This mod aims to bring the extra-galactic race of Yuuzhan Vong into SW: FoC as a playable 4th faction. Original factions will receive new units to fight these invaders.

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Kad_Venku
Kad_Venku - - 525 comments

That is something that can happen if you (re-)open models often enough without closing the alamo viewer. There is some reference that doesn't get cleaned properly, causing models to glitch out like that.

I'm not sure if that's what you ran into here, because your description is a little obscure.

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Enpremi Author
Enpremi - - 315 comments

It has nothing to do with alamo viewer, it's a shader/engine limitation.

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Clonetrooper163
Clonetrooper163 - - 810 comments

Yeah it's pretty stupid bug that i hate when modding this game, if you add way too many bones to a single mesh the game just hates it and is basically saying **** this i'm not reading that. lol

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Jeroenimo
Jeroenimo - - 6,765 comments

This is the kind of dedication I like to see. **** the problems till it works.

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wolf_2.0
wolf_2.0 - - 108 comments

Oh that happend for me too... The large Wraithshipyard for the stargate mod was distorted ingame.

I guess, that the alamo engine can´t handle to detailed models (atleast if they are organic) and so I divided the organic mesh in to two objects.

It´s still one file just like you have a model with a main hull and the details as an seperat mesh.

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{HEROIC}Doci
{HEROIC}Doci - - 1,848 comments

The shadow mesh of our aging MC80 Home one got that kind of **** with his shadow mesh going on. J came up with the idea to split it into multiple parts.

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Description

Little update on our slimy, telepathic friend.

As is the case with many popular and modable games, even the EAW modders have to put up with the limitations of (now 14 years old) Alamo engine. I see increasing amount of people using new professional software to create more and more amazing content, only to see it degrade in quality step by step. It's a natural process and we can only be happy that those "ancient" games are still compatible and can be enjoyed a decade after their release.
Although some limitations are less obvious than others, and so us, content creators, have to either accept the fact that nothing is perfect and release content, with sometimes serious errors, or not all. Or we become challenged by those obstacles. And that's probably what I love the most about modding: it encourages creativity in all the ways possible.

It's not the first time I got this abysmal result in Alamo viewer, but this time discarding the progress and not releasing the model is not an option. And so I spent some time looking into the issue, "debugging", researching and testing multiple theories until I found the cause and a solution for this problem. Just like with most #justalamothings the reason makes little sense today and the workaround is tedious.

But sacrifices must be made, that's part of modding, and so I'm happy to say that the unit will be released, together with some cool abilities, some time soon™. Once I finish the rigging and animation, brother will take over the coding side and implementing fully ingame and I'll put together an article about this specific issue with steps how to get around it.