Modding Question Thread
This is a discussion on Modding Question Thread within the SW:EaW Modding, Mapping and Editing forums, part of the Star Wars: Empire At War category; I recently finished making a map and want to play it. My problem is I don't know where to save ...
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#11
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| I recently finished making a map and want to play it. My problem is I don't know where to save it! I tried directly into the game directory, in the gamedata folder, and still can't figure it out! Can somebody please help me? |
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#12
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| thepatriot - did you remember to re-name the new unit? Phillip - it has to be (I think) in gamedata/art/maps (for EaW) or data/art/maps (for FoC) |
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#13
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| yes i renamed it,maybe other parameters |
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#14
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| @thepatriot- what unit are u trying too copy? and can i see your code for said unit, that would help us alot if u show us the code @philip- the directory ot foc is: data/custom maps, for eaw idk... |
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#15
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| @thepatriot- is this a land unit? if so did you copy all of the unit's xml from Groundinfantry.xml; Groundcompaniesempire(or Groundcompaniesrebel depends on faction); and Containers.xml and then edit all three. @Phillip - for multiplayer maps you have to place the map file in the CustomMaps folder found under the data folder (directory should look similar to this C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Data\CustomMaps), if there isn't a CustomMaps folder then create one. |
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#16
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| I don't have FoC, just ordinary EAW just so you know. I'm searching my hard drive now looking for the folder... LoL, I found it! Thanks guys! What happened: I usually save my maps to a flash drive to protect them from my little brother's itchy "delete big brother's maps" finger, then copy it to the game directory from the flash drive. But it turns out you can't see the CustomMaps folder from anywhere except the map editor, so I opened the map from the flash drive and re-saved it to the CustomMaps folder. Now I can get along with testing it... ~Dont forget we have a Edit button!~
__________________ <a href="http://www.swcombine.com"><img src="http://i275.photobucket.com/albums/jj308/PhillipBromley/TradeFedSig.gif"></a> If you're going to show mercy, make 'em wish you hadn't. Last edited by Admiral Antilles; November 22nd, 2008 at 12:00 PM.. Reason: Merged. |
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#17
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| You can add me to the list too. I'm always glad to help other people.
__________________ ![]() Coming rig: Intel i5 750 - Gigabyte GA-P55-UD3 mobo - XFX Radeon 5850 - Kingston 4 GB ValueRAM 1333 MHz - CoolerMaster RealPower 520W - Samsung Spintpoint F3 1TB - CoolerMaster CM 690 |
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#18
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| yes, it's a land unit, i modified sbd to simulate magnetic armour(reflect some shots). I solved it creating a new xml file. thx for help ![]() now i've another problem:i'd like to add hard points to an aat(droid tank) but it doesn't fire !! i used a modified hard point from the gargantua, but it isn't shown. (no point like on ships) plz help me i can't find any guide on that this is hard point code <!--AAT TANK--> <HardPoint Name="HP_AAT_Tank_maincannon"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>Yes</Is_Targetable> <Is_Destroyable>Yes</Is_Destroyable> <Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text> <Health>400.0</Health> <Death_Explosion_Particles> Small_Explosion_Land </Death_Explosion_Particles> <Death_Explosion_SFXEvent> Unit_Hardpoint_Laser_Death </Death_Explosion_SFXEvent> <Model_To_Attach>HP_turret_front_00.alo</Model_To_Attach><---temporary gargantua turret <Collision_Mesh>HP_turret_front_00_COL</Collision_Mesh> <Damage_Decal>HP_turret_front_00_BLAST</Damage_Decal> <Damage_Particles>HP_turret_front_00_EMITDAMAGE</Damage_Particles> <Attachment_Bone>BARREL_00</Attachment_Bone> <Fire_Bone_A>MUZZLEA_00</Fire_Bone_A> <Fire_Bone_B></Fire_Bone_B> <Randomize_Between_Fire_Bones> No </Randomize_Between_Fire_Bones> <Fire_Cone_Width>10.0</Fire_Cone_Width> <Fire_Cone_Height>10.0</Fire_Cone_Height> <Allow_Opportunity_Fire_When_Targeting>True</Allow_Opportunity_Fire_When_Targeting> <Is_Turret> Yes </Is_Turret> <---i tried adding turret but no way <Turret_Rest_Angle> 0.0, 0.0, 0.0 </Turret_Rest_Angle> <Turret_Rotation_Offset> 0.0, 0.0, 0.0 </Turret_Rotation_Offset> <Turret_Rotate_Speed> 5.0 </Turret_Rotate_Speed> <Turret_Rotate_Extent_Degrees> 360.0 </Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees> 360.0 </Turret_Elevate_Extent_Degrees> <Turret_Bone_Name> BARREL_00 </Turret_Bone_Name> <Barrel_Bone_Name> BARREL_00 </Barrel_Bone_Name> <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Red _AAT</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>5</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>4</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.35</Fire_Pulse_Delay_Seconds> <Fire_SFXEvent>Unit_Turbo_Tower_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Infantry, 20.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Air, 70.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Structure, 1.0 </Fire_Inaccuracy_Distance> </HardPoint> |
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#19
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| Uhm, does the AAT model exist without any...attachable hardpoints? Because you can't add a breakoff hardpoint meant for an other model to a model that has no breakoff hardpoints.
__________________ ![]() Coming rig: Intel i5 750 - Gigabyte GA-P55-UD3 mobo - XFX Radeon 5850 - Kingston 4 GB ValueRAM 1333 MHz - CoolerMaster RealPower 520W - Samsung Spintpoint F3 1TB - CoolerMaster CM 690 |
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#20
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| You need to use the ALO viewer to look at the AAT's bones, once you find the bone you want to use place the name of bone in the hardpoint coding(for an example say the bone name was MUZZLEB_00). The following would just be an example based off the code you presented, the words in red are the bone name so you would replace that with the bone of your choice. Orange words=emmit damage particle things, you could either just use what the other AAT hps use or look for the actual ones via the ALO viewer. Code:
<HardPoint Name="HP_AAT_Tank_maincannon">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TURBOLASER</Tooltip_Text>
<Health>400.0</Health>
<Death_Explosion_Particles>Small_Explosion_Land</Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Unit_Hardpoint_Laser_Death</Death_Explosion_SFXEvent>
<Collision_Mesh>MUZZLEB_00</Collision_Mesh>
<Damage_Decal>*would need to find what goes with bone*</Damage_Decal>
<Damage_Particles>*would need to find what goes with bone*</Damage_Particles>
<Attachment_Bone>MUZZLEB_00</Attachment_Bone>
<Fire_Bone_A>MUZZLEB_00</Fire_Bone_A>
<Fire_Bone_B>MUZZLEB_00</Fire_Bone_B>
<Fire_Cone_Width>10.0</Fire_Cone_Width>
<Fire_Cone_Height>10.0</Fire_Cone_Height>
<Allow_Opportunity_Fire_When_Targeting>True</Allow_Opportunity_Fire_When_Targeting>
<Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Red_AAT</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>4</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.35</Fire_Pulse_Delay_Seconds>
<Fire_SFXEvent>Unit_Turbo_Tower_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Infantry, 20.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Air, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Structure, 1.0 </Fire_Inaccuracy_Distance>
</HardPoint>
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