Empire at war Modders that will help out mods that are starting out or need help.

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Comments  (0 - 10 of 42)
Newgamemodder
Newgamemodder

GUYS I JUST GOT AN INGENIUS IDEA!

So some mods want underwater worlds right?, so i was thinking about creating units specifically for underwater worlds. So i managed to get the idea for this (haven't tested it but it should work if i know eaw enough).

- Create any unit (reccomend having underwater animations), also perhaps create a special landingcraft that they can spawn from?

- Make them creatable at barracks or any structure, also copy the bount hunter/smuggler code to make sure they spawn in orbit

- Create an underwater planet

- Copy the jabiim code that restricts repulsorlift units

- Now comes the time consuming part, code so that every planet cannot use the newly created underwater unit. Also make the new underwater planet not be able to use any units

LIKE I'VE SAID I HAVENT TESTED THIS. Would be interesting if somebody would like to test this

This should probably work with every new type of terrain you want to create

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Newgamemodder
Newgamemodder

Ok since some of the biggest EAW modders are here i have to ask.

1. Is 30000 tris ok for a corvette? (if the turrets are spearate .alo's)?

2. If i have about 5 squadrons per isd and its polygon count is 50000 tris (including turrets) and have a popcap of 4 when the total is 50 or 60 will the game lag?

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Newgamemodder
Newgamemodder

*edit if its 60000 (including turrets) triangles, not 50000

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#DemCalves
#DemCalves

I have an obj. file of a TX-225 tank from Rogue one if anybody wants to use it

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#DemCalves
#DemCalves

I may have lost the credit information but I know it isnt from any mod user from Eaw Moddb also have .fbx files too

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Jaktt1337
Jaktt1337

I've extracted some models to 3dsmax8 and exported them as .fbx files. I'm trying to use xNormal to add Ambient Occlusion but the UV placing for larger/complicated models seem to overlap (or have multiple UV maps if it is made of multiple meshes). I can't unwrap them or flatten them without distorting the texture placement for it. Leaving the UVs as is makes the AO render somewhat inaccurate. Does anyone know a workaround for this?

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the_Farseer Creator
the_Farseer

The only way around this is to paint the AO layer by hand. Almost all 3d programs or texture generating programs have trouble with overlapping UVs when trying to export AO maps or similar.

That said, overlapping UVs are a MUST for low-poly game design (especially in EaW where the game's texture mem is horribly low). So, painting them by hand is really the best method anyway, IMHO.

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Jaktt1337
Jaktt1337

There's a way to re-map textures to a new UV using Blender. Youtube.com If you unwrap the UV using 3dsmax you can use xNormal for the new object UV and merge it with the re-mapped texture. The UV's shouldn't overlap after this so I don't know how it would affect performance.

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Newgamemodder
Newgamemodder

Is it possible to use 3ds max as a reference for maps?, for example lets say the eaw map is 600m x 600m. would i make a grid that is 600 x 600 m in 3ds max?

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the_Farseer Creator
the_Farseer

Game units are not the same as 3dsMax default units. I'm not sure what the conversion is, to be honest. It wouldn't be an accurate comparison.

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