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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; Originally Posted by Gen. Armageddon Minor problem here, I just installed the eclipse from ACM, and it works, but the ...

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  #951  
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Default Re: Modding Question Thread

Quote:
Originally Posted by Gen. Armageddon View Post
Minor problem here, I just installed the eclipse from ACM, and it works, but the superlaser structure right down the middle is just white in game. I loaded the model with ALO viewer and I got this

[23:33] Error loading proxy "HP_R_04_EmitDamage"
[23:33] Error loading proxy "HP_SHD_01_EmitDamage"
[23:33] Error loading proxy "HP_SHD_00_EmitDamage"
[23:33] Error loading proxy "P_green_flash_eclipse2"
[23:33] Error loading proxy "P_eclipse2_center_point"

What are these proxies and where do I find them?

the model can be found in X's SSD model pack on FF, just do a quick search and you should find it
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Default Re: Modding Question Thread

Which little thingys in Factions.xml do I need to change around to make a faction idle?
Thanks in advance.
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Smile Re: Modding Question Thread

Spoiler:
Yeah... Anyway, being a newbie to modding, I have to ask newbie questions. So without further adu(or whatever)...


How exactly can I add a hanger to the original Empire at War's retail Venator through nothing but XML editing? I already tried to make one with the same untargetable method I use for weapons, but no dice. Is there a way for me to do it? The entire hardpoint is about five lines long so that could have something to do with it... Or it could be the lack of a hanger/spawn bone for the Venator*. But my speculation doesn't help the situation, so can someone help me make a nice addition to my unoriginal creation?


(* - I don't know if it DOES lack a hanger/spawn bone, or if it doesn't, or if it's a requirement or not. So...)
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Default Re: Modding Question Thread

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Originally Posted by IsardKennaby View Post
Spoiler:
Yeah... Anyway, being a newbie to modding, I have to ask newbie questions. So without further adu(or whatever)...


How exactly can I add a hanger to the original Empire at War's retail Venator through nothing but XML editing? I already tried to make one with the same untargetable method I use for weapons, but no dice. Is there a way for me to do it? The entire hardpoint is about five lines long so that could have something to do with it... Or it could be the lack of a hanger/spawn bone for the Venator*. But my speculation doesn't help the situation, so can someone help me make a nice addition to my unoriginal creation?


(* - I don't know if it DOES lack a hanger/spawn bone, or if it doesn't, or if it's a requirement or not. So...)

Try this:


<HardPoint Name="Generic_Hangar_00">
<Type> HARD_POINT_FIGHTER_BAY </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Attachment_Bone>ROOT</Attachment_Bone>
<Collision_Mesh></Collision_Mesh>
<Damage_Particles></Damage_Particles>
<Tooltip_Text>TEXT_FIGHTER_BAY_HARDPOINT</Tooltip_Text>
<Health>200.0</Health>
<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles> <!-- STUBBED PLACEHOLDER -->
<Death_Explosion_SFXEvent>Unit_Hardpoint_Bay_Death </Death_Explosion_SFXEvent> <!-- STUBBED PLACEHOLDER -->
</HardPoint>
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Thumbs up Re: Modding Question Thread

Huh.
That worked great, thanks! Now my Venators properly spew out V-Wing squadrons, as well as the knowledge of the root bone having inspired a few interesting ideas. Got some work to do...
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Default Re: Modding Question Thread

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Originally Posted by IsardKennaby View Post
Huh.
That worked great, thanks! Now my Venators properly spew out V-Wing squadrons, as well as the knowledge of the root bone having inspired a few interesting ideas. Got some work to do...
glad to hear!
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Talking Re: Modding Question Thread

Alright! I just finished making my brand new FoC mod folder work, and I made the Eclipse buildable right off the bat for Rebel skirmishes for the sake of testing. And as it turns out, that was for good reason; it's the unfinished Eclipse! So, I've now got two substantial questions that probably have simple answers...
  1. I need to know if the base FoC files have a completed and moveable Eclipse.
  2. Is it possible for me to just copy my old EaW XMLs and replace the ones in the FoC folder, since as far as I know all of the new stuff has new XMLs?
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Default Re: Modding Question Thread

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Originally Posted by IsardKennaby View Post
Alright! I just finished making my brand new FoC mod folder work, and I made the Eclipse buildable right off the bat for Rebel skirmishes for the sake of testing. And as it turns out, that was for good reason; it's the unfinished Eclipse! So, I've now got two substantial questions that probably have simple answers...
  1. I need to know if the base FoC files have a completed and moveable Eclipse.
  2. Is it possible for me to just copy my old EaW XMLs and replace the ones in the FoC folder, since as far as I know all of the new stuff has new XMLs?
1. yes and no, the completed model has only one weapon hardpoint (the superlaser) but you can find a complete one on Filefront (search SSD model pack)

2. No, i dont suggest doing that. FOC and EAW files are different and can cause problems if mixed up. I suggest that if ur going to play FOC only edit FOC files, as all the old EAW files are there too.
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Default Re: Modding Question Thread

Thank you very much for both of those answers. If that's true, I'll redouble my efforts to find the completed version. Probably the last time I post tonight so good night/morning/afternoon all!
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Default Re: Modding Question Thread

Regretfully I'm back. Though I not only found the completed Eclipse but got it behaving like a normal SSD, I have a rather large problem regarding my modifications to the Executor. Namely, I still can't get an energy beam weapon firing anywhere without making it into a GUI controlled ability. I've tried copying the Lancet's weapon and making minor adjustments, I've tried to convert the Piet energy beam, I've even tried to make my own new one.

Quote:
In short.. I need to know how to make a brand new ability, something I can customize with a new lightning effect, particle and firing bone. My most recent attempt caused the game to crash at the title+loading screen. I don't like asking for help but... I really could use a hand. Again.
I just realized you can't make new abilities, but I still need to figure out how to rename them. (not as far as the tooltip/button/etc. goes, I just need to get two of the same abilities running from different fire bones as a Special_Attack) I also need to know how to make the Piet proton beam use a different lightning effect. Hope specifics help better. What I've been trying won't work so I really have no clue what to do... I'll be doing some trial and error, checking in between tests. Any help anyone wants to provide is extremely welcome and thanks in advance.

Last edited by IsardKennaby; 2 Weeks Ago at 12:14 PM..
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