Weather_Category>Speeder</Weather_Category> <Collidable_By_Projectile_Living> Yes </Collidable_By_Projectile_Living> <Is_Affected_By_Gravity_Control_Field> No </Is_Affected_By_Gravity_Control_Field> <Affiliation>Empire</Affiliation> <Political_Control>0</Political_Control> <Armor_Type> Armor_Fighter </Armor_Type> <Damage>8</Damage> <Autoresolve_Health>100.0</Autoresolve_Health> <Shield_Points>0</Shield_Points> <Tactical_Health>220</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>1000</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance> <Turret_Rotate_Extent_Degrees>20.0</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>50.0</Turret_Elevate_Extent_Degrees> <Projectile_Damage>10.0</Projectile_Damage> <Projectile_Types>Proj_TIE_Laser_Cannon</Projectile_Types> <Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds> <Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds> <Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy>Structure, 6.0</Targeting_Fire_Inaccuracy> <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name> <Death_Explosions>Medium_Explosion_Land_Empire</Death_Explosions> <Spin_Away_On_Death>Yes</Spin_Away_On_Death> <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance> <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time> <Spin_Away_On_Death_Explosion>Medium_Explosion_Land_Empire</Spin_Away_On_Death_Explosion> <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die> <Remove_Upon_Death>true</Remove_Upon_Death> <Wind_Disturbance_Radius>100</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>3</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select> <SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard> <SFXEvent_Assist_Move> Unit_Assist_Move_Lancet </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_Lancet </SFXEvent_Assist_Attack> <SFXEvent_Health_Low_Warning> Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning> <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_TIE_Fighter </SFXEvent_Health_Critical_Warning> <SFXEvent_Enemy_Damaged_Health_Low_Warning> Unit_Enemy_Health_Low_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Low_Warning> <SFXEvent_Enemy_Damaged_Health_Critical_Warning> Unit_Enemy_Health_Critical_Tie_Fighter </SFXEvent_Enemy_Damaged_Health_Critical_Warning> <Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Ambient_Moving> Unit_TIE_Fighter_Fly_By </SFXEvent_Ambient_Moving> <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds> <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds> <!-- <SFXEvent_Engine_Idle_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Idle_Loop> --> <!-- <SFXEvent_Engine_Moving_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Moving_Loop> --> <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_TIE_Fighter_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop> <SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <CategoryMask> Fighter | AntiBomber</CategoryMask> <MovementClass> Flying </MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <!--Keep the idle chase range small since Snowspeeders don't tether--> <Idle_Chase_Range>50.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker> <FormationGrouping> Solo </FormationGrouping> <Weather_Category>Flying</Weather_Category> <Score_Cost_Credits>50</Score_Cost_Credits> <Tactical_Bribe_Cost>120</Tactical_Bribe_Cost> <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> The GroundCompaniesEmpire code for the TIEs: <GroundCompany Name="Empire_Land_TIE_Wing"> <Text_ID>TEXT_TIE_FIGHTER_SQUADRON</Text_ID> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>24</Damage> <Autoresolve_Health>100</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>300</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>25</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Build_Initially_Locked>No</Build_Initially_Locked> <Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer> <Tech_Level>1</Tech_Level> <Required_Timeline>0</Required_Timeline> <!--<Required_Ground_Base_Level>2</Required_Ground_Base_Level>--> <Required_Ground_Base_Level>545</Required_Ground_Base_Level> <Required_Star_Base_Level>23</Required_Star_Base_Level> <Required_Special_Structures/> <Required_Planets /> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Prority>1</Formation_Prority> <Is_Escort>yes</Is_Escort> <Ship_Class>walker</Ship_Class> <Company_Transport_Unit>Gallofree_Transport</Company_Transport_Unit> <Company_Units>TIE_Fighter_Land_Based, TIE_Fighter_Land_Based</Company_Units> <Icon_Name>i_button_tie_fighter.tga</Icon_Name> <GUI_Model>ev_TieFighter.ALO</GUI_Model> <GUI_Distance>70</GUI_Distance> <GUI_Offset>0 0 0</GUI_Offset> <GUI_Velocity>45</GUI_Velocity> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Reinforcements_Available</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move> <Score_Cost_Credits>225</Score_Cost_Credits> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites/> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>10</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Text>TEXT_TOOLTIP_TIE_FIGHTER</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>2</Population_Value> </GroundCompany> The TIE Spawner code - yes, it does stay in PropsUrban, is there any problem with that? : <Props_Urban Name="TIE_SPAWNER"> <Text_ID>TEXT_NONE</Text_ID> <Land_Model_Name>W_R2_Terminal.alo</Land_Model_Name> <Scale_Factor>1.8</Scale_Factor> <Affiliation>Empire</Affiliation> <LandBehavior> SPAWN_SQUADRON </LandBehavior> <Starting_Spawned_Units_Tech_0>Empire_Land_TIE_Wing, 1</Starting_Spawned_Units_Tech_0> <Reserve_Spawned_Units_Tech_0>Empire_Land_TIE_Wing, 15</Reserve_Spawned_Units_Tech_0> <Spawn_Garrison_On_Load>True</Spawn_Garrison_On_Load> <Spawned_Squadron_Delay_Seconds>25</Spawned_Squadron_Delay_Seconds> <Spawned_Squadron_Location_Bones>MuzzleA_01</Spawned_Squadron_Location_Bones> <Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade> <Required_Planets> NO GC </Required_Planets> </Props_Urban> ???

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