In Star Wars: Empire at War, players controlled an entire war for the Star Wars galaxy as the Rebel Alliance or the Galactic Empire. Now, they will face off against both of them in Forces of Corruption as a brand new third faction. As Tyber Zann, players will stop at nothing as they seek to further the sinister agenda of the Zann Consortium and become the most notorious criminal leader since Jabba the Hutt. With all new tactics like piracy, kidnapping, and bribery, players can control the shadowy forces of corruption in their attempt to rule the Star Wars underworld.
This is the stormtrooper model from SW Battlefront 2(2005) fully rigged and animated, and ready to be used in Empire at war. No XML included.
Question, how would I go about mapping saying the colors onto the trooper or the different terrains? Also how do I make sure the XML uses the animations?
Correct me if i'm wrong, but I assume you are referring to different models/skins based off planet type right?
That is controlled via the <Land_Terrain_Model_Mapping></Land_Terrain_Model_Mapping> settings (where you get to choose which terrain uses what model) in the units XML code (look at either the rebel trooper or stormtroopers code in the GROUNDINFANTRY.XML file to see an example).
> Also how do I make sure the XML uses the animations?
If you mean by using this model with the vanilla EAW stormtrooper code, you will have to comment out the <Land_Model_Anim_Override_Name> part of the stormtroopers code (you put <!-- in front the of where you went the code to be ignored, and --> signifies the end of the comment out). The reason for this is that in the vanilla game, the stormtrooper/snowtrooper/sandtrooper share the same skeleton/animations, and the code tells the game to use the EI_Trooper animation set. Also make sure each variant of the new trooper models have their own animation sets as the shared animations dont always work.
Another thing if you want this specific trooper model to use different skins, you would first have to import the model in 3dsmax, change the texture file to your new one, then export with a different name.
So all you need to to implement this in game is replace the vanilla model for the stormtrooper with the one provided in his addon?
So replace EI_TROOPER.alo ?
yeah, and then go to GROUNDINFANTRY.XML to make sure the correct model name is there