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Mike.nl

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  1. You mean the model does not appear in the viewport? And it only happens on skinned models (e.g., infantry) If so, that's a problem with PG's shaders. Change the shader's render mode, or download my fixed shaders. Otherwise, please post a picture of the problem.
  2. You couldn't have followed my instructions because it says that you need the Alo Exporter as well, which hasn't been released for 3dsmax9 yet (it will come with the Universe at War mod tools, if and when they're released).
  3. I've made a small tool that 'fixes' map files made by FoC's Map Editor so they can be used for planets in Galactic Conquest with the Base Layout markers (structure and unit placement) visible and functional. The tool extracts the 256x256 preview image that the map editor stores in the map file. The preview can be stored and used as Base Layout background as well. Get the Map Preview Extractor. Note that the preview image is a top-down snapshot of the map and as such includes all structures and clouds and such, so it's advisable to: Save the map with no clouds and no base structures Extract the preview image for the background image (don't forget to scale it to 512x512) Save the map with everything placed Remove the preview image so the markers work
  4. It has taken many months, years maybe, but here it is. A working importer for alo/ala files for 3D Studio Max 6, 8 and 9. Capable of importing models and animations from Empire at War, Forces of Corruption and even Universe at War. Get it from my Mod-Tools site. Be sure to read the instructions carefully on how to set it up and use it.
  5. The time for change has come! Check out the my site: http://modtools.petro-gamers.com/ Alamo Object Viewer 1.0: Yes, the time has come indeed. After many months of coding, my Alamo Object Viewer 1.0 is completed (enough), so I hereby release it. http://img115.imageshack.us/img115/2846/aloviewerlg1.th.jpg Overview of new features: Particles. Note: only the most common UaW particles are supported so far. Sounds! Support for Universe at War. Support for Mods. Select the 'active game/mod' from a menu. Works under Vista! Bones are readable. Auto-finds animations. Full list of bones, meshes, proxies and dazzles. Turn each on or off and show the bounds of meshes. Extended and improved model details. Shadow mesh debugging. Easy animation playback. Double-click for looping, single-click for play once. Exact camera positioning. For taking easy and consistent screenshots. Full render options. Control AA, Bloom, shadows, heat and Shader LOD. Debug Log. Find out why a shader failed to load or how many frames an animation has. Improved support for old video cards. Quick ALT & LOD select. Check quickly how a certain ALT or LOD looks in-game. If you find bugs or have suggestions, you can contact me on the site! Wunderbar! Since the germans make up a substantial part of the Petroglyph modding community, Raziel Kanos's been so nice to translate my tools into German. Both English and German are in the same executable. It picks the language based on Windows's language. Site move: With the new tools, I felt it was time to upgrade my site. It looked plain, amateuristic and the domain reflected that too. So, Petro-Gamers was nice enough to give me a place to put it all, so hence the new address: http://modtools.petro-gamers.com/ The old links will stay active for a while, but you'd better change them if you have bookmarks or such.
  6. Well, it sort of does (it's an alias/redirect), but I can't hotlink to the various areas for the time being. You can still go to the base site, http://alpha1.dyns.net/eaw/, but here is the page you want. Edit: well, I fixed hotlinking. The original link work again.
  7. If you mod and use the map editor you might have come across a bit of an inconvenience: the map editor seems to delete shaders and MT_Commandbar.tga when it starts. I patched the map editor so it no longer does this: http://alpha1.dyns.net/eaw/PatchedMapEditor Hope this solves some annoyances for some of you.
  8. swgbex has finished part 1 of this Particle Editor Tutorial, so check it out. He did a great job!
  9. Use Edit > Rescale Particle System This is a shortcut for manually adjusting the scale, speed, acceleration, etc. of every emitter.
  10. Hm, there does indeed appear to be an issue with engines. I'm afraid I haven't been able to test everything myself, so things such as this might pop up. I'll let you know when I have it fixed. Edit: Done. Turns out engines have more than one setting. Particle Editor is now at 1.1. Let me know if it works now.
  11. Yup! Why don't you just try it instead of asking? ;D
  12. Yes, it's finally done. The Particle Editor has been released! Engines, explosions, and every other effect can now be edited or created from scratch. Get it here: http://alpha1.dyns.net/eaw/ http://alpha1.dyndns.info/eaw/ Thanks to the beta-testers for improvements and finding bugs. Also, swgbex is working on a tutorial for it, so keep an eye out for that one. Now, particles are complex things, and the beta-testers and me couldn't possibly test every combination of every setting, so if you find that the editor behaves differently from the game, or simply has a bug, please mail me the .alo file and a description of how and where you use it and how it differs. Enjoy!
  13. Here's the fixed link: http://rapidshare.com/files/27164849/Creating_an_icon_for_Eaw_or_FoC.ppt.html
  14. I don't know who said that, but he was being ignorant or jumping to conclusions. Save a file as .txt, Unicode encoding and it will work. I've checked the resulting file with a hex editor and the file is identical to the existing files, if you use the same shipnames, of course. This isn't about ease of creating new files, it's about the principal. Copying existing files isn't necessary.

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