I'd agree on the odd combat model would make it difficult, but still a great series.
EvilleJedi
max is incompetent at exporting smoothing groups properly on other formats (obj, 3ds), so I think it is a max issue, it may not be easy to decipher maxes smoothing groups into a proper bi-normal. If you set the smoothing to 0 it still comes out as if it was smoothed at an angle of 45.
What I think we are asking here is an extensible interface, python or lua bindings to objects in game and function calls to control events. People have turned Halflife and Unreal into RTS's flight sims and even card games! (or ghast gary's mod for example, that's a lot of hacked together custom code) That's modding, changing some text files and importing models is really restrictive. At least HW2 had a nearly complete (though undocumented) scripting engine that allowed for ex
I think I will setup a chat on the swr irc server (or stardock irc?) some point soon to maybe answer some questions and get ideas.
good idea on having rebel ships level faster than imperial ones. It might be interesting for the rebel ships to level faster (more levels) and the imperial ships level slower (less levels) in terms of ship survivability it would allow any surviving rebel ships to ramp up quicker, but still allow the imperials to have veteran vessels (thus encouraging the player to do hit an runs on the rebel side, whereas the imperials would want to guarantee victory) it would be a subtle mechanic <
do you have auto calculation off in excel ? it's just a subtotal in the cell so it should have no problem updating (I've added a bunch of strings and it updates the count fine)
As per stated above, resetting the Xform fixes the flipped faces from mirroring.
How is the exporter handling the max smoothing groups? I am getting the same output regardless of if I put 0 degrees or 90 degree smoothing.
specifically what process did you use on export (dotXSI or crosswalk? and what settings?) I get errors about the XSI file not having the right header, so it sounds like you are on the next step.
worst case for strike group fighters is we will have to use something similar to escort carriers.
I tried exporting in XSI using the dotxsi exporter, all variations (3.0-3.6 and text/binary) as well as trying to use crosswalk? to export XSI 5-6 binary/text none of these seem to be accepted by the mesh converter tool provided in the beta tools. I have gotten shps in with both code herders tool and the Max exporter, but they both have some issues. I'm curious if anyone has figured out the right export format for the XSI?
A few more Is there a hard limit on fighter types? will we be able to add more fighter types per capital ship in the future (I need at least the current 9 UI slots for my mod) Creating new build capable structures with unique build lists?
hmm are you on vista or office 2007? on 2003 and XP I can create .str files make sure the ID is EXACTLY what you put in the .entity files, capitalization may matter.
cool thx for the update
Another question dealing with loading of mods Currently if I create a new model or texture in the mod folder I have to have all of the models or textures in the mod folder for the game to load properly (I created a textures folder and put in my custom ship textures, the ship worked but the entire interface was without textures including all of the menus! If this doesn't get fixed then mods will be huge because they have to basically include all of the stock game. Unless I'm doing someth
I'd think Major Stress was first, but tons of people have done it, we also do have a beta version of the XSI converter tools that I'm using as well as the community max importer and code herder's tool. I think in both cases there is conversion work to be done to get ships out, so it will be a bit even if we have the models.
It's amazing that max would keep all of the xform changes seperate even if it was a mirrored mesh that was rewelded to its copy and then the stack collapsed, but yep xform reset fixed it.
max 8 seems to flip the model normals inside out, I got it to export correctly after changing this on the model, but it looks like they are pointing the wrong direction. I haven't tried adding emitters. (really hope you get multitexturing to work soon!)
hit the READ button to grab the existing file (it is default with the file) insert your new rows or make changes and then hit the WRITE button to write it out to the correct path, the intent is to never directly edit the strings file, because that can cause all sorts of issues with crashing.
can we have an export to TXT for debugging?
considering Zerox still hasn't imported all of the models I have publicly released I will see what the engine allows us to do
I made a simple xls file (need to enable macros) that allows you to import and export string files because almost of all the minidumps I've had are from malformed string files. I'm certain this will break on multilingual versions (only tested with english) change your input/output paths to your sins/string folders [link="http://warlords.swrebellion.com/files/sins_strings_editor.xls"]http://warlords.swrebellion.com/files/sins_strings_editor.xls[/link] just add
I ran into the same issue with cap ship slots, it looks to be UI related, I sent this concern to IC to see what they could tell us about it. I'm going to be making an excel sheet that handles the str file import and export, almost all of the minidumps I've had are due to stupid issues in this file.
will try this tonight and let you know the results.
I'm asking these questions for the long term capability of modding based on updates from future patches, feel free to get as technical as you want about the reasoning. I'm hoping for a direct response from the devs when they get time (once they've got all the launch issues sorted out) but also would like to put these ideas out here for the more serious modders to mull over and come up with their own engine capability questions and requests. When we exceed 9 ships/buildings on