Help with new units -1 reply

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Kiyle

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26th June 2009

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#1 9 years ago

Hi, I need some help adding a new unit into my game. I been trying to get the Scythe-class cruiser mod to work but idk how. Can someone explain to me how to get this to work?




JC9542

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27th February 2009

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#2 9 years ago

Are you working an existing mod or trying to make your own? The quick & dirty answer is add in the art to the appropriate folders in the mod then add the scythe cruiser's xml data to either spaceunitsfrigates.xml or spaceunitscapital.xml.

Unfortunately it's a bit more complicated than that. Warb didn't include hardpoints in the relase (at least not the one I saw) So you'll need to make your own hardpoints. You'll need to grab the alo viewer to look at the model and see what bones the model has so you can add hardpoints for the weapons etc.

If you really want to make it look polished in game you'll also need to get one of the text file editors to make the name show up and give it an appropriate encylopedia entry as well as get the MTD editor to put the icon in the game.

It's not exactly super complicated, but it's not really an easy task either. The 1st cap ship I coded in from scratch took me like 2 hours to figure out. Take a look at the master sticky there's a couple of tutorials there that were pretty helpful for me. If you really need step-by-step help I can give you some pointers later, but I really don't feel like coding up 3 dozen hardpoints. I can show you how to do it, but your on your own for actually making up the other 30.




Kiyle

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#3 9 years ago

Uhh.. I didn't exactly get most of that. Sorry I'm really not smart at this sort of thing and I don't know most of the terms.




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#4 9 years ago

I did make a hardpoint.xml for it. I just forgot to include it in the zip. :uhm: Dowload the one from Alpha Blue, it has all the files Alpha Blue EAWFiles - Files Models Scythe Cruiser/Crossfire starfighter I posted a sort of installation guide some time ago. Maybe it'll help. http://forums.filefront.com/sw-eaw-modding-mapping-editing/392487-difficulties-new-starfighters.html




JC9542

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#5 9 years ago

Well lets start at the very beginning are you modding this for the base Empire at War or Forces of Corruption? Are you making your own mod or adding stuff to a mod you downloaded?

@Warb yeah I found a zip of just the harpoints last night. I guess you must have posted just those on one of the threads.




Kiyle

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#6 9 years ago

Ok, well I downloaded that one, but do I still need to make all those adjusments or w/e? Or do I just put the files where they're suppsoed to be and it'll work?




Kiyle

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#7 9 years ago

i read that starfighter guide awhile ago and it didnt help, im not smart with this stuff




JC9542

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#8 9 years ago

No, even with the hardpoint files you'll still need to edit them into the appropriate xml files. Like I said are you making your own mod or adding stuff to a mod you downloaded? That's gonna determine where you start. Let me know which it is and I can step you through it.




Kiyle

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#9 9 years ago

No, I'm not making my own mod. And I already added the XL stuff, like I put the data from the xml stuff in the zip archives into my XML folder, i out the data in Units_Space_Capital,Squadrons, and fighters. Yes I am adding it into a mod, Rise of the Mandalorians.




JC9542

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#10 9 years ago

Ok so to start off you'll need to install the art. So open up your mod folder, if you picked the default install for FOC it should be something like c:\Program Files\LucasArts\Star Wars Empire At War Forces of Corruption\Mods. There should be a folder Rise of the Mandalorians or something similar to that in there. Select that, then go thru data, then art. Drop the ALO and ALA files into the models subfolder. Then drop the dds files into the textures subfolder.

Ok then go back up to the data folder then into the XML subfolder. Backup these files in case you make an error spaceunitsfrigates.xml, gameobjectfiles.xml, & hardpoints.xml. Copy them somewhere else or make a zip/compressed archive whatever. One of the biggest rules of modding is if you don't wanna ruin everything back it up. Ok now you're going to need a text editor of some kind. Notepad will do in a pinch, but I prefer to use XMLpad, notepad++, or textpad. So you'll need to open up Warb's hardpoint file, the copy I found was hardpoints_scythe.xml. Now open up hardpoints.xml. Basically you are going to copy all the hardpoint entries over from the 1st file to the 2nd file... all the stuff that looks like this HARD_POINT_WEAPON_LASER YesYesTEXT_WEAPON_TURBOLASER150.0 Large_Explosion_Space Unit_Hardpoint_Turbo_Laser_Death20.0 Damage_Calamari_Cruiser HP01HP01HP01HP0130.0130.0Proj_Ship_Turbolaser_Green6.08.030.22000.0Unit_Turbo_Fire Fighter, 70.0 Bomber, 70.0 Transport, 70.0 Corvette, 7 Frigate, 1.0 Capital, 10.0 Super, 1.0

Go ahead save hardpoints.xml and close it.

Now you can do the next part one of two ways you can manually copy over the all the data from units_space_rebel_scythe.xml to one of the space unit xmls like spaceunitsfrigates.xml.

It's probably a bit easier for a beginner to do this instead though if the mod is setup for it. Copy units_space_rebel_scythe.xml to the mod's XML subfolder. Open up gameobjectfiles.xml. Add this line to it before the end somewhere units_space_rebel_scythe.xm.xml Pick one of these methods, don't do both for the scythe data. It won't break the game, but it has the potential for giving you some screwy results.

Now that should get the unit in the game and basically working. If you want to make it looked polished you'll have to get the MTDeditor and dateditor to import the icon and add the unit name and encyclopedia entries. So if you've already copied over the actual data for the squadron, fighter, and frigate... all you should have to do is edit hardpoints.xml and install the art.