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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; it says there is already a submap i deleted all artmaps not in eaw and foc itself but the rest ...

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  #191  
Old February 14th, 2009
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Default Re: Modding Question Thread

it says there is already a submap i deleted all artmaps not in eaw and foc itself but the rest and still i only get the maps not the texturefiles so can soemone help we or sned the MTDcommandbarfiles to me per email to sandernator@hotmail.com but i still need to get that problem away i use kaelish extractor or soemthing like that (not right spelled i think)
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  #192  
Old February 15th, 2009
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Default Re: Modding Question Thread

Quote:
Originally Posted by Filo View Post
My question: how can I add Lancet drain life ability or something similar to a space unit? I want to replace Vengeance's mass drivers with some laser beams. I tried using code of Piett's beam, Kedalbe's leech shield ability and also Lancet one but I can't get it working.

Or maybe there is another way to make a beam weapon?
Ok, after few hours experimenting with particle editor I found pretty nice way to make a beam weapon, you don't need to bother bout this one
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  #193  
Old February 15th, 2009
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Default Re: Modding Question Thread

I have a question this time: how does a unit know the file names of its textures? They are not scripted in the XMLs. And if I'd like to take a unit from a mod and put it in the normal game, how can I know which .dds files I must copy make them work in the game?
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  #194  
Old February 15th, 2009
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Default Re: Modding Question Thread

They're often named similarly to the model's name, and if they're not then you must open .alo file with HEX editor and look for .dds file names - they're specified in there.
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  #195  
Old February 15th, 2009
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Default Re: Modding Question Thread

hey, im having some trouble in Milkshape. i fallowed Major Payne's .SOD tutorial to the letter, yet when i hit the "Export to A2 .SOD" button, i get this
"Couldn't match a mesh node with a mesh"

Please help!
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  #196  
Old February 16th, 2009
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Default Re: Modding Question Thread

ok i have this question :
i did add a units all of the files are fine and it will appear in skrimish but not in Gc why??
it's the dragon interceptor and it's for rebels and i did the slince cost did i forget something??
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  #197  
Old February 16th, 2009
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Default Re: Modding Question Thread

Quote:
Originally Posted by InvisibleHand View Post
I have a question this time: how does a unit know the file names of its textures? They are not scripted in the XMLs. And if I'd like to take a unit from a mod and put it in the normal game, how can I know which .dds files I must copy make them work in the game?
As Filo says, the textures are defined in the alo (model) file. If you open it with a hex editor and search for either 'dds' or 'tga' it will list all of the texture files that that model uses.

Quote:
Originally Posted by _237th_SC_Com_Bly
ok i have this question :
i did add a units all of the files are fine and it will appear in skrimish but not in Gc why??
it's the dragon interceptor and it's for rebels and i did the slince cost did i forget something??
Yep, you definately forgot something. You will need to post your coding though so we can see what went wrong. If it's for a big ship, just post the coding for it, if it's for a fighter just post the squadron coding.
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  #198  
Old February 17th, 2009
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Default Re: Modding Question Thread

here is the squadron info:


<!-- **** SQUADRON INFORMATION **** -->

<!-- Dragon Interceptor Squadron Data -->
<Squadron Name="Dragon_Interceptor_Squadron">
<Text_ID>TEXT_UNIT_D_I</Text_ID>
<Encyclopedia_Good_Against> TIE_Fighter TIE_Scout TIE_Bomber </Encyclopedia_Good_Against>
<Encyclopedia_Vulnerable_To> Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
<GUI_Row> 0 </GUI_Row>
<Is_Dummy>Yes</Is_Dummy>
<Formation_Priority>1</Formation_Priority>
<Is_Escort>Yes</Is_Escort>
<Is_Bomber>no</Is_Bomber>
<Autoresolve_Health>300</Autoresolve_Health>
<Damage>35</Damage>
<Affiliation>Rebel</Affiliation>
<Political_Control>0</Political_Control>
<Build_Cost_Credits>450</Build_Cost_Credits>
<Build_Time_Seconds>12</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Slice_Cost_Credits>2000</Slice_Cost_Credits>
<Tech_Level>4</Tech_Level>
<Required_Timeline>4</Required_Timeline>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures />
<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
<Squadron_Units>Dragon_Interceptor, Dragon_Interceptor, Dragon_Interceptor</Squadron_Units>
<Squadron_Offsets>30.0,0.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>0.0,-15.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,30.0,0.0</Squadron_Offsets>
<Squadron_Offsets>-30.0,-30.0,0.0</Squadron_Offsets>
<Icon_Name>I_BUTTON_DRAGON.tga</Icon_Name>
<GUI_Model_Name>Dragon_Interceptor.ALO</GUI_Model_Name>
<GUI_Distance>115</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
<SFXEvent_Build_Complete>Unit_Complete_A_Wing</SFXEvent_Build_Complete>
<FormationOrder>1</FormationOrder>
<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
<Guard_Chase_Range>1250.0</Guard_Chase_Range>
<Idle_Chase_Range>400.0</Idle_Chase_Range>
<Attack_Move_Response_Range>500.0</Attack_Move_Response_Range>
<Autonomous_Move_Extension_Vs_Attacker>600.0</Autonomous_Move_Extension_Vs_Attacker>
<Property_Flags> SmallShip </Property_Flags>
<Score_Cost_Credits> 600</Score_Cost_Credits>
<Tactical_Bribe_Cost>200</Tactical_Bribe_Cost>

<!-- Non-Hero unit abilities description -->
<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>HUNT</Type>
</Unit_Ability>
</Unit_Abilities_Data>


<Encyclopedia_Text>TEXT_TOOLTIP_D_I</Encyclopedia_Text>
<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_F IGHTER</Encyclopedia_Unit_Class>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
<Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer>
<Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds>
<Tactical_Build_Prerequisites />
<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->
<!--<MULTIPLAYER SKIRMISH VALUES END>-->
<Population_Value>1</Population_Value>
</Squadron>

</Dragon_Interceptor_Files>
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  #199  
Old February 17th, 2009
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Default Re: Modding Question Thread

It probably has to do with this part of the coding:

<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>

you did it so that its locked but you didnt put a way to unlock it. If that doesnt work try changing the <Required_Timeline> from 4 to 0
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  #200  
Old February 17th, 2009
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Default Re: Modding Question Thread

thnx now it will be in the GC too
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