foxunit

foxunit

Joined Member # 4175315
5 Posts 89 Replies 622 Reputation

I agree with the OP, although Im more up for proper documentation inside the .xml files. Good programming style anyone? xP I think that would help a great deal, of course it involves some extra effort to document all what you`ve done. Oh and yeah, credits do belong in the intro texts, at least in my opinion.

7 Replies 3,497 Views

Mods usually go into C:\Users\*USER*\Documents\My Games\Elemental and there you can pick a folder, it loads the .xml anyway. If the file requires another location, it is usually said. Hope this helps ^^

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[quote who="wraithstalke" reply="25" id="2756189"]@John_Hughes: Thank you very much! I'm kinda thinking this is all going to be irrelevant very quickly once they release the in game item maker, what takes like a couple of minutes editing xml and a little longer to find mistakes will probably take no more than a couple of dozen mouse clicks![/quote] Still you did it the manual way and provided people with additional items ^^

27 Replies 98,175 Views

[quote who="Arkenor" reply="5" id="2754557"]Ahh, I see! Thankyou muchly! K_CityHubs.xml has this going on &l

7 Replies 5,022 Views

Hmm ok that usefull thanks ^^ However why does the club show up and not the cap oO? Bugs me really. I just tinkered around with it and realized the OPs problem myself, weird.

7 Replies 5,022 Views

Could you post your code? Would make things easier ^^

7 Replies 5,022 Views

[quote who="eldrone" reply="10" id="2754473"] Quoting foxunit, reply 9 Dont think it is possible YET. Actually, I think the engine can do it, but stardock has chosen not to use normals or specular on the assets. the water and some other things uses normalmapping to achieve effects, and having looked at the shader code responsible for handling related things, it looks like it does do per pixel lighting, and has references to normal and specular maps. You ar

17 Replies 11,326 Views

[quote who="eldrone" reply="7" id="2754454"] Quoting foxunit, reply 6I noticed that png is used through the game, but it seems as these are somewhat hooked to perform some operations Im not grasping at the moment, since the .dds files are mainly identical except they feature an alpha channel. It is a bummer that the game does not use bumpmaps. But that might change as soon as we have access to model editing, of course only if the engine is able to handle it. It is also interes

17 Replies 11,326 Views

I noticed that png is used through the game, but it seems as these are somewhat hooked to perform some operations Im not grasping at the moment, since the .dds files are mainly identical except they feature an alpha channel. It is a bummer that the game does not use bumpmaps. But that might change as soon as we have access to model editing, of course only if the engine is able to handle it. It is also interesting that some models do not need a texture location specified in their .xml

17 Replies 11,326 Views

Aye I would prepare some models for import, but there is so little information about what is needed, BESIDES the converter ^^.

17 Replies 11,326 Views

////////INTRODUCTION//////// Inspired by Barranoid and wraithstalke`s mods I decided to throw some things together myself, so people would have additional parts to choose from. Thats it pretty much :-) ////////DESCRIPTION//////// This mod currently adds, 29 different combinations of armor parts and more will come. Currently they are just enabled for SOV creation, but there WILL be altered versions for Unit creation and they will be available for ALL races

6 Replies 5,583 Views

Im currently working on a few things, one of those things is this little mod. It basically adds different combinations of the armlets that are in the game and more will likely follow. At the moment I have 23+ combinations, they still need work: values, description and such. I think I will work on greaves after this one is done. Just wanted to let you know ^^ If you have a request, feel free to ask for it! Three of t

6 Replies 5,583 Views

[quote who="NetNomad" reply="1" id="2752446"]You also might want to check out Gnilbert's mod: https://forums.elementalgame.com/394593 He is also working on Magic Staffs. [/quote] Thanks for the pointer ^^

4 Replies 4,770 Views

////////INTRODUCTION//////// I stumbled upon this game like yesterday and I really enjoy it >. However there are some things that bother me, one of them is the lack of mage equipment. The result is, that almost every game I played my Characters were all wearing the same Plate, Sword etc. I wanted to mix things up a bit and I propably will add some more stuff in the coming days. ////////DESCRIPTION//////// This mod currently adds, 4 staves

4 Replies 4,770 Views

Hey there ^^, so I tried to read through the forum to get as much information on this topic as possible, but tbh I fail ^^". I know I need the havoc kit, wich I already use, BUT I also need some sort of converter for Elemental. Of course there are other things like, what size do the models use, wich texture format and that alike. Could one of you provide me with that information? Thanks ahead! *EDIT* Nevermin

17 Replies 11,326 Views