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		<title>FileFront Gaming Forums - SW:EaW Modding, Mapping and Editing</title>
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		<description>Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!</description>
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		<lastBuildDate>Mon, 23 Nov 2009 21:18:31 GMT</lastBuildDate>
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			<title>FileFront Gaming Forums - SW:EaW Modding, Mapping and Editing</title>
			<link>http://forums.filefront.com/</link>
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			<title>Question for Sidious Invader or other LUA Script masters</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412353-question-sidious-invader-other-lua-script-masters.html</link>
			<pubDate>Mon, 23 Nov 2009 05:39:59 GMT</pubDate>
			<description><![CDATA[Is it possible to make it when you use an ability to have it cost money? So if you had an ability that deployed turret buildpads it'd subtract...]]></description>
			<content:encoded><![CDATA[<div>Is it possible to make it when you use an ability to have it cost money? So if you had an ability that deployed turret buildpads it'd subtract say...300 credits every time you used that ability?</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Kalo Shin</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/sw-eaw-modding-mapping-editing/412353-question-sidious-invader-other-lua-script-masters.html</guid>
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			<title>Cry of a mapper...</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412342-cry-mapper.html</link>
			<pubDate>Mon, 23 Nov 2009 02:26:22 GMT</pubDate>
			<description>With the sudden release of models;  (Warb, LordX etc contributions)  space and some land models. I was thinking that it would be additionally helpful...</description>
			<content:encoded><![CDATA[<div>With the sudden release of models;  (Warb, LordX etc contributions)  space and some land models. I was thinking that it would be additionally helpful if some members of the community starting to release prop packs. If one thing EAW lacks is Flora and Fauna. Now, I know I'm breaking the mapping rules because you make due with what you have but seeing the same props over and over again gets very bland and boring. So, what am I asking for? This isn't a request thread, it's more of a suggestion. So what do people think.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Mr.Caine</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/sw-eaw-modding-mapping-editing/412342-cry-mapper.html</guid>
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			<title><![CDATA[Death Troopers minimod [spoilers]]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412323-death-troopers-minimod-spoilers.html</link>
			<pubDate>Sun, 22 Nov 2009 19:47:15 GMT</pubDate>
			<description><![CDATA[I haven't done anything in the EaW comunity in a long time, and I'm not even sure if this is the right place to post this, but I figure if I don't...]]></description>
			<content:encoded><![CDATA[<div>I haven't done anything in the EaW comunity in a long time, and I'm not even sure if this is the right place to post this, but I figure if I don't someone else will have the idea first. My Metroid mod has a lot of bugs in it and I'm not getting a lot of feedback, so while I do want to get back to it someday, for now I'm switching over to another project. <br />
 <br />
Before I even picked up the new Star Wars novel Death Troopers I wanted to make a mod with zombies in it.  I was considering a bunch of wierd options when I found out there was going to be an official Star Wars franchise about zombies.  I'm only half way through the book and already want to get started. Here's my very first WIP.<br />
<a href="http://img412.imageshack.us/i/zombiestormtrooper.png/" target="_blank"><img src="http://img412.imageshack.us/img412/1782/zombiestormtrooper.png" border="0" alt="" /></a><br />
That's one of three Infected Stormtrooper skins, based on the SWG concept art.<br />
<br />
Please tell me any ideas or help you have.  I hope this mod doesn't face any complications like all my others have.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>1upD</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/sw-eaw-modding-mapping-editing/412323-death-troopers-minimod-spoilers.html</guid>
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			<title><![CDATA[[Help] Stealth ships]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412296-stealth-ships.html</link>
			<pubDate>Sun, 22 Nov 2009 07:57:57 GMT</pubDate>
			<description>How do you make a ship go clear with the stealth ability? 
 
Because my ship goes into stealth mode, but all you do see is the purple mesh but you...</description>
			<content:encoded><![CDATA[<div>How do you make a ship go clear with the stealth ability?<br />
<br />
Because my ship goes into stealth mode, but all you do see is the purple mesh but you also see the ship underneath.  The ship itself doesn't go see through.<br />
<br />
Anyone have any ideas?:bawl:</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Alpha Omega Protocol</dc:creator>
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		</item>
		<item>
			<title>Skirmish Ground Units not Building</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412273-skirmish-ground-units-not-building.html</link>
			<pubDate>Sun, 22 Nov 2009 00:11:19 GMT</pubDate>
			<description>For my Hutt faction team in Sirmish I used the lua script for building land units, but in itself the system is refusing to build anything including:...</description>
			<content:encoded><![CDATA[<div>For my Hutt faction team in Sirmish I used the lua script for building land units, but in itself the system is refusing to build anything including: turrets, ground forces, mining stations, or anything off of the resource pads. Does anyone have any suggestions?<br />
 <br />
Here's part of the script with the inserted new units:<br />
 <br />
<font face="Courier New"><font size="3"><font color="#000000">            &quot;ReserveForce&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;DenySpecialWeaponAttach&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;DenyHeroAttach&quot; </font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;RC_Level_Two_Tech_Upgrade | RC_Level_Three_Tech_Upgrade = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;EC_Level_Two_Tech_Upgrade | EC_Level_Three_Tech_Upgrade = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;UC_Level_Two_Tech_Upgrade | UC_Level_Three_Tech_Upgrade = 0,1&quot;        </font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Boba_Fett_Team_Land_MP | Darth_Team_Land_MP | General_Veers_Team | Emperor_Palpatine_Team | Mara_Jade_Team = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Han_Solo_Team_Land_MP | Obi_Wan_Team | Droids_Team | Katarn_Team | Yoda_Team | Luke_Skywalker_Jedi_Team | Garm_Bel_Iblis_Team | Tani_Team = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Urai_Fen_Team | Bossk_Team | Silri_Team | Tyber_Zann_Team | IG88_Team_Land_MP = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Rebel_Infiltrator_Team | RN_Rebel_Pod_Walker_Company | Rebel_Pirate_Skiff_Team | Rebel_Pirate_Swamp_Speeder_Team | Rebel_Pod_Walker_Company | Rebel_Infantry_Squad | Rebel_Tank_Buster_Squad | Rebel_Artillery_Brigade | Rebel_Light_Tank_Brigade | Rebel_Heavy_Tank_Brigade | Rebel_Anti_Air_Brigade = 0,3&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot; Empire_Pirate_Skiff_Team | Empire_Pirate_Swamp_Speeder_Team | Imperial_Stormtrooper_Squad | Imperial_Shocktrooper_Squad | Imperial_Artillery_Corp | Imperial_Anti_Infantry_Brigade | Imperial_Armor_Group | Imperial_Heavy_Scout_Squad | Imperial_Heavy_Assault_Company | Imperial_Light_Scout_Squad | DarkTrooper_P1_Company | DarkTrooper_P2_Company | DarkTrooper_P3_Company | Noghri_Assassin_Squad = 0,3&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Canderous_Assault_Tank_Company | Destroyer_Droid_Company | Underworld_Disruptor_Merc_Squad | MAL_Rocket_Vehicle_Company | Underworld_Merc_Squad | Night_Sister_Company | MZ8_Pulse_Cannon_Tank_Company | Underworld_Pod_Walker_Company | Underworld_Skiff_Team | Underworld_Swamp_Speeder_Team = 0,3&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Hutt_Soldier_Squad | Hutt_PLEX_Soldier_Squad | Turret_Scout_Squad | Hutt_Field_Commander_Company | Twilek_Commando_Company | Hutt_Rancors | Mobile_Repair_Team | Hutt_Pod_Walker_Team | Hutt_Skiff_Team | Hutt_Swamp_Speeder_Team | Adv_Hutt_Pod_Walker_Team | AT-TE_Company | Hutt_SailBarge_Company | Laat_Air_Wing | Jabba_The_Hutt_Team | Converted_Adept_Team  | HL_Light_Armor_L1_Upgrade | HL_Light_Armor_L2_Upgrade | HL_Enhanced_Turret_Firepower_L1_Upgrade | HL_Enhanced_Turret_Firepower_L2_Upgrade | HL_Weatherproof_Upgrade | HL_Bounty_Upgrade | HL_Enhanced_Base_Shield_Upgrade_NoPre | HL_Reinforced_Structures_Upgrade | H_Magnetically_Sealed_Structure_Upgrade = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Rebel_Speeder_Wing | Gallofree_HTT_Company | Rebel_MDU_Company = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;HAV_Juggernaut_Company | Lancet_Air_Wing | Imperial_Anti_Aircraft_Company | Empire_MDU_Company = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            ,&quot;Vornskr_Wolf_Pack | F9TZ_Cloaking_Transport_Company | Underworld_MDU_Company = 0,1&quot;</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            }</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      }</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      RequiredCategories = {&quot;Infantry | Vehicle | LandHero | Upgrade&quot;}</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      AllowFreeStoreUnits = false</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">end</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">function ReserveForce_Thread()</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">      ReserveForce.Set_Plan_Result(true)</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      ReserveForce.Set_As_Goal_System_Removable(false)</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      BlockOnCommand(ReserveForce.Produce_Force())</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">      -- Give some time to accumulate money.</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      tech_level = PlayerObject.Get_Tech_Level()</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      min_credits = 2000</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      max_sleep_seconds = 30</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      if tech_level == 2 then</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            min_credits = 3000</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            max_sleep_seconds = 45</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      elseif tech_level &gt;= 3 then</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            min_credits = 4000</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            max_sleep_seconds = 60</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      end</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">      current_sleep_seconds = 0</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      while (PlayerObject.Get_Credits() &lt; min_credits) and (current_sleep_seconds &lt; max_sleep_seconds) do</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            current_sleep_seconds = current_sleep_seconds + 1</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">            Sleep(1)</font></font></font><br />
<font face="Courier New"><font size="3"><font color="#000000">      end</font></font></font><br />
<br />
<font face="Courier New"><font size="3"><font color="#000000">      ScriptExit()</font></font></font><br />
<font face="Courier New"><font color="#000000">end</font></font></div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>eons</dc:creator>
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			<title>Young Kenobi Model</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412255-young-kenobi-model.html</link>
			<pubDate>Sat, 21 Nov 2009 17:07:30 GMT</pubDate>
			<description>Its in the title, does anyone know where i can get ahold of a young kenobi model...........o maybe a clone wars kenobi model? thanks</description>
			<content:encoded><![CDATA[<div>Its in the title, does anyone know where i can get ahold of a young kenobi model...........o maybe a clone wars kenobi model? thanks</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>ianvancheese</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/sw-eaw-modding-mapping-editing/412255-young-kenobi-model.html</guid>
		</item>
		<item>
			<title>Recruiting For A Mod</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412230-recruiting-mod.html</link>
			<pubDate>Sat, 21 Nov 2009 03:34:45 GMT</pubDate>
			<description><![CDATA[All Right, I'm working on this leisurely, So there's not a whole ton that needs done at any given time. 
 
Basically this Is who I need: 
 
1 Coder...]]></description>
			<content:encoded><![CDATA[<div>All Right, I'm working on this leisurely, So there's not a whole ton that needs done at any given time.<br />
<br />
Basically this Is who I need:<br />
<br />
1 Coder<br />
(Must Be Proficient In all Areas)<br />
<br />
1 Lua Coder<br />
(Not A Whole Lot to do this early on, Will Have more to do near the end of the mod)<br />
<br />
2 Or More alpha Testers (Beta Comes after Alpha, by alpha I mean Pre-beta) :rofl: (Just read this as &quot;Testers&quot;<br />
<br />
1 Person To Make Icons.<br />
<br />
1-3 Mappers<br />
(Not A Lot To Do Right Off, Later You'll be Kept Rather Busy! The Mod Will not Use the built in Planets!)<br />
<br />
1 Infantry Modeler (I Can't model Infantry.)<br />
<br />
Someone very good with GIMP, Paint.net, Or photoshop (Or another program) And the ability to reskin. (For the GUI, I Want to change the look of the GUI As part of the mod! Just want to reskin it though, as the GUI is actually a 3d model) (You'll Be Charged with:<br />
-Replacing all of the textures for the GUI<br />
-Making A New Splash Screen (The &quot;Main Menu&quot;, Where you are when you start the game and it finishes loading)<br />
-Making A New Loading Screen)<br />
<br />
The Basic Idea of the mod is, Territorial Wars. <br />
Small Factions owning a few planets each, lots of them, competing, Each knowing that there are two options: <br />
1. Absorb (Conquer) Other Empires and Grow<br />
Or<br />
2. Be Absorbed<br />
<br />
This is what could be expected is somehow, many species evolved to a Sentient State, And made generally the same technologies (Lasers, Hyperdrives, missiles ETC) These Naturally Form Factions.<br />
<br />
Some are always wanting more than they have, in every species.<br />
but some more than others.<br />
If A dozen of the factions are the conquering type, they begin conquering the small factions that have not grown beyond their first few planets...<br />
They augment their forces with those conquered, taking advantage of that Race's own unique design and technologies...<br />
<br />
After some time, 4 major factions form from this process of conquest.<br />
'tis these that compete for the control of the galaxy, and final survival.<br />
<br />
Each Faction Has It's own set of units That are generally the following categories:<br />
<br />
Space:<br />
<br />
Drone<br />
Light Fighter<br />
Bomber And/or Heavy Fighter<br />
Light, Medium, And/Or Heavy Corvette*<br />
Light Medium And/Or Heavy Frigate<br />
Cruiser<br />
Capital Ship<br />
<br />
Land:<br />
<br />
Infantry (To Each Faction His Own Type)<br />
Heavy Infantry<br />
Rocket Infantry<br />
Field Commander(Space Version Too)<br />
Light Vehicle<br />
Heavy Vehicle<br />
Aircraft<br />
Artillery<br />
<br />
*In Realism, Corvettes aren't purely Anti-Fighter.<br />
They are often tasked to such however, as they are the most maneuverable non-fighter ships available.<br />
Against other, larger ships, they (Fighters) outmaneuver them making them very difficult to destroy.<br />
So, Corvettes Will Be A fighting unit that can damage other corvettes/frigates somewhat (Like frigates damage capital ships) But are still the most effective anti-fighter ships available.<br />
<br />
In Any (Minor) Faction, not all classes Are present.<br />
This Makes It Necessary to Use Ships from factions other than your own.<br />
Capital Ships Will be Rare; Only the major factions will have capital ships.<br />
<br />
As Well As this, I Am Going to replace the Turrets, Star Bases, Land Structures, and Heroes.<br />
(I'm Not Much A Fan Of Heroes, There Will be several Hero units and a leader, but most Heroes must be recruited at their home planets, and once they die they are gone.)<br />
<br />
I Want to Make this a very &quot;Complete&quot; Mod.<br />
I Have yet to play a mod that feels 100% &quot;Complete&quot; There's always something that seems to be missing...<br />
I Haven't found one that entirely replaces the turrets, for instance.<br />
There seem to be a lot of &quot;Random addition&quot; mods that are really boring because they all look like warlords models randomly added.<br />
(Not that I'm dissing any, just saying it's not in my taste to see 6 different major mods with the same exact models, I Still advocate free-release models ;) )<br />
This Mod Is going to be one that will be &quot;Complete&quot;, as in it will not have hardly any, if any at all, of the Stock units left in it.<br />
<br />
The Four Factions Are Based As Follows:<br />
<br />
&quot;Good Guys&quot;<br />
An Alliance of factions that has come together In hopes to create an empire(By the real definition, Not like &quot;The&quot; Empire ;) ) that It's members Can be at peace and enjoy freedom and not have to worry about the constant conquering of emipres.<br />
The Basis Of this Faction Are voluntary member worlds, However, they DO Conquer like every one else.<br />
Grow, Or Die.<br />
<br />
&quot;Bad Guys&quot;<br />
They Are Bent On Conquering the galaxy, capturing every world and forcing it under their hand. (Much Like The Empire)<br />
<br />
&quot;Criminals&quot;<br />
These are the Truly Demented ones of the Galaxy, Their every  act testifies to it.<br />
<br />
They Want the everyone to be their slave, and punching bag.<br />
<br />
They Thrive on Crime. One Thinks Nothing Of Stealing From His Neighbor. 'Twas His, 'Tis Mine.<br />
They Enjoy Tormenting Other Species, Much Like we enjoy ice cream. They Love to Torture their Slaves Worse than imperials do in interrogations; Or just randomly release one, and shoot it as it runs for sport.<br />
<br />
&quot;Mechanoids&quot;<br />
They Are A Mechanoid Race.<br />
Their creators had them fight their wars for them, their creators were a brilliant and black hearted race. They Created this mechanoid species entirely sentient, capable of free thought.<br />
Well, Eventually, they thought about killing their creators to be the rulers of the galaxy. So They did.<br />
however, after a virus was released that killed off nearly the entire race, What few were left set a course for another galaxy, hoping to rebuild their strength and finally rule a galaxy.<br />
<br />
Then there is a large smattering of small unplayable factions That control nearly everything at start, in little 2-4 planet empires.<br />
These are going to be the majority of your units, once you conquer their planets, you can build their units.<br />
<br />
I've Already Provided in my mental plans how different things in the mod will work, Including a way for skirmish to work.<br />
<br />
I'm Going to be working on the models every day in my spare time. If I Have a good idea of how to make it sometimes I can make a model every other day. (Today I Made A Level One Space Station I think Is rather pleasing :) )<br />
<br />
I'm open to some comments of the overall mod idea.<br />
<br />
If you are interested, please PM me.<br />
<br />
Oh, and some will think that I should not make the mod secretive and not showing anything till I'm done... But I want to do this so there's no pressure to hurry up, and It can be made fully making sure every detail is covered, and the final public face doesn't have any blemishes. (That's the plan =p )<br />
<br />
Oh, but as a one-time progress report, this is what I've got so far:<br />
<br />
2 Drones<br />
A Corvette<br />
A L1 Space Station<br />
Concepts for the same station all the way to Level 4 (So far)<br />
An Overall Plan<br />
<br />
I Started on doing this I think it was just Monday I think, So today Is Friday... Fair Progress. :p<br />
The units aren't coded in yet, I've focused my time into modeling/rigging/concepting rather than coding.<br />
<br />
(Danget, I'm Cursed with Longramblypostanalgiastis)<br />
:cya:<br />
<br />
EDIT:<br />
<br />
As a note, I'm a Poor Writer, As far as the construction of my sentences and presenting the story goes.<br />
<br />
Maybe Add:<br />
<br />
&quot;1 Story Writer&quot;<br />
<br />
Who Is Sort Of like My Editor So this Looks Better Than my wordy Slop.<br />
<br />
:doniz:</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>general_kerr</dc:creator>
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		<item>
			<title>Second Galactic Civil War mod?</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412189-second-galactic-civil-war-mod.html</link>
			<pubDate>Fri, 20 Nov 2009 12:22:17 GMT</pubDate>
			<description>I was planning on making a Second Galactic Civil War mod for FOC, but I want to know if anyone has any feedback before I commit? 
 
Of course, I will...</description>
			<content:encoded><![CDATA[<div>I was planning on making a Second Galactic Civil War mod for FOC, but I want to know if anyone has any feedback before I commit?<br />
<br />
Of course, I will finish ETM first, and will update it regularly, but it will later become more of a side project.<br />
<br />
I will be turning the Empire into the Galactic Alliance, the Rebellion into the Imperial Remnant, and the Consortium into the Confederacy. <br />
<br />
I have some units skinned and modelled for the Confederacy, so I wont be starting from scratch. I'lll also be using ETM as the base for the mod.<br />
<br />
Tell me if its a good idea or not... if no one cares about the Second Galactic Civil War I'll just throw away the idea and work on making ETM better after its released.</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Mobius13</dc:creator>
			<guid isPermaLink="true">http://forums.filefront.com/sw-eaw-modding-mapping-editing/412189-second-galactic-civil-war-mod.html</guid>
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			<title><![CDATA[[Help] trade routes dont work]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412166-trade-routes-dont-work.html</link>
			<pubDate>Thu, 19 Nov 2009 21:55:42 GMT</pubDate>
			<description><![CDATA[<Trade_Routes> 
    AlzocIII_Manaan,  
    Ilum_Jabiim,  
    Alderaan_Ilum,  
    Wayland_Yavin,  
    Saleucami_Yavin,  
    MonCalimari_The_Maw, ...]]></description>
			<content:encoded><![CDATA[<div>&lt;Trade_Routes&gt;<br />
    AlzocIII_Manaan, <br />
    Ilum_Jabiim, <br />
    Alderaan_Ilum, <br />
    Wayland_Yavin, <br />
    Saleucami_Yavin, <br />
    MonCalimari_The_Maw, <br />
    Kuat_The_Maw, <br />
    Kuat_Sullust,<br />
    Bespin_Sullust,<br />
    Mustafar_Utapau<br />
  &lt;/Trade_Routes&gt;<br />
some of these trade routes dont work   why? there are no planets blocking it or soemhting and the planet names are correct like the maw to moncalimari one doesnt work   alderaan ilum doesnt work either what could cause this?</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>_237th_SC_Com_Bly</dc:creator>
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			<title><![CDATA[[Help] Alamo Exporting & some Coding Questions]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412133-alamo-exporting-some-coding-questions.html</link>
			<pubDate>Thu, 19 Nov 2009 04:06:18 GMT</pubDate>
			<description><![CDATA[(First thing, I AM Upgraded to max 8 SP3) 
Ok, To start. 
 
For My Mod, All Ships Corvette and up will spawn "Drones" (Basically, 1 laser, 10 health,...]]></description>
			<content:encoded><![CDATA[<div>(First thing, I AM Upgraded to max 8 SP3)<br />
Ok, To start.<br />
<br />
For My Mod, All Ships Corvette and up will spawn &quot;Drones&quot; (Basically, 1 laser, 10 health, 10 armor and &lt;150 polygons each 4-9 in a squad)<br />
<br />
Well, When Exporting this one (Haven't tried any other models since IDK If It's Localized error) the UVW Map Gets Screwed...<br />
<br />
Really, looks like I Mapped it and them applied the optimize modifier to a high-poly model on an aggressive setting... (Ever Seen that? It Basically looks like you threw the UVW's in a blender for a few seconds.)<br />
<br />
I've tried creating a different material, using a different shader, redoing the UVW map... All to no avail. :confused:<br />
<br />
Any Idea Folks? It took an hour or so to make the model.. then find out i was double budget and start cutting down till i made it to 164 polies rofl.<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Another thing is, Damage Decals.<br />
<br />
I've done them successfully in the past with this method:<br />
<br />
1. Make a plane with as few polygons as possible, fit it where you want the decal.<br />
2. UVW it<br />
3. Apply a material with meshalpha.fxo shader and w_blast00.dds texture<br />
4. Create a dummy Named &quot;(HP Name)_BLAST&quot;<br />
5. Attach the plane to the dummy, attach the dummy to the hard point bone (Not Necessary, i tried not doing it but it didn't change the result)<br />
<br />
But now, After export the damage Decals are not on the model, no where to be found! (I checked the exporter settings)<br />
<br />
I can get damage particles to work...<br />
<br />
:confused:<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Engines:<br />
<br />
I've never gotten engine glows to work.<br />
<br />
I've tried just putting a proxy with the particle name where i want the engine... the particle either doesn't show or is placed at scene root.<br />
<br />
I've tried attaching the proxy to a plane with vertices where i want particles... Noep, either didn't show or were in center of map.<br />
<br />
I've tried attaching a Plane to a proxy... Nope. Same...<br />
<br />
Every time I set the plane to hidden in the exporter with export geometry ON.<br />
<br />
--<br />
(Related)<br />
--<br />
Since I Couldn't get engine GLOWS to work, I Started taking the polygons where my engines are and using &quot;Detach to mesh&quot; on them and then naming the new mesh &quot;Engines&quot; and applying a material with a shader named &quot;Meshsolidcolor.fxo&quot;<br />
<br />
Normally it works fine, but lately when i export, it either doesn't show up, or is see through, or just have some weird affect where it isn't where it was in max.<br />
<br />
I've Reinstalled max several times.<br />
<br />
I Like those type of engines too :( (I'll note, that they normally had 1 glitch, in nebulae they don't fade like the rest of the ship)<br />
-------------------------------------------------------------------------<br />
<br />
Turrets<br />
<br />
I Want to know how to make rotating turrets. Without breakoff props (Their a pain and not worth it in many cases in my opinion :P )<br />
 <br />
Also, I Haven't coded in a long time either, I don't know how to code in rotating turrets.<br />
<br />
This is, rotating turrets on ships, Turrets(Defenses) land units ETC.<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Idle Animations / other animation<br />
<br />
I Want to make idle animations for some units, for instance I'd want to give a flying saucer an animation to make it rotate automatically so it can fire all its weapons. ;)<br />
<br />
Or maybe just a sensor dish on a ship for nice affect.<br />
<br />
I'll talk about death clones later.<br />
<br />
And other animations, like building animation.<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Death Clones.<br />
<br />
I've tried with death clones.. they don't work for me.<br />
<br />
I break apart the ship, add proxies, make it move... but While I can get the pieces to disappear, I can't get the explosion particle to APPEAR at the right time!<br />
<br />
And that also leads me to... After the animation works flawlessly, how do you set it up so it works right? (What to name it, ETC)<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Infantry<br />
<br />
How do I rig/animate infantry?<br />
I Hear you can use the built in infantry's animations for this purpose, how so? (I'd not mind making a few edits to the built in infantry for my mod)<br />
<br />
-------------------------------------------------------------------------<br />
<br />
Target points? <br />
<br />
I notice on the nebulon B that when hyper velocities fire, they fire at either the front or back of the ship (The biggest portions)<br />
<br />
I need to do This with one faction's ships because their basic design is a sort to stretched torus (You can't see what I mean without me showing you the model...) Anyway, the entire center is hollow, and I noticed that ions fire straight through it.... The AI was cheating anyway rofl, the refired every 4 seconds, NO JOKE!<br />
<br />
-------------------------------------------------------------------------<br />
<br />
<br />
Then, a few purely coding questions, things I Don't know how to do properly/need a refresher.<br />
<br />
Heroes<br />
Minor Heroes<br />
Special Abilities (I Can get Power to weapons, shield ETC to work fine, but other ones like tractor beam, or beam weapons... No.)<br />
Build Objects ETC (Turrets at build pads/MDU's ETC)<br />
Orbital Structures that allow the production of units.<br />
Space Stations<br />
<br />
Anndd.... I thiiiinkkk..... unmmmm......... thhhheeerrrrsss.... Oh, that all.<br />
<br />
:eek::D:nodding::bows::nodding::D:eek:<br />
<br />
:rofl:</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>general_kerr</dc:creator>
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			<title><![CDATA[[Help] Stealth turrets]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412096-stealth-turrets.html</link>
			<pubDate>Wed, 18 Nov 2009 17:37:03 GMT</pubDate>
			<description><![CDATA[I don't know if it is possible to have the ship and the turrets on it go into stealth mode.  On my ship I wanted my ship to stealth, so Merlin made a...]]></description>
			<content:encoded><![CDATA[<div>I don't know if it is possible to have the ship and the turrets on it go into stealth mode.  On my ship I wanted my ship to stealth, so Merlin made a stealth mesh for the ship and the turrets.  However in game the turret's stealth mesh is active on the turrets.  And when you activate stealth the turrets disappear and don't go into stealth mode.  So I was wondering if it is possible to have the turrets go into stealth mode only when stealth is active, and for them to be visible during stealth mode instead of disappearing?<br />
<br />
Anyone have any experience with this?</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Alpha Omega Protocol</dc:creator>
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			<title>Not Star Wars Mods?</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412070-not-star-wars-mods.html</link>
			<pubDate>Wed, 18 Nov 2009 03:26:20 GMT</pubDate>
			<description><![CDATA[Anyone Know Of any Good Non-Star Wars Mods? 
 
I've never seen one.]]></description>
			<content:encoded><![CDATA[<div>Anyone Know Of any Good Non-Star Wars Mods?<br />
<br />
I've never seen one.</div>

]]></content:encoded>
			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>general_kerr</dc:creator>
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			<title><![CDATA[[Help] Unit is not working and I cannot find the problem.]]></title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/412066-unit-not-working-i-cannot-find-problem.html</link>
			<pubDate>Wed, 18 Nov 2009 02:54:41 GMT</pubDate>
			<description>I attempted to program this unit into Forces of Corruption and it keeps popping up a message that says there is an xml parse when I can find none. So...</description>
			<content:encoded><![CDATA[<div>I attempted to program this unit into Forces of Corruption and it keeps popping up a message that says there is an xml parse when I can find none. So can someone look at the code and see what is wrong with it.<br />
 <br />
<a href="http://forums.filefront.com/attachments/sw-eaw-modding-mapping-editing/71336-unit-not-working-i-cannot-find-problem-underworld_fire_missile_troopers.txt" target="_blank">Attachment 71336</a><br />
<br />
<a href="http://forums.filefront.com/attachments/sw-eaw-modding-mapping-editing/71337-unit-not-working-i-cannot-find-problem-underworld_fire_missile_troopers_project_and_particle.txt" target="_blank">Attachment 71337</a></div>


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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>Buggy_300</dc:creator>
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			<title>Playing Mods Online</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/411923-playing-mods-online.html</link>
			<pubDate>Mon, 16 Nov 2009 04:23:20 GMT</pubDate>
			<description>I Like Playing Plain EAW online, But I Like Mods as Well! 
 
Often I find Myself not wanting to play mods merely because the AI for EAW sucks... 
...</description>
			<content:encoded><![CDATA[<div>I Like Playing Plain EAW online, But I Like Mods as Well!<br />
<br />
Often I find Myself not wanting to play mods merely because the AI for EAW sucks...<br />
<br />
Well, Anyone want to start a thing where we choose a date once a week and play a different mod each week online?<br />
<br />
:naughty:</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>general_kerr</dc:creator>
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			<title>Cheating rebels</title>
			<link>http://forums.filefront.com/sw-eaw-modding-mapping-editing/411916-cheating-rebels.html</link>
			<pubDate>Mon, 16 Nov 2009 02:16:39 GMT</pubDate>
			<description><![CDATA[ok run into an issue here, ive been making a clone war's conversion mod, going well so far. anyway i was testing out my new venator unit when i...]]></description>
			<content:encoded><![CDATA[<div>ok run into an issue here, ive been making a clone war's conversion mod, going well so far. anyway i was testing out my new venator unit when i invaded a rebel world. went fine, kicked some ass......then all of a sudden i saw three rebel controlled acclamators coming over the horizon to spoil my day.<br />
<br />
 How did they do this? the only thing ive changed about the acclamator is what fighters it spawns, they shouldnt be able to build acclamators surely. wasnt an isolated incident either, i check and invaded another world, same thing. Any ideas?</div>

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			<category domain="http://forums.filefront.com/sw-eaw-modding-mapping-editing-1099/">SW:EaW Modding, Mapping and Editing</category>
			<dc:creator>ianvancheese</dc:creator>
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