I like how they ripple
Thank you for the tutorial!
Copy this over the base FoC Data folder. Make a backup of the original folder first.
This is just copied over the base FoC Data folder. Make a backup of the original folder first.
I forgot to add some things to the changelog but they are listed in the Credits file.
I would get to that with version three of an addon. It would require the mod to either have the faction or units to make up the Rebel Clone Army. There wouldn't be a GC based on them. They'd be either a minor faction or small playable faction for a few GCs between the Clone Wars and Galactic Civil War. This may change in the future.
Thank you. I'll eventually put the files on Steam. The Crosscurrent Plan outlines when that will be. I should have an updated demo by this weekend.
The demo is just extra space and land defenses right now. I'll have another version out this week with an updated GC map and some other fixes. The main Crosscurrent mod won't be until phase 3. For now I'm working on sub-mods to port the gameplay ideas to other mods.
The demo is just showing the defenses I'm working on. I'll make add-ons for other mods that add similar things. I'm still updating the excel tables but I wanted to make something that could be modular and adapted to any mod while keeping the balance. I'll post an article later today.
These last five pics are the space and land defenses for the Empire. I'll upload the Rebels and Zann Consortium soon.
Most of the new land defenses will attempt to shoot at aircraft. They will be very inaccurate though.
Strategic Improvement mod is one of them. I like how they have infantry platoons where most troops have laser rifles/pistols, some grenadiers thrown in, and maybe a sergeant/lieutenant as well. Makes infantry feel more useful.
There's a way to re-map textures to a new UV using Blender. Youtube.com If you unwrap the UV using 3dsmax you can use xNormal for the new object UV and merge it with the re-mapped texture. The UV's shouldn't overlap after this so I don't know how it would affect performance.
Looks nice. What do you use to make the textures?
I've extracted some models to 3dsmax8 and exported them as .fbx files. I'm trying to use xNormal to add Ambient Occlusion but the UV placing for larger/complicated models seem to overlap (or have multiple UV maps if it is made of multiple meshes). I can't unwrap them or flatten them without distorting the texture placement for it. Leaving the UVs as is makes the AO render somewhat inaccurate. Does anyone know a workaround for this?
Is that why your mod is no longer on here either? Just curious about why the later versions disappeared.
Are these hovercraft or are the restricted to 'water' passability?
What program was used for this?
If I remember correctly the Alliance and Strategic Improvement mods had filter options for the UI. Such as a tab for structures, different sizes of ships, and different types of land units.
Jaktt1337
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