This mod consists of a transformation of some of Dark Crusade characteristics by adding more techs, including the powerful Veteran tech, new units and abilities that make all races different from the ones in the original Dark Crusade. Some of the new features of this mod include aircraft abilities, like thunderhawks dropping bombs on the battlefield or valkyries bombing a target. This mod is still in the early phases of development, so stay tunned for updates.
Understanding the MSGR / MSLC - Data.... In the Whm... Remembering you can only replace like objects with like objects.
FFE, Bone / Body Sync and what it means. When it is done in 3d modelling programs and you can bring it back in through even mudflaps, you can technically...
FFE illegal ANIMS in the WHE from Mudflaps: Some error correction for the modding in Mudflaps.
FFE Hardpoints / Weapons to use in Corsix / AE.. Description of the CLAS in the whe...
In FFE Editing the Selected UI(SEUI): For Army painter looks or for in game changes to the looks on the selector.
FFE and creating an XREF.... Potentially animating models through Mudflaps..... Making an animated model from the Ref...
Checking and Changing your Xref'd Model link in FFE:
Finding wargear names or weapon names for AE / corsix. Or editing them to what you want. :)
Locating weapons hardpoints in the whe for AE or Corsix, or just to change the name of the weapon.
Swapping in and out sounds with reference to the whe work...
Hijacking markers in the whe for the purposes of what ever you would want to do with markers for events. :)
I can find FX in the whe in FFE: For the purposes of editing FX or altering FX.
I can Hijack Fx in the whe using FFE and make a suitable alteration..
I can modify markers and get markers in and out of the WHM:
I have a moderate understanding of the whe in FFE:
A way to make textures internal to the whm instead of floating around in texture_share.
I can Hijack textures without name length limitations in FFE.
Playing with visibility in animations in the whm. :)
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