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Messages - Delta

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1
There's a significant difference between reskinning infantry and making new ones.

I'm in it for the long haul, still actively troubleshooting weighting issues and what not with a few re-rigs. I know this'll be a long and tedious process, but I'm down to try. I know that the quality won't match that of the official team, but I intend to get them out. Realistically I'm attempting to attach new heads to existing rigged bodies, and possibly doing new UV maps so that I can have a bit more freedom in certain reskins. Once again I'm still very new and will take considerable time.

2
News & Updates / Re: Enter Entralla
« on: April 14, 2016, 04:20:01 PM »
There's next to nothing that you can do in a newer version of Max for EaW.

I'm guessing hardpoints and skinning are both handled through the plug-in too? I guess that just leaves UV mapping and making an actual model to newer versions of Max.

3
News & Updates / Re: Enter Entralla
« on: April 14, 2016, 10:49:34 AM »
Thanks for the very detailed reply Corey! I'll definitely be experimenting with this a lot more now that I have a considerable amount of free time. I've seen some of those models before when I was examining some of them in the ALO viewer. I have to say Daala and Isard, and to some extent Zsinj could easily be ground heroes with the quality they all have now. I'm guessing if I wanted to do that, I'd just have to attach a new mesh and attach it to the right bone. Once I get the older version of max to work on my other PC I'll hopefully be able to actually get to test some of this stuff, as I'll finally be able to export as .alo. Till then I'll just do all I can on the newer max version, and hopefully find someone to help for the alo exports/imports.

4
News & Updates / Re: Enter Entralla
« on: April 13, 2016, 06:52:50 PM »
Fair enough, now I really look forward to seeing her ingame. I always respect a good model edit and new animations. I've only played around with infantry models briefly, but do they require a lot of weighting like in other games? Also basic edits like changing a head do they take a lot of work? Haha sorry for putting some questions in my response, I'm always fascinated learning about EaW modding.

5
News & Updates / Re: Enter Entralla
« on: April 13, 2016, 04:46:09 PM »
Oh nice the Pentastar capital! Sariss also new? Or was she in a past post? Either way nice seeing both additions.

6
Imperial Civil War Community Mods / Re: Polished Duskhan League
« on: April 13, 2016, 12:32:57 PM »
Thanks Kucsidave. I look forward to getting to know everyone in this community more closely, and hope everyone continues to enjoy your sub mod as much as I have.

7
Imperial Civil War Community Mods / Re: Question about a texture issue
« on: April 12, 2016, 03:43:33 PM »
So this is unfinished?
Wow, I can't wait to see what it will look like when it is done.

Here is a pretty much finished one. If I had the proper 3DS Max version to export/import .alo I'd redo the UV so I could get a much smoother/higher quality look.

http://imgur.com/a/9qr76

If anyone thinks its good enough for their submod I'll gladly supply a dl link.

8
Add Winter as a stealth/intel hero?

9
Imperial Civil War Community Mods / Re: Question about a texture issue
« on: April 11, 2016, 10:22:42 PM »
Thanks Corey, it worked! Wanted to make sure I fixed this issue before I put time into better skins. 

10
Star Wars Discussion / Re: Thrawns Revenge and Stellaris
« on: April 11, 2016, 08:54:02 PM »
It is a different game, but one I think a good majority of these mods playerbases would like. It has quite the political and technological options, as well as being able to have battles although they're simulated based off many variables.

11
Imperial Civil War Community Mods / Question about a texture issue
« on: April 11, 2016, 08:50:46 PM »
I've been messing around with giving heroes a land model that don't have one. As a result I tried to retexture the pilot model from EaW, however it displays my changes but it tinted the whole texture orange while ingame. However, in the ALO viewer the model appears perfectly normal. I've attached two pictures showing the model in the ALO viewer versus in-game.

I'm at a bit loss for why it is displaying so differently ingame from the ALO viewer. Any help would be greatly appreciated, thanks in advance!

Linked below is an imgur link showcasing how the model looks in the ALO viewer versus in-game.
http://imgur.com/a/lZcyv

12
Discussion, Suggestions & Feedback / Re: Diplomacy for ICW
« on: February 09, 2016, 02:38:24 PM »
you will lose influence over time when an enemy fleet stays in orbit of one of your planets.

That sounds amazing. What'll happen to your ground forces on the planet if you lose all the influence with the enemy fleet in orbit above?

13
EaW and FoC Mods / Re: Are Models from EaW compatible with FoC?
« on: February 08, 2016, 08:49:21 PM »
Thanks again, I'm guessing hex edit both the HULL_LOD1 and PANEL_LOD1 to anything other than those names?

EDIT: Worked, thanks so much. Couldn't find any info about this problem anywhere, hopefully people will find this thread if they're having issues with it too.

14
News & Updates / Re: Quasar Update
« on: February 07, 2016, 10:50:39 PM »
I like the visual update, though I'm not really a fan of using the Rebel's design. Since the mods design choice is Legends, not new canon so it just feels weird.

15
News & Updates / Re: 2.2 Faction Profile: Warlord Zsinj
« on: February 07, 2016, 10:47:53 PM »
Looks good can't really see any additions other than possibly having the Razor's Kiss buildable if you capture Kuat as Zsinj.

16
EaW and FoC Mods / Re: Are Models from EaW compatible with FoC?
« on: February 06, 2016, 04:03:58 PM »
The issue is potentially that the game still thinks it's an LOD mesh, without having the rest of the LODs done.

Thanks for the response Corey. Is there any easy way to fix this?

17
EaW and FoC Mods / Are Models from EaW compatible with FoC?
« on: February 06, 2016, 01:54:59 AM »
An old EaW model pack had a TIE Interceptor that was UV'd very nicely that I wanted to use for FoC. When I coded it in it only appears when my mouse pans over it, otherwise it is invisible.

I did a retexture for it, and would really like to get it in foc, any help greatly appreciated.



18
Imperial Civil War Community Mods / Re: Question Regarding Story Scripting
« on: February 04, 2016, 08:26:38 PM »
Thanks so much Pox, I'm going to read this over and try to teach myself later when I get some time. Really appreciate it, good to learn from the main story scripter, loved your work on the raid fleets and Katana fleet mission.

19
Imperial Civil War Community Mods / Question Regarding Story Scripting
« on: February 01, 2016, 10:20:09 PM »
Pretty much have been baffled at how certain types of story missions would work. What I'm basically trying to accomplish is a tactical battle that starts between two fleets at a certain time during any galactic conquest, with specific units. If anyone knows how to do this and is willing to lend their assistance or a example that I can deconstruct that would be greatly appreciated

Thanks in advance.

20
Imperial Civil War Community Mods / Re: Hyperspace and Retreating Question
« on: December 26, 2015, 04:45:18 PM »
Yeah, its something like <is hyperspace capable> in the squadron, then it has to travel with something else. Problem being that you could have like 150 squadrons with just one lancer.

As ever, LUA  can be used to make a more intricate system.

Does that allow the fighters to retreat with the ship in combat too?

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Those working on this mod do so in their own free time and for no pay.
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