you try runing it in the developer and actualy readin what causes the errors? it might be a better solution rather then waiting and having him try to recreate it.
StCobalt
well. i never ever seen the texture path use the C:\ route in it, because generally it just uses what ever is in the texture folder. also, if you use 3DS max, you need to convert the .mesh to text and add the 3 texture lines (data map, normal map and i believe the last one was bump or something like that). i remember one time i forgot to do this after changing a model and it was pure black :p On another note, carefull about changing the shape of a model as well, since y
well this is easy. add "SquadPsiMineLayer" to the 3rd strikecraft line in the advent carrier. heres an example: squadTypeEntityDef:0 "SquadPsiCombat" squadAntiMatterCost:0 0.000000 squadTypeEntityDef:1 "SquadPsiBomber" squadAntiMatterCost:1 0.000000 squadTypeEntityDef:2 " SquadPsiMineLayer <span style="color: #00f
well to be honest this is one of those games where it varries MAJORLY on your system specs. to go anywhere above 100 planets id suggest havign a really good dule core with 4 gigs of ram and a really good vid card. for anything above 150 planets id suggest a good quad core with 8-16 gigs of ram with vista (a version that supports over 4 gigs of ram, such as ultimate), and a good vid card, if you can afford it, two good vid cards with Crossfire or SLI.
the new forge tools is usualy kept up to date. or you can use the convert data GUI and read up in their respective threads and convert the data yourself (this is my prefered method to be honest) and you can even easily convert it back to binary. keep in mind entrenchment convert data and original sins convert data varries
download forge tools and read the documentation. as far as modeling new ships go, theres a tutorial pined for XSI, and theres another tutorial around for 3DS max.
lol shadow, your a little aggressive lately, try to tone it down a bit. wouldnt want to get in trouble by being to agressive.
well, therse a few things that cause this, first is clear out your galixy folder (the one in the same directory as your mod folder) because that is known to cause mini dumps some times. the second thing you need to do is make sure that all the mod files are the same version as the game. also, make sure if you added new files to entrenchment (if you got it) that you update the Entity.manifest.
keep in mind they got to calculate the actual path they will travel, if you got 150+ planets, that will take some time.
well, you know, some of them WILL be released, its just it takes a LOT of time to create models and texture them. also thers a good chance that people will not allow you to use them in your own mod (unless you never release it, which is still iffy). most people will just say, learn to do it yourself because they had to. there really is not a lot of active modelers in this community surprisingly. thers only like 3-4 people that i know of that are actualy creating new models. your best bet is t
ya. its funny tho, you hear questions about this stuff, yet the tutorial for it is a few pages back.
well for one, the game will probly not work at all if you remove a resource type, unless you modify the hardcode. also, the AI will chances are not work properly with this, although it might, but just about ALL buildible files reference it so you would have to do a LOT of work. and as far as abilities go, the AI should not have any problem using colonize abilities on a regular ship. just make sure its autocastable and it should colinize anything by it,
it is determined by which side does the most damage overall as far as facing the target goes,. as far as which way the weapon fires on the model, that has to do with the direction the dummy points are oriented (or null points if you use XSI). as for the collor issue, im willing to bet you didnt add the textures to the .mesh file after you exported it to .mesh format? well, anyhow, use ConvertData.exe to convert the .mesh to text and then add in the 3 textures. thers tutorials on this forum on
you got to add the research subject to the PlayerTech.entity (since you renamed the original .entity to something elce). dont forget to be consistent in this file, if you remove tec research or items, change the line count for that particular group as you do so.
there never was an improved AI mod out there. you cant touch the AI outside of what it prioritises when its building (ships, buildings, planet upgrades, starbase upgrades, etc.) and when it retreats.
all it is, is a transparent version of the model, its one of the textures that you create.
lol. says the person always getting hemp from me as well as others :p but ya what he said, generaly speaking its nice to have someone on your MSN or some sort of IM list to get quick questions answered. its kinda neat actually, since you learn things you never would come across normaly (since i usualy research questions if i dont initially know the answer).
the windo folder generaly contains all the cords to unit huds, while the texture folder contains the actual art.
Mad Scientist mod has new planets and researches.
the biggest problems with your idea are 1: it would take a MASSIVE ammount of particals to make a beam this long for a period of time. 2: it would mean you got to REALLY up the partical count or else you get a "blob" if you even get a beam at all. 3: the superweapons are just structures with abilities on them. you cant really link them in order, it would jsut fire directly at the enemy planet (although i wouldnt rule it out, like i said, MAYBE with enough coding you might be able to link them
well i cant say yes or no to this because i never really tried, but id lean more towards not possible. since you cant really pinpoint a particular station in a grav well to continue the beam.
you can do that in 3DS max, its a lot easier in some versions compared to others though. 3ds is easier to use IMO but its really user preference. and also, importing .mesh and modifying dummy points and other things is also east. i dont know about the more advanced modeling capabilities but i find for what i use it for its great.
should be located in the planet entities. it least thats what i seen when moding them.
entrenchment is a hybred addon, meaning it takes data from both games. now to make a mod you got to download forge tools, that contains all the reall data you need. after that, you got to make sure that you edit the Entity.manifest with all the new files you edited. theres documentation in those tools. also keep in mind that the data you edit is in the reference folder of the tools.
you scuttle it like any other ships. problem is structures dont work generaly speaking when you do it. but ya, this is pretty much impossible to do if im not mystaken. it least not on the scale that would make it usefull.