Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > Star Wolves

Star Wolves 3D space RPG with deep strategy and tactical elements

Reply
 
Thread Tools Display Modes
  #1  
Old 04-18-2010, 02:14 PM
mk_sky mk_sky is offline
Approved Member
 
Join Date: Apr 2010
Location: Germany
Posts: 29
Default

Quote:
Originally Posted by wmaynard80 View Post
does anybody knows, what the real sw2 mod update changes and where to get it or can anyone upload it? (at filfront the update is not to have )
Reply With Quote
  #2  
Old 04-18-2010, 04:51 PM
gabriel_braun gabriel_braun is offline
Registered Member
 
Join Date: Apr 2010
Posts: 13
Default real sw update

Not sure in the slightest, though tbh since (assumption) you'll be using the meshes/slot files with sw3 the coding changes would be irrelevant. In reality you only need a few files from the mod and to mess around with modding sw3 to gain the benefits here, though obviously none of the meshes in sw1/2 mods have gkgun refs in them.
Reply With Quote
  #3  
Old 04-18-2010, 06:26 PM
Goblin Wizard Goblin Wizard is offline
Approved Member
 
Join Date: Oct 2008
Posts: 508
Default

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.
Reply With Quote
  #4  
Old 04-19-2010, 05:35 AM
gabriel_braun gabriel_braun is offline
Registered Member
 
Join Date: Apr 2010
Posts: 13
Default 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


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!!!
Reply With Quote
  #5  
Old 04-19-2010, 05:38 AM
gabriel_braun gabriel_braun is offline
Registered Member
 
Join Date: Apr 2010
Posts: 13
Default

Quote:
Originally Posted by gabriel_braun View Post
(5turrets, 5BG (rockets)
Sorry, too drive to drunk atm, I meant 5 turrets 2BG
Reply With Quote
  #6  
Old 04-19-2010, 12:28 PM
Nanaki Nanaki is offline
Approved Member
 
Join Date: Mar 2010
Posts: 338
Default

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.
Reply With Quote
  #7  
Old 04-19-2010, 04:21 PM
gabriel_braun gabriel_braun is offline
Registered Member
 
Join Date: Apr 2010
Posts: 13
Default Cheers

Thanks nanaki this is virtually what I already do, was just wondering if there was an update/quicker way
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 01:56 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.