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

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CISGeneral
CISGeneral

Is there a way to change what Space tech level a station is, and so it displays on the Galactic Map?

Can I make current ground units into stealth units?
I would like to enable Kyle for GC for a mod how do I do this?

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Gnaiv
Gnaiv

Right now I'm trying to get the Empire and Rebel Campaigns into FoC. I were able to make the Empire Campaign playable, but I have a problem in the X-Wing Mission of the Rebel Campaign.As soon as I hit Start in the loading screen, I get a black overlay and the game sound gets turned to 0.

I were not able to find out what might be the problem, so I'm asking you guys for help. Do you have any advice how I could find out what the problem might be or do you already have experience with this problem?

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killdivas
killdivas

Hey guys! Right now I'm working on the next version of the Absolute Chaos sub-mod for Absolute Corruption. One thing I have always wanted to include in that mod are some Golan Platforms. Anyone know of any good free release models with textures? Or, even better, anyone willing to lend some to the cause? Thanks in advance!

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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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