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Eldelnas
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PostSubject: Questions about my mod   4/3/2016, 6:51 pm

Hi! I started making a mod a few weeks ago, and I've got some problems I don't know how to solve because I'm new to all this. I'll post all the problems here to not create a lot of different posts.

If someone knows how to solve them, please help :P

1. Ship becoming transparent
So I have this problem when I place the rebel blockade runner ship on my map. I don't know why from a distance it becomes transparent and you can even see the props behind it. Shouldn't it just show a low-rez texture at a distance but still be able to see it?

http://i.imgur.com/eL1S7v9.png
http://i.imgur.com/kDynPw8.png

2. Black texture
This is the tatooine crashed ship prop (half inside the ground), and it shows up all black. At a distance you can see the low-rez texture, but close up you can't see any texture at all. I think I got all the files for it in the msh folder... I don't know what to do.

http://i.imgur.com/OOkWKWl.png

3. Galactic era only?
This is a simple question. How do I make my map only playable on the Galactic Civil War era and remove the Clone Wars era on this map?

Sorry for the long post. Smile
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Icemember
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PostSubject: Re: Questions about my mod   4/3/2016, 7:10 pm

Looks like it needs a lowrez model.
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Eldelnas
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PostSubject: Re: Questions about my mod   4/3/2016, 7:57 pm

Which one needs it? Where could I find the model?
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Icemember
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PostSubject: Re: Questions about my mod   4/3/2016, 8:45 pm

Your corvette model needs a lowrez model. Look in the corvettes odf file to see which lowrez models it needs.
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Eldelnas
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PostSubject: Re: Questions about my mod   4/3/2016, 9:48 pm

This is what the ODF says, I don't know which one is the lowrez model :(

[GameObjectClass]

ClassLabel = "destructablebuilding"
GeometryName = "all_prop_blockaderunner.msh"


[Properties]

GeometryName = "all_prop_blockaderunner"

MaxHealth = "90000.0"

ExplosionName = "spa_prop_frigate_destruct_exp"
//DestroyedGeometryName = "all_prop_blockaderunner_chunk2"

MapTexture = "icon_all_blockaderunner"
MapScale = 5
RemoveFromMapWhenDead = "1"

And the rest of the ODF has to do with taking damage...
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Eldelnas
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PostSubject: Re: Questions about my mod   4/12/2016, 7:03 pm

Ok, I solved the problem with the tatooine crashed ship by adding the whole TAT folder to my world folder.

But I still have no idea on how to solve my other two problems... any help is welcome Smile
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Icemember
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PostSubject: Re: Questions about my mod   4/12/2016, 7:33 pm

I checked inside the all_prop_blockaderunner model. it odesnt have a lowrex model. also tried to look
for one in the folders. There was none that I could see. I assume this model was meant to be up close
and personal. Until a modder makes one for it.
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Eldelnas
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PostSubject: Re: Questions about my mod   4/12/2016, 8:09 pm

Maybe, but I saw a mod that had the blockade runner and you could always see it.

The mod is called "Luna", see for yourself here https://www.youtube.com/watch?v=h_WfC9NWIcc

I just need to have it like that for my map, but I don't know how he did it :(
I hope I can solve it eventually...
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Icemember
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PostSubject: Re: Questions about my mod   4/12/2016, 9:55 pm

The modder must of added a lowrez for it. Or did something to the odf file. If you look at a trooper
class odf file, it shows you a line of the name of the lowrez model for it.

You can try add that line and copy paste a 2nd corvette, only rename it with lowrez. See if that works.
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Cdt Fox
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PostSubject: Re: Questions about my mod   4/16/2016, 5:57 am

Icemember wrote:


You can try add that line and copy paste a 2nd corvette, only rename it with lowrez. See if that works.

Yes, I think it works: all my custom units have the same msh for the 'lowrez' part and it didn't crash king
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Eldelnas
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PostSubject: Re: Questions about my mod   4/16/2016, 8:30 am

Ok, I'll try, but I don't really know how to do that. I've been looking for the line I have to copy and paste but I don't know which one it is :(

PS: Sorry for all the trouble I'm giving you Embarassed
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Icemember
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PostSubject: Re: Questions about my mod   4/16/2016, 9:10 am

GeometryLowRes = "yourmodelname"

I would read the documentation that comes with the modtools. It teaches you how to get started
on mapping and creating sides. And where to get files for everything in the stock game. Also
explains whats what in the odf files.
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Eldelnas
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PostSubject: Re: Questions about my mod   4/16/2016, 10:00 am

Thanks! I'll definitely read it Smile
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Zoyarox Craszen
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PostSubject: Re: Questions about my mod   5/11/2016, 2:17 pm

Also interested in the answer for 3., or should we just check the documentation?
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Eldelnas
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PostSubject: Re: Questions about my mod   5/11/2016, 3:18 pm

I've checked through all the documentation, but I can't seem to find the answers that I need. :/
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RevanSithLord
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PostSubject: Re: Questions about my mod   5/11/2016, 4:19 pm

Yeah. It's pretty difficult finding answers you need. I always had to sift through everything and scan with my eyes like a hawk. Sometimes it took me days or weeks. I wish I had saved Icemember's tutorials so that I could upload pictures of them.
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DylanRocket
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PostSubject: Re: Questions about my mod   5/13/2016, 8:19 pm

Eldelnas wrote:
3. Galactic era only?
This is a simple question. How do I make my map only playable on the Galactic Civil War era and remove the Clone Wars era on this map?

Delete ***c_con.lua from Common/Scripts/***/ and delete ***c_con.req from Common/mission/

Afterwards, open addme.lua and remove this line:

Code:
AddDownloadableContent("***","***c_con",4)

Finally, change this line:

Code:
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "***%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c  = 1,}

To this:

Code:
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "***%s_%s", era_g = 1, mode_con_g = 1,}

*** Stands for your 3-letter name for your map. I don't recommend copy pasting these lines as the 3-letter name won't match yours.
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Eldelnas
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PostSubject: Re: Questions about my mod   5/14/2016, 8:05 am

Oh, thank you very much! I'll try that and see if it works Very Happy
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DylanRocket
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PostSubject: Re: Questions about my mod   5/14/2016, 3:09 pm

No problem! Smile It should work if I didn't forget anything.
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Eldelnas
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PostSubject: Re: Questions about my mod   5/15/2016, 4:05 pm

Just tried it and it worked perfectly, thanks! Smile Now that just leaves me with question number 1.
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Eldelnas
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PostSubject: Re: Questions about my mod   5/30/2016, 3:13 pm

I've solved the problem with the invisible ship from question number 1, that leaves all my questions answered, thank you all.

BTW I solved it by setting a higher visibility on my .sky file, just in case anyone was wondering Smile
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