foxunit

foxunit

Joined Member # 4175315
5 Posts 89 Replies 622 Reputation

It could be that the waves do not have the right kbps for example. In sword of the stars I had the same problem, try converting them changing the Hz might help aswell. Hope this helps ^^"

1 Replies 2,078 Views

O_o uh well that certainly IS a suprise no elves? Hmm well I certainly won´t work on a complete race, but if you started I could do some texture work for you ;)

14 Replies 6,632 Views

Will add new versions with new mouth positions, it really is a pain to paint a face if you do not have the topology of the model ^^" *EDIT* Ok after I changed the position of the mouth it looks very odd and I just moved it like 5mm, maybe my lips are to big? Oh corrected the shiny nose thing, off to work on tattoos now, any wishes?

9 Replies 38,260 Views

I think there was something, hold on. *EDIT* Sorry but the one thread I had in mind just dealt with map sizes and not the general use :( https://forums.elementalgame.com/389679 This might help a bit: https://forums.elemental

1 Replies 17,483 Views

[quote who="eldrone" reply="16" id="2758416"]Raven X, if you look at trees and other certain models, you'll notice they utilize alpha blending using the alpha map. There's no question on if the engine can load png's with alphas, it can always load all the data from the textures, but after that it's a question on what the engine uses this information for. but from what I've notice it seems to be able to do an okay amount of stuff, and it's defined in currently hidden mate

17 Replies 11,326 Views

Wanted to hear your opinions on this, since one is allways blinded by their work ^^ Some new experimental versions. <img styl

9 Replies 38,260 Views
Reply to quick question in WOM Mods

[quote who="Burningpet" reply="3" id="2758268"]heaven - tnks. fox - not if your mod supposed to be diffrent than the core game.[/quote] Hmm, well of course if you would had a realtime engine I know it would work, but I cant think of a method in any way that would be compatible with the engine, but maybe Im just thinking to much inside the box ^^"

6 Replies 4,953 Views

You could try notepad ++, Im using it all the time since it is very userfriendly and it is free. Just open up the .xml files with it and you`ll see ^^ http://notepad-plus-plus.org/

7 Replies 4,838 Views
Reply to quick question in WOM Mods

Wouldn´t that kill all planning and reacting? I mean we aren`t computers we cant react in 0.5 especially if you have 10+ cities ^^

6 Replies 4,953 Views

Uh I just created an xml that distributes my selfmade skins to my race, I simply set all likelyhoods to 0 except my skins and it works without problems oO The downside is, that there are more entries in the skin section at SOV creation.

22 Replies 5,446 Views

[quote who="Robert Hentschke" reply="10" id="2756831"]In my experience, requests and ideas are rarely what modders are looking for. Almost always the modders are in short supply and busy with their own projects. Besides, the modders who might fulfil the request are usually those who live on the forum so a descriptive subject is all it takes for a request to get attention. So.... Great idea! would not work. But... Quest/campaign idea around

11 Replies 15,173 Views

How about Shards add 0.1 essence per turn or something. That way controlling shards would make sense and would cure your problem, since you would not only regain, but also gain more essence, given you controlling enough shards for enough rounds.

6 Replies 3,417 Views

CoreLayeredMusic.xml is the file that handles almost all music. You could just add your music to the folder (without replacing anything) and copy the xml to your C:\Users\*USER*\Documents\My Games\Elemental directory. You will have to tweak a few things, since the songs are arranged to work together. Like Battle_BG provides the backgrounds beat and such. Im not sure if you can specify another directory for music files, so you should add it to music and just rena

3 Replies 2,646 Views

[quote who="Heavenfall" reply="2" id="2756627"]What exactly are you trying to mod Aerion? First, you can mod how much benefit you get from 1 "levelup point" when you put it in a stat. I THINK you can also mod how many of those points you get, but I'm not sure. Secondly, you can mod how much a character automatically improves as he levels up. It should be noted that this is set to 0 for all sovereigns.[/quote] You can change the points you get:

6 Replies 3,417 Views

[quote who="Heavenfall" reply="16" id="2756600"]Unfortunately, in this case it appears that even if you use the same internalname, it does not overwrite the existing skin linked to the modeltype. Instead it just adds another skin link.[/quote] Ah as I thought than, to bad, well we have your workaround ^^, thanks for that!

22 Replies 5,446 Views

[quote who="Heavenfall" reply="14" id="2756572"]The values are set in the core files already. And Raven X knows he shouldn't modify those, because in a month or two nobody will use modded data.zips Anyway, I found a reasonable workaround. If you're using an existing modeltype, you can just set your new skin to have a huge likelihood. Urxen</D

22 Replies 5,446 Views

[quote who="Heavenfall" reply="12" id="2756558"]Yes, they're set in CoreSkins. CoreSkins is a list of skins that apply to the modeltypes under each internal. I believe the game takes CoreSkins and "reverses" the logic, so that instead of skin->modeltype the game has ModeltypeKey[nameofmodeltype] { [appliedskin1] [appliedskin2] [appliedskin3] } Then it chooses a skin from those. The problem with modifying an already existing skin is that there already exists

22 Replies 5,446 Views

[quote who="Heavenfall" reply="10" id="2756516"]The reason to include negative values would be to counter previously positive values in the core files that you can't touch. I'd say there's about a 10% chance that would work in this case. But it's the only idea I've got.[/quote] Hmm I think I get your idea. But wouldn´t that mean, that somewhere the positive values are already set? Otherwise this would not work, or am I missing something? ^^"

22 Replies 5,446 Views

I personally cant think of a small game company I would be happier to support than Stardock. Why? They care about their customers. They are honest. They provide oustanding support, ongoing addons, new features etc. The BIG ones should take notes from SD on this! They aren´t your average: Hello Im Supportguys3221 how may I help you?...We are aware of that problem... . Have a nice day enjoying World of Schmockcraft... *cough* </

200 Replies 786,888 Views

[quote who="Raven X" reply="8" id="2756488"] Quoting Heavenfall, reply 7the only thing I can think of is doubling for those tags. try putting negative values in your mod to balance out the numbers already in. ie, don't reduce liklihood to 0, but set it to negative its original value. See, that's where code looses it's logic to me. I can understand a negative number being lower than 0 of course, but when you set something to 0 it just shouldn't happen. 0 means no chance, none,

22 Replies 5,446 Views