Nomada_Firefox

Nomada_Firefox

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Thanks by the answer. I could see that the republic mandator from Warlords uses the same type of ability but I was curious if it would not run at a capital ship and it is only for a Titan. About the gunship, there is a model from Warb_Null but if I´m not wrong, it was converted from the game star wars galaxies. I do not know if after it somebody made a 100% new model.

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i do not go to announced the mod before I have at least two sides completed but it is looking good and different to previous SW mods. <img src="http://firefoxccmods.com/cpg/albums/userpics/10001/AllianceShot3497.jpg" alt="" width="1280" height=

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Now I feel that it runs, only because I did not follow the readme, it says [quote] Extract the contents of the zip file to your sins mod directory Example for windows XP C:\Documents\ \My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.04[/quote] But if you make it, you will see one folder named soge_r955_reb into the Mods-Rebellion. I took everything into soge_r955_reb and I put it into the fold

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[quote] Description of problem: "mod does not run" is overly vague.[/quote] Yes you are right and I feel me hypocrit telling only it but i t is not a hardware problem, I do not go to show dxdiag information. It is simple, the mod does not load to me when I try select it. Absolutelly it is not loaded, I have put the main folder from the mod into the 1.1 mods folder and it is detected but it is not loaded when I select it.

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MajorAPayne is right, there are many stuff in the world which probably it can be used if you ask, himself has a complete Star Wars Empire at War Forces of Corruption mod from Wing Commander universe with many models and very stuff from this universe. You can save a lot of time if you make your mod with material already created.

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[quote who="IskatuMesk" reply="47" id="3288119"]In max for my Undead ships I have them separate with individual materials assigned to each in 3ds max before exporting. Then I do my normal procedure as previously stated, except I freeze both meshes in XSI. They'll export out of XSI as one object but two meshes with their own unique material entries inside the resulting .mesh file once converted.[/quote] Thanks by this, it ran. I could add a model with two mesh and two materials. I

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Yes Lavo_2, if you ask, you always can use it. It will be a pleasure. In fact, specially the Warlords mod can take them without ask me. Even you can edit it if you want. About the rigged model, it would be good, do you want the KDY Endurance at max? I have all my files saved with 3dmax 8. At the future if you want know, I will add a Bellator and Assertor, probably this month and of course the remasterized Bothan Frigate from Warb_Null. [quote] I see your offer

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Thanks by the answer, very useful as always. Here I have one more, can be a model with two mesh added with softimage? the pdf guide explains about how you can divide the mesh at different parts but you must select the poligons, I would see easier if the model is divided at two mesh with different textures each of them and I must not select any poligons. Ah now remembering, Goafan77 you told at moddb this about if I made a mod from SW for SOASE. [quote] Well

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[quote who="Lavo_2" reply="41" id="3287803"] unless you spawn ships via ability.[/quote] This is very interesting, I was thinking about some like this. About fighter squadrons, can they added at all type of starships if the model has a hangar hardpoint? Sorry if I make many questions but I bought rebellion 10 days ago and I bought SOASE not more of one year ago. I´m a rookie at this game.

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I have two new questions. Can I add new units to one factory? is there a file definition? where are the unit icons set? I see these lines but I do not know where they are. [quote] mainViewIcon "MAINVIEWICON_FRIGATE_PHASELIGHT" picture "PICTURE_FRIGATE_PHASELIGHT" hudIcon "HUDICON_FRIGATE_PHASELIGHT" smallHudIcon "HUDICONSMALL_FRIGATE_PHASELIGHT" infoCardIcon "INFOCARDICON_FRIGATE_PHASELIGHT" [/quote]

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[quote] You can convert .ALO to .3DS and then convert .3DS to .OBJ in 3DS Max. I've done that for several EaW models so I could rig them for Sins.[/quote] Yes for export to softimage, it is probably the best way, I have made it the past days because it cleans the mesh from all the bad alo properties. But the problem from 3dmax and alo at a netbook with a atom processor is the hardware, 3dmax on the netbook can not run by hardware, it runs by software and with this

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[quote who="Lavo_2" reply="25" id="3286606"]Also, is there a way to force Softimage to run on netbooks? My netbook can run 3DS Max 2012, and yet, Softimage gives me some bollocks about required screen resolution.[/quote] I can run 3Dmax at a Asus netbook but never I could export a alo from EAW. I have not tried softimage by the moment because I started to use the program 4 days ago. [quote]Any chance you'll end up releasing them as part of a mod?[/quote] Perhaps so

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Thanks by the answers. Only two more questions, can be the capital ship command points increased editing any file? what program usually use the people with sounds? Sorry I wrote badly this " at EAW a model without collision can be selected", at EAW a model without collision can not be selected. I told it before but if you want something from my mods, only ask me.

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Thanks Lavo_2 by the file but there was not need of this, I looked the Warlords files at first place. In fact the origin from the textures that you added on the link is the Corellian Defender that you can find at my mod looking a little different.;) [quote] but the KDY one is beautiful.[/quote] Yes it is beautiful, I made it after the Core

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Ah sorry I had not seen it but I was curious about two things more, is there any reason because the bump map must be grey or can it be purple? Must it be a DXT5 or can it be a DXT3? I ask only for the bump map because I have customized bump maps for many of the models at my EAW mod and if I saved them as DXT5, I will lose the original bump map from files. About the data map, I read at a old tutotial some about how the dds could be a 1:5:5:5 ARGB (16 bit)? is this correct?</

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