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-   -   Motherships Mod v0.1 (http://forum.fulqrumpublishing.com/showthread.php?t=14281)

Goblin Wizard 04-18-2010 05:26 PM

I don't know what are update changes. "SW2 real mod" changes much but it isn't easily adaptable to SW3. You can transfer ships and stuff with no problem but mod has totally reworked AI scripts, ships spawning etc. Nanaki works on this so try ask him in "random contacts" thread.

gabriel_braun 04-19-2010 04:35 AM

real sw update changes
 
There was a mod for SW2 that was called 'Real SW2' that changed a lot... It added the stonearrow/turtle as the motherships, and options of the cleaver as a p/s and other changes. What he was refering to was an 'update' to 'real sw mod' that used to be hosted on FF but was taken down in the last few years. My input was that any 'update' would have been code-related and therefore irrelevant, though I use REAL-SW2.rar for the stone arrow (5turrets, 5BG (rockets) as a basis for any of my stone arrow mods... Though as I asked in another post goblin if you knew of an easier way of importing GKgun's to an .IMD, for this post all he needs to know is that the files in the update are irrelevant in SW3 unless he's taking up an excersise in reverse-engineering code :D


models/meshes/textures (*.imd) are contained in the mod, and you can create your own carcass/slot file for any ship you want... Hope I didnt mistranslate anthing and I wasnt givin anyone a hard time!!!

gabriel_braun 04-19-2010 04:38 AM

Quote:

Originally Posted by gabriel_braun (Post 155279)
(5turrets, 5BG (rockets)

Sorry, too drive to drunk atm, I meant 5 turrets 2BG

Nanaki 04-19-2010 11:28 AM

RealSW2 uses BigGun slots as opposed to GKGun slots. The best route is here...

1: Open up a SW3 Mothership Model with IMDEditor.
2: Export any GKGun reference. Does not matter which one.
3: Open up SW2 Mothership of your choice
4: Import the GKGun reference, make sure to ADD, not REPLACE.
5: Copy the GKGun reference, and than copy over the BigGun stats over to each GKGun. Make sure you copy over EVERY stat, as forgetting even one stat could mess things up.
6: After you are finished, delete the BigGun references.

gabriel_braun 04-19-2010 03:21 PM

Cheers
 
Thanks nanaki this is virtually what I already do, was just wondering if there was an update/quicker way :)

Nanaki 04-19-2010 04:18 PM

Nope, unfortunately. IMDEditor was designed to be used with SW2. Updated version is highly unlikely as well.

mk_sky 04-19-2010 06:55 PM

ok thx for answer, but from the mod had anyone a openable carcasses.xml, because if i want to open it in word 2007 it schows a massage, that the file can`t be opend, because it does some errors ... this is only with this file all other .xml i can open and so i can´t read anything out of this file, or isnt it possible to overtake somethings to sw3?

Goblin Wizard 04-19-2010 08:42 PM

For viewing and editing I recommend Notepad2 It's small, fast and has more than enough features for simple editing xml files. If combined with Total Commander Pack (useful for comparing files) you can do nearly everything with these files.

gabriel_braun 04-19-2010 09:24 PM

editing
 
Or use notepad++, it's designed for xml files and colour highlights and tabulates, makes everything a piece of cake!

gabriel_braun 04-22-2010 06:59 AM

How's that script progressing goblin, have you had any brainwaves concrning the pilots? I'm wondering if you couldnt have the pilots (hireable ones) to be static in their perks? This way their prices could be related to their combat proficiency?


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