Death Clones?
#1
Posted 28 October 2008 - 01:44 AM
If it is not already a dedicated project, I would like to work on it in my spare time, but my modeling experience is minimal. If all that would be involved with this is cutting the model into 'chunks' and adding animation and particle effects, I think I could achieve something. If you think I can help,
Do EaW models take a certain program to edit, and if so, is it freeware?
Do you want the blue explosions for Imperial ships, or the more canonical flame-color?
If I'm completely off and my noobiness is that obvious, ignore the second half of this post...
#2
Posted 28 October 2008 - 03:34 AM
Modeling for EaW takes programs that can either model or convert model files into the .alo file type. 3ds is a popular program for this I believe, but there are more that will also fulfill this purpose.
I do believe that PR has a very nice ship death explosion effect planned or already worked into 1.1 though.
#5
Posted 30 October 2008 - 11:40 PM
To be honest with you though, if you're not already familiar with 3d modeling programs, you'll probably find yourself quickly over your head. However, you're still welcomed to attempt it. I mean, the worst thing that could happen is that you'd learn something new. I didn't know how to do half of this stuff when I started.
Edited by Phoenix Rising, 30 October 2008 - 11:42 PM.
#8
Posted 23 December 2009 - 12:59 PM
#13
Posted 07 January 2010 - 01:30 AM
1. Is there a hero-relevant file besides Story_Heroes_X and NamedHeroUnits_X? I designed my own hero using Ackbar and Wedge as templates, added entries under Story_Heroes_Rebel, and placed him in Operation Shadow Hand, but to no avail. The mod loads, but crashed when I attempt to launch the campaign. I have made several adjustments but they never work. What am I missing?
2. When trying to make a custom flagship for said hero, I noticed that the HardPoints_Space file is missing at least one ship- namely, the EF76 Nebulon-B. Even using the find command on the hardpoint names listed under the stock ship has no results. As my game has working Nebulon-Bs, I am at a loss as to how this data got 'lost'.
3. Finally, I was adding some land technologies and I succeeded... mostly. The research works, the game no longer crashes on me, but the technology doesn't unlock the unit! Going through your space technologies, I never saw a tag called <required_galactic_unit> or anything else that seemed to point to the unlocked unit- Is it only determined by the order of the text? If so, what am I doing wrong?
#15
Posted 07 January 2010 - 01:13 PM
For number one, make sure you add the new file into GameObjectFiles.xml. Else, the game won't know the file in question exists. And then the campaign will crash if the game can't find a specified file.
Thank you; that at least explains why my campaigns never worked.
Another Newbie question for you: I'm still getting exceptions with that hero, and it says that it is saving them somewhere- How do I view the Error Log? That would be a tremendous help in ironing out kinks in the code.
#17
Posted 07 January 2010 - 08:52 PM
Huh- I was sure I checked that... Sorry about the false alarm.HP_EF76_Nebulon-B
Oops- I forgot to tack on that little .xml on my new entries in GameObjectFiles... That would do it, huh?I'm still getting exceptions with that hero
Edited by Pellean, 07 January 2010 - 11:35 PM.
#19
Posted 08 January 2010 - 12:23 PM
For the tech tree stuff, basically, the research is considered a unit, and when you build it, it triggers a couple different scripts that lock the research and unlock the unit.
Yeah. Bob is right. It's a bit confusing though.
For example, this is the code to unlock the Acclamator in Level 1 Empire (in Tech_Tree_Empire.xml)
find the following code tags
<Event Name="Start_Tech_1"> <Event_Type>STORY_TRIGGER</Event_Type> <Prereq>Tech_1_Freeze</Prereq> <Branch>Tech_Level</Branch> </Event>
then add the following lines
<Event Name="Activate_Acclamator_I-class_Assault_Ship"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>TRIGGER_EVENT</Reward_Type> <Reward_Param1>Unlock_Acclamator_I-class_Assault_Ship_Research</Reward_Param1> <Prereq>Start_Tech_1</Prereq> <Branch>Tech_Level</Branch> </Event> <Event Name="Lock_Acclamator_I-class_Assault_Ship_Research"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>LOCK_UNIT</Reward_Type> <Reward_Param1>E_Acclamator_I-class_Assault_Ship_Research</Reward_Param1> <Prereq>Activate_Acclamator_I-class_Assault_Ship</Prereq> <Branch>Tech_Level</Branch> </Event> <Event Name="Build_Acclamator_I-class_Assault_Ship_Research"> <Event_Type>STORY_TRIGGER</Event_Type> <Reward_Type>TRIGGER_EVENT</Reward_Type> <Reward_Param1>Research_Acclamator_I-class_Assault_Ship</Reward_Param1> <Prereq>Lock_Acclamator_I-class_Assault_Ship_Research</Prereq> <Branch>Tech_Level</Branch> </Event>
And don't forget to add this bit at the end along with all the other Tech 1 units.
<Event Name="End_Tech_1"> <Event_Type>STORY_TRIGGER</Event_Type> <Prereq> Build_Acclamator_I-class_Assault_Ship_Research, Build_Action_IV_Transport_Research, Build_Carrack-class_Light_Cruiser_Research, Build_CT-11_Space_Tug_Research, E_Build_Dreadnaught-class_Heavy_Cruiser_Research, Build_GAT-12g_Skipray_Blastboat_Research, Build_IPV-1_System_Patrol_Craft_Research, Build_Lambda-class_T-4_Shuttle_Research, Build_TIE_Starfighter_Research </Prereq> <Branch>Tech_Level</Branch> </Event>
Happy coding!
Ghost
Edited by Ghostrider, 08 January 2010 - 12:24 PM.
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