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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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![]() Quote:
You can add new weapons but you can choose only from existing types (Modules.xsd) |
#2
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Was attempting to mod some new music in. Apparently I had the volume on too low, I thought it wasn't working -___-" Plus the damn menu music waits several seconds before actually starting to play.
Anyway, all you need is dbpoweramp converter and its ogg vorbis plugin - once installed all you need to do is open explorer, rightclick any music file and select db convert (and pick ogg vorbis format). I decided not to bother including new menu music - all of us have widely different preferences. Finishing up on my missiles now, I made a mistake with some entries and restored the wrong backup, had to restart from scratch. Does anyone know which file (probably a .loc) contains the system descriptions? You know, when you open the galaxy map and click on a system, that flavour text describing it which appears? I found that last week but didn't take note which file it was >__> Edit: Meh, found it -- the text was buried in the middle of something I was already looking at. \Data\LocData\English\m_location_spec.loc. Last edited by Trucidation; 06-06-2010 at 02:42 AM. |
#3
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Took a break from my studies. (reaaaaly long practical report >_>)
And finished my attempt at textures! Still have to do some balance/Inventory UI stuff. Then just compare my texture/lights with that of the actual Templar. I've only done this as a rough go at it. It's probably all gonna come together quicker after this one. I figure my ideas are too "inside the square", too normal, so next up: Templar Dragon with turrets! Edit, will need clean install as well... lol... Well if you want it. I still plan to do some detailing. ![]() Last edited by StarShatter; 06-06-2010 at 08:23 AM. |
#4
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nice textures StarShatter
feel free to upload DDS file ![]() btw I haven't made a new weapon type, it's still TurretGK, so idk what could be possibly wrong there.. this is it - the rapid-fire laser major caliber turret - Eliminator: <TurretGK name="TLGK4"> <short_name>#M_Name_TLGK4</short_name></TurretGK> |
#5
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Upon modifying the the Data\TEXTURE\Interface\Carcass\Slots\.ini, the inventory icons for the ship itself dissipated.
So I made some that fit the look of the ship. Put them in: Quote:
But I couldn't get them to appear in game. ![]() What am I doing wrong? |
#6
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you need to give them the same name in 32, 64 and 128, and write that name into <flat_imagge>.. - if you want that image for stations
try to rename all 3 to "Smilodon_T.dds" and write it as <flat_image>Smilodon_T</flat_image> to carcasses.xml it works with all old ones, howerver idk how it behave when you put new one there (maybe there is a list of those you can use from there somewhere in some other file) I'd like to have patrol Liger instead of MSF Liger, unfortunately I'm really noob in textures. btw StarShatter, post that INI file, let's see what's wrong with it. but you have probably just renamed it -> easy fix, just rename it in carcasses too, in <mapping_name> Last edited by sidius; 06-06-2010 at 09:04 AM. |
#7
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Hahaha, this is so sad, I just wrote a pretty heft post about everything I had done relating to these textures. Modified files and such.
Figured after looking through and seeing nothing is wrong, I decided to try it in game before I looked like an idiot. I feel like an idiot. Some how giving up and leaving it for a while fixed it. ._. It's all in the zip in the previous post if you want to use it. IMO the shields are too powerful, but I like lots of shields in preference to armour. Even though its more like a disadvantage (since you cant repair it @ 20+ hp/s). Meh, it's meant to be more of a self-sufficient tank anyway, good @ long range combat, but in a dog fight it just takes damage and fires missiles when possible. Textures |
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