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The DeathStar - Can it be added as a ship?


jf3000

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I have modelled up a DS, and wanted to know if it was possible to add this as a ship to the current selection of ships.

 

If people are making mods and adding there own ships, then how is it possible for me to add the DS as a ship within a mod?

 

2 file sbelow, rendered image and rendered video ( only goes for about a second, so slow it down )

 

deathstar_move.jpg

 

deathstar_move2.jpg

 

DeathStar

 

Currently working on the main gun firing from the DS, will have some results in a few days.

 

Thanks.

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Simple we copy a model name and put it in thats how ive made 4 New ships and 1 new building.

 

Unless there is a screenshot, I can faithfully say that that is impossible. EaW will not read the format of the model until you successfully convert it into the possible model format OF EaW. There is ABSOLUTELY no way to do this at the moment.

 

If it was that easy then why are the bigname Mods waiting for the mod kits to start importing into EaW?

 

EDIT: Perhaps you are just referring to the process in which one retextures a model?

So then why are people creating mods for with new ships etc?

 

They are creating such mods in preparation for the release of the much-needed SDK kits, not to release them as of late.

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thats why I said COPY NOT MAKE.

 

I think you misunderstood me.

 

Even if you transfer the name, etc. etc. EaW cannot read that model. Simply changing the format by renaming the model will not result in success.

 

Different formats give different results. If you save it as, save, a 3DMax file, and simply rename it into an .alo, there will be missing information that EaW vitally needs. Therefore, your method will not work.

 

How do I know this?

 

I tried last night.

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No you are misunderstanding me.

 

 

 

<SpaceUnit Name="K-Wing">

<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>

<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>

<Encyclopedia_Good_Against> Tartan_Patrol_Cruiser Star_Destroyer TIE_Prototype </Encyclopedia_Good_Against>

<Encyclopedia_Vulnerable_To> Star_Destroyer Tartan_Patrol_Cruiser IPV1_System_Patrol_Craft </Encyclopedia_Vulnerable_To>

<GUI_Row> 1 </GUI_Row>

<Space_Model_Name>rv_missile_ship.alo</Space_Model_Name>

<Icon_Name>i_button_marauder.tga</Icon_Name>

<Select_Box_Scale>150</Select_Box_Scale>

<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>

<Mass>0.995</Mass>

<Scale_Factor>0.7</Scale_Factor>

 

<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>

 

<GUI_Row> 1 </GUI_Row>

<Space_Model_Name>rv_missile_ship.alo</Space_Model_Name>

<Icon_Name>i_button_marauder.tga</Icon_Name>

<Select_Box_Scale>150</Select_Box_Scale>

<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>

<Mass>0.995</Mass>

<Scale_Factor>0.7</Scale_Factor>

<MovementClass> Space </MovementClass>

<Max_Speed>3.2</Max_Speed>

<Min_Speed>1.5</Min_Speed>

<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>

<Max_Lift>5.0</Max_Lift>

<Max_Thrust>1.0</Max_Thrust>

<Max_Rate_Of_Roll>1.5</Max_Rate_Of_Roll>

<Bank_Turn_Angle>45</Bank_Turn_Angle>

<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

<Hyperspace>Yes</Hyperspace>

<Hyperspace_Speed>1.25</Hyperspace_Speed>

 

<Armor_Type> Armor_Missile_Cruiser </Armor_Type>

<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>

 

<Affiliation>Rebel</Affiliation>

<Political_Faction>Rebel</Political_Faction>

<Build_Initially_Locked>Yes</Build_Initially_Locked>

<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>

<Slice_Cost_Credits>640</Slice_Cost_Credits>

<Tech_Level>2</Tech_Level>

<Required_Timeline>0</Required_Timeline>

<Required_Ground_Base_Level>0</Required_Ground_Base_Level>

<Required_Star_Base_Level>2</Required_Star_Base_Level>

<Required_Special_Structures />

<Required_Planets />

 

<Shield_Points>300</Shield_Points>

<Tactical_Health>300</Tactical_Health>

<Autoresolve_Health>300</Autoresolve_Health>

<Damage>75</Damage>

<Shield_Refresh_Rate>15</Shield_Refresh_Rate>

<Energy_Capacity>2500</Energy_Capacity>

<Energy_Refresh_Rate>200</Energy_Refresh_Rate>

<Ship_Class>corvette</Ship_Class>

<Is_Escort>yes</Is_Escort>

<Is_Bomber>no</Is_Bomber>

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

<Political_Control>0</Political_Control>

<Squadron_Capacity>0</Squadron_Capacity>

<Number_per_Squadron<1</Number_per_Squadron>

<Minimum_Follow_Distance>45.0</Minimum_Follow_Distance>

 

<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>

<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

 

 

<Build_Cost_Credits>900</Build_Cost_Credits>

<AI_Combat_Power>2000</AI_Combat_Power>

<Build_Time_Seconds>45</Build_Time_Seconds>

<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>

 

<Size_Value>8</Size_Value>

<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>

<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, UNIT_AI, NEBULA </SpaceBehavior>

 

<Score_Cost_Credits> 1200 </Score_Cost_Credits>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

<Projectile_Damage>14.0</Projectile_Damage>

<Projectile_Types>Proj_Ship_Turbolaser_Red</Projectile_Types>

<Projectile_Fire_Recharge_Seconds>1.4</Projectile_Fire_Recharge_Seconds>

<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>

<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>

 

<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>

<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>

<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>

<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>

<Targeting_Min_Attack_Distance>100.0</Targeting_Min_Attack_Distance>

<Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>

 

<Death_Explosions>Medium_Explosion_Space </Death_Explosions>

<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

<Death_Clone>Damage_Normal, Corellian_Gunboat_Death_Clone</Death_Clone>

 

<Targeting_Fire_Inaccuracy> Fighter, 50.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Bomber, 40.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Transport, 30.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Corvette, 20.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Frigate, 30.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Capital, 40.0 </Targeting_Fire_Inaccuracy>

<Targeting_Fire_Inaccuracy> Super, 10.0 </Targeting_Fire_Inaccuracy>

 

<CategoryMask> Corvette | AntiFrigate | AntiCapital</CategoryMask>

<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

<Victory_Relevant>yes</Victory_Relevant>

<Has_Space_Evaluator>True</Has_Space_Evaluator>

 

<SFXEvent_Fire>Unit_Turbo_Fire</SFXEvent_Fire>

<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>

<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>

<SFXEvent_Build_Complete>Unit_Complete_Gunboat</SFXEvent_Build_Complete>

<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

<SFXEvent_Select>Unit_Select_Marauder_Cruiser</SFXEvent_Select>

<SFXEvent_Move>Unit_Move_Marauder_Cruiser</SFXEvent_Move>

<SFXEvent_Fleet_Move>Unit_Fleet_Move_Marauder_Cruiser</SFXEvent_Fleet_Move>

<SFXEvent_Attack>Unit_Attack_Marauder_Cruiser</SFXEvent_Attack>

<SFXEvent_Guard>Unit_Guard_Marauder_Cruiser</SFXEvent_Guard>

<SFXEvent_Move_Into_Nebula> Unit_Nebula_Marauder_Cruiser </SFXEvent_Move_Into_Nebula>

 

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Marauder_Cruiser </SFXEvent_Attack_Hardpoint>

 

<SFXEvent_Engine_Idle_Loop> Unit_Gunboat_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>

<SFXEvent_Engine_Moving_Loop> Unit_Gunboat_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>

<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Gunboat_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

 

<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

<MovementClass> Space </MovementClass>

<Guard_Chase_Range>1000.0</Guard_Chase_Range>

<Idle_Chase_Range>400.0</Idle_Chase_Range>

<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>

<!-- Non-Hero unit abilities description -->

 

<Encyclopedia_Text>TEXT_TOOLTIP_MARAUDER</Encyclopedia_Text>

<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>

 

<Score_Cost_Credits> 750</Score_Cost_Credits>

<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->

<Tactical_Build_Cost_Multiplayer>600</Tactical_Build_Cost_Multiplayer>

<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>

<Tactical_Build_Prerequisites/>

<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>

<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->

<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->

<!--<MULTIPLAYER SKIRMISH VALUES END>-->

<Population_Value>8</Population_Value>

</UniqueUnit>

 

Lets say I put in its model name

 

TEXT_UNIT_K-WING

 

and

 

EV what ever it works

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No you are misunderstanding me.

 

 

 

<SpaceUnit Name="K-Wing">

<Text_ID>TEXT_UNIT_MARAUDER_CRUISER</Text_ID>

<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER ...(snip)

 

Perhaps you do not understand his question, then.

 

He does not make a ship out of an existing model/ship by just changing the XML information. He wants to import an actual MODEL.

 

I don't mean this offensively, but do you know a model actually is?

 

For example. If you wanted to make yourself your OWN K-Wing model, you would have to make it in, say, 3DMax, and using a plugin, you'd have to export it as a .alo format. You'd then have to modify this line:

 

<Space_Model_Name>rv_missile_ship.alo</Space_Model_Name>

 

This is NOT possible at this time. It IS possible to add new ships/buildings by using existing models to represent them.

 

Just to clarify.

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I would just like to ask that is it possivle to do the reverse (extract the.alo model to other formats)? probably not....sorry if this question is stupid.

 

Is it 100% sure that there are no bones to be attached on the current death star model so we can't put hardpoints on it? Everyone has been saying no but the developers might have only wiped them out from the original design...

. TBH, my first question was to know that whether this can be proved from the models

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There was a rumer I herad a while back, I have not looked into it very much as I am not a moder by any strech of the imagination so if it turns out to be falce don't kill me. Any way the rumer is, the mod tools that worked for the demo work in a limited capacity for the full vertion of the game. If you feel ambitious you may want to look into this, or let it fall by the way side and wate for the ofical mod tools the choice is yours after all.

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  • 3 weeks later...

The deathstar model is already in the game.

 

<Space_Model_Name>w_planet_deathstar.alo</Space_Model_Name>

 

 

I've managed to add abilities to it such as a copy of Piett's Energy Weapon, but haven't managed to make it solid or be able to fire anything else. It can also launch garrison.

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There was a rumer I herad a while back, I have not looked into it very much as I am not a moder by any strech of the imagination so if it turns out to be falce don't kill me. Any way the rumer is, the mod tools that worked for the demo work in a limited capacity for the full vertion of the game. If you feel ambitious you may want to look into this, or let it fall by the way side and wate for the ofical mod tools the choice is yours after all.

 

Umm.. you mean something like extracting the .meg files or some other stuff like that? If so, yes, that's possible, but there have never been any mod tools with which you could add new models into the game.

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