@ Hnefi: The good thing about how you can modd galciv2: It's easy for beginners to make some changes. But you are right other games like HL or Quake are are much more moddable then galciv2. So I hope Stardock recognize this problem and helps us. Would be sad if it doesn't keep the promice: "Full moddable" I think the "problem" I have with the "Hangars" shows this "problem" pretty good. Because Hangars would "harm" gameplay of galciv2 modders sho
Galactic Ambassador
The GC game universe has no carrier nor shuttles, and the game engine doesn't have anything to make something even remotely convincing as fighters bays/hangars/carriers/whatever... To me it's useless to discuss this as mod, it's not moddable, rather make a request to have new game features. <br/
he said "like ships". When you build ships they are in orbit. That probably would be possible and not that diffficult. Maybe as simple as allowing starbases to move since I think they are otherwise treated as ships (except no fleeting them). Simply allow them a base movement and you should be able to drop it into orbit of your p
@ Kalin: Well, if Stardocks tells me how I can creat Hangars myself, I would not bother them asking to help the Modder-community with the "Hangars". You got me real wrong about the Carriers. If you know Civilization, then you know how my Idea of carrier should work. You build both, the Carriers and the Fighters in the shipyard. The you
Quick answer: No, it's not possible? Why? - Because the only Object that is orbiting a Planet in the game is a moon. So you coould give a moon the Texture of a Starbase but that would not be the same, right? So I guess you would need to touch the sourcecode somehow,...
Well, so far the Limit i have reached is about creating "Hangars" for Ships and Starbases. If Stardock really wants to support the modding community they should bring a solution how we can integrate hangars. There are so many sci-fi "universes" that could need hangars: Star Wars, Star Trek, Battle Sar Galactica, Babylon 5, Wing Commander,... I know that the original game didn include such things (except planets) for any
Cool, i have the same problem (my major OS is a Knoopix, and a use only my old Win98se for play... and i hav enot installed all the communication devices (for lighten the system). Do you have Imntenret accsess by using your Knoopix? If yes, then download the Update with that configuration and t
Blender keeps giving me this error, when i start it up 'import site' failed; use -v for traceback i cant open any .xml files It's maxbe not my business, but why would you like to opne a xml-file with blender? xml-files can be opened simple with the "Notepad" of windows, o
@ coplann: Well, I don' t know if you are still interested and working on the "glowing engines"-problem. As it seems that you know more about using 3dprograms I think you will find the solution fastern then me. Would be great if there is a kind of PM-system in this forum. If not, post it here. <img src="http://images.stardock.com/gc2/T_DL/smiles/S
@ coplann: first thanks for your detailed answer. The Problem was a bit more simple: 1. Using the default converting options helps a lot. 2. The Textures was somehow not "attached" to the model, but I managed to do this. And as you se in my thread everything looks o.k. now. But I have some other questions: How can you manage it that the model is "self illuminating"? Like Engines and such things? I have Models that should do this but when I bring them into theg ame you
Tool for editing viewing, converting BIK-files: http://www.radgametools.com/
@ lucky luke 666: Well you don't understand the idea of modding: If you make a modd that SHOULD include hangars/carriers then you want it to be included. Of course there is arisk of harming games balancing and gameplay, but for that you must have a plan. So the Fighters "nothing more" then the mainweapon of a carrier. If you take it form this die is less danger of "harming" the game. And by the way: If you wnat to have the game in it's
Hi! Well as some of you could need Hangars and Carriers for you modds Star Wars for all the TIE-Fighters/Bombers, X-Wings,... Star Trek my like to launch Shuttles from a Shuttly-bay And Babylon 5 could need some Space Stations where you are able to launch some Ships from it. So my Idea is: Take the abbiluty of the Shipyard from the Planet after you have build the Shipyard. There should be some Exceptio
ome good information here. I have the following questions: #1 how can I change the orientation of dummies? I can add them and they work in the ship designer, however they always point in the same direction #2 how can I change the ingame-size of a ship? changing the size of the model before exporti
I had the same problem with the ship disapearing, then I changed the option for how many frames it exports in the pandaX settings and it started working/quote] Thanks for you answer. But the only "Option" I find about frames in the pandaplugin is at "X File Settings" 1. No Frames 2. Top frame Only 3. Sub frame hierarchy Nothing about changing a "number" of frames. So could you explain it more detailed, please? Thank you <img src="http://images.stardock.com/g
the ships need hardpoints as those will not transfer over, they also need some work to scale them correctly and get them into a format that is exportable, as soon as I resolve my texture issues I may release some of the base ships for testing (tie, gunship, strike cruiser, ISD) Well, I managed to pla
OK,it makes me happy, finally a problem less . Yep that is German reliability If it functioned,makes screen shots ! If it means you speak german, well me too. Could have brought the solution quicker! <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 ALIGN="absmidd
Finally I had a succsess bringing the "Hornet" in the game with WORKING Textures! Thanks to the user "Vorlone" I reached this "goal". But there was lot of missunderstand till it worked. So for everyone of you who is using 3ds max 7 or 8 with the pandaplugin(for exporting models and converting textures) A more detailed Instruction: 1.Make sure that you have a 3d model
I have not change the options of pandaplugin,except texture save as png.Everything is default . @ Vorlone Well, the problem Is that maybe I have changed the Options in the plugin, so it would help If you tell me YOUR OPTION BECAUSE THEY ARE DEFAULT AND WORKING!!!! THANK YOU! <img src="http://images.stardock.com/gc2/T_DL/smiles/S
Rename only the x.-file to S0_Tiny_1.x Do not change the texture name !!! Hello! o.k. I also tried this Insctruction by keeping the name of the texturename. But still no succsess. I may
with high poly models without significant unwrapping baking is worthless, it makes millions of 1 px dots on the map because it appliees the map to each surface, a high poly model would be a bnightmare to unwrap, that's why they usually don't have any textures or only have procedural textures for things like grain, scratch, dirt
Well, I still have Problem that the textures are working in the game. The siurce is a 3ds model and the texture is a bitmap file. For converting the files I use "3ds Max 8" Trial Version with the "Panda Plugin". The Problem is that the textures ara shown in a wrong way. I alos used a "3d view tool" from direct x to see if the modekl and the textures got "damaged" by the conversion, but they are o.k. I can also wa
Yes the Model works with texture .Another attempt : Open 3ds max ->import hornet3.ds.It opens a window,now chooses "Merge objekts with current scene" and hook by convert units. Now export the Model as panda x.file,give it a another name It opens a window ,chooses Texture as png save.. Now a x.file and png.texture must exist.
sed 3ds max and the panda Xporter, I think there is a utility called 3dsconv that makes 3ds files into x files, there is also old copies of 3d exploration(free, deep ex has a trail) that will do this, but I'm not 100% sure about the settings, might be easier to go to .obj first from gmax, I think there is a max script for that.<b
[quote=Citizen Vorlone] @Galactic Ambassador I make it as you it described, by me go it. Sorry,I have not the knowledge over 3ds max, I have it only over to try found out. Have you a 3d viewer,to example 3d explorer ?Load the model which you convert in the viewer.View whether the texture are indicated. First of all you succsess is really great! But I don't come