WesBennig Posted February 15, 2002 Share Posted February 15, 2002 I am "trying" to make mods. I've been experimenting ??? with DuneEx2. I've got a Model folder in the DATA folder containing my versions of the Art.txt and Rules.txt files. Yet, whenever I start the game it freezes up right after it says "Contacting Field Operatives." :-[What the hell? Quote Link to comment Share on other sites More sharing options...
alphabeta4000 Posted February 15, 2002 Share Posted February 15, 2002 artini.txt and some things don't work for unknown reasons in game or loading Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 17, 2002 Author Share Posted February 17, 2002 ;)Thanx, but it seems to happen everytime I try to Open or Add a new unit. I can still edit existing units and that leads me to believe that I either did something wrong, or didn't do something I should have in Art.txt or Rules.txt. Did I type something in the wrong place, or do these units need a property I didn' give them, or do I need to erase something.....? :-[ Quote Link to comment Share on other sites More sharing options...
alphabeta4000 Posted February 17, 2002 Share Posted February 17, 2002 ask nema Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 18, 2002 Share Posted February 18, 2002 For every uinit, you need a valid artini reference, stating the xbf model they use (and preferably the icons they use as well). If in doubt, copy and paste the trike's entry (it's pretty generic, as is the model) - changing the unit name, like [ATTrike] to the same as in the rules.txt.Failing that, check what you've done to the rules file - it may contain something the game considers illegal. Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 18, 2002 Author Share Posted February 18, 2002 Well, before I was able to give that a try I erased the new folders i had made, and now the normal game wont start. It freezes up at "Contacting Field Operatives" just like it did before for the edit. What did I do wrong? Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 18, 2002 Author Share Posted February 18, 2002 ok.... I figured it'djust be better to start from scratch. I reinstalled E:BFD and am now going to begin again. Is there anything a newbie like me wouldnt know, like: Is there a limit to the number of units each building and Subhouse can build? How can I correctly add my own Icons? Thanx Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 19, 2002 Author Share Posted February 19, 2002 Ok, i tried copying the trike just as you suggested and my game didnt freeze, but it didnt give me the trike. So heres what i did: 1) used DuneEx2 to extract Rules and Art files from MODEL directories. 2) copied the ATTrike and changed its house, building, and unitgroup to HK. 3) Opened a new folder in Emperor/ DATA and named it MODEL. 4) Saved edited files to MODEL folder. ......I'll tell you, im starting to believe i have some sort of mental defect for not getting this to work now :P ??? :-[ :'( Quote Link to comment Share on other sites More sharing options...
jacobdouds Posted February 19, 2002 Share Posted February 19, 2002 You should record your changes and if the game doesn't work go over your changes. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 19, 2002 Share Posted February 19, 2002 To create your own icons, save a TGA file (based on the existing tgas from the 3ddata0001.rfh) in the folder Data3ddata. It must be 64x64, 24 bit, compressed. Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 21, 2002 Author Share Posted February 21, 2002 :D Hey, it works now. Thanks a lot everyone! Haven't tried my own icons yet but will soon :) Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 21, 2002 Author Share Posted February 21, 2002 ??? Hey, one more thing (im sure everyones tired of endless barrage of questons by now). I've unlocked the TLFlyer and the GUScavenger and the GUNIAP and the carryalls will land on units but wont pick them up while the NIAP wont shoot (although it will target). What can i do, if anything? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 21, 2002 Share Posted February 21, 2002 Niaps won't shoot; models with no weapon can never be made to shoot.And to control carryalls, they need to be set as ADVCarryall = TRUE (or something to that effect - see the adv. carryall entry.) Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 21, 2002 Author Share Posted February 21, 2002 ...The NIAP cant shoot? ??? Even thought the Rules file gives it the NIAP gun under turrets? What, did they forget to give the model a turret? TO bad, the unit looks really cool. Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 21, 2002 Author Share Posted February 21, 2002 .....If you can only add 20ish units, how many buildings can yu add? Anyone know why only 20? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 21, 2002 Share Posted February 21, 2002 No... I think you can only have 20 new things: so 10 tanks, 8 new infantry and 2 new structures. OIr something like that. BUT you can delete unused things (NIAPs) for Skirmish only rules. Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 21, 2002 Author Share Posted February 21, 2002 So... if i'm making a mod for skirmish purposes only i can erase some unused structures or units to increase my number of new things? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 22, 2002 Share Posted February 22, 2002 Yes. Make sure you remove them from Artini.txt and Rules.txt. Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 22, 2002 Author Share Posted February 22, 2002 So, how can i change the texture or color of units? Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 22, 2002 Author Share Posted February 22, 2002 ......ok, back to the ADVCarryalls. I've unlocked the Stunt Frigate and its th same deal as with the TLFlyer and the GUScavenger; ALL of them have ADVCarryall = TRUE, and yet they all only land on vehicles and remain stuck. They just dont take off with units. what can i turn on/ off to make them behave? Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 23, 2002 Share Posted February 23, 2002 It may be impossible, due to a lack of coding for it in the xbf.But changing unit textures should be possible; there's a few files to do it in 3ddata.rfh. Something like =At_Hk_patch0001 Quote Link to comment Share on other sites More sharing options...
alphabeta4000 Posted February 23, 2002 Share Posted February 23, 2002 is there now? give me a sample I can't find it Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 24, 2002 Author Share Posted February 24, 2002 What are ClipSphere and HeightOffset, and how do they affect units? Quote Link to comment Share on other sites More sharing options...
WesBennig Posted February 24, 2002 Author Share Posted February 24, 2002 ....is there something about flying units that forbids tem from stealthin? whenever i add Stealth = TRUE the unit just does not move. Quote Link to comment Share on other sites More sharing options...
nemafakei Posted February 25, 2002 Share Posted February 25, 2002 Th height offset makes units like the laser tank hover, I think (or corrects 'floating' xbf's).I know that you couldn't make stealth air units in TS... the same thing may be the problem. Quote Link to comment Share on other sites More sharing options...
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