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Posted

No Bashars as yet. Dunenewt went through a step by step guide of how i can add units to my sub-house sardaukar. I have added two new infantry units so far but i am having trouble trying to change the colours of one of them to blend in more with the imperial sardaukar and i am hoping to add a building or two.I was toying with the idea of an imperial starport that delivered sardaukar infantry units but was told that it may be impossible.I did see the sardaukar general unit on a mod that someone had done which could be a bashar unit and i belive i saw a unit which was atreides and was called a swordmaster which copuld also double for a bashar perhaps but i am still searching for those files and when found i will ask permission if i can use them.As soon as i have any info on Bashar units i will let you know.Regards FCAQ

Posted

Reply to erjin999, I have just managed to include the sardaukar general to my growing mod.It is the one from the EBFD game but with different stats etc(all my stats will be changed later again)However at the moment the general just appears as a fuzzy box in the buy menu.Hmmm more problems arise as soon as i achieve something LOL.Catch yer later

Posted

Well i have discovered and un-locked everything i was looking for and i would of been pleased to report that everything is going well. However i have spent over 40 hrs trying to get a certain pain in the arse building to do something and at the end of the 40hrs i had acheived nothing.

I never knew modding would be so damn hard.Still i have made some happy discovries to which i amazed myself in doing and therefore i am hoping to get this last matter sorted out.

Once that is done(if it can be)all that will remain is a bit of tweaking here and there and the mod will be finished.

Oh well back to the task in hand......

Posted

However i have spent over 40 hrs trying to get a certain pain in the arse building to do something and at the end of the 40hrs i had acheived nothing.

Your IM to me mentioned two buildings - Spotlight and IMMonument as being problems.

Spotlight

---------

Firstly this became an incidental model after the EBFD programmers failed in getting it to work with the HKGunTurret (aka SpotlightGun as mentioned in Rules.txt). It nicely rotates and lights things up. You cant even use it to de-stealth things as that coding only works with units/infantry (even though most buildings include the Unstealthrange = x line). I use it in my ongoing COTL mod (2.5 YEARS work todate!) which has a Guild version, a Corrino version, (through away the Mercenary and Ordos versions) for nice backgrounds.

Secondly you cant sell it - same reason as for IMMonument (see below).

IMMonument

----------

Cant be sold and when built just appears on map when placed. Why? - Answer is you need a model_HC.xbf for the animation of building AND SELLING.

Solution - any HC model can be used IF you rename it to same as H0/H1. (these are highest definition models, I never use anything less).

So IMMonument is called im_monument_h0.xbf, im_monument_h3.xbf (No damage models and no construction model).

Step One

========

Take any HC model (see enclosed edited machine gun post) and call it im_monument_hc.xbf. Save this under /DATA/3DData/Buildings directory.

Save the textures (imperial) into DATA/3DData/textures

Step Two

=========

Add a line in artini.txt:

XafConstruction = "construction_im_monument_high.xaf"

where the immonument bits have been added and it should then build (animated scaffolding plus a longish imperial coloured v-shaped wall appear) and sell...

Not perfect (quick hack of xbf file) but best that can be done with the xbf editor...

[attachment deleted by Gobalopper]

Posted

William Caine

There has been some confusion about just this:

On the forums, I'm: Cyborg.

In Dunenewt's chat, I'm: William Cain

If you wonder about more things, you now have my forum name. :)

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