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  1. eddieb

    Different Direction....Robotech?

    If you could please send me the files for a problematic model with multiple textures, I can take a look. I should also add that the bitmaps don't have to be 256x256. They just have to be a power of 2 on each side.
  2. eddieb

    Different Direction....Robotech?

    There's no need to use a single texture file. Objs can have .mtl files, which allow you to use multiple textures on a single model.
  3. eddieb

    WC Importers/Extractors

    Yeah, by luck it does, but it will probably just use the first image of the animated gif. But you lose the alpha channel with animated gifs. So I prefer pngs. Be careful with what you extract, some mats have a transparency channel, but there's usually a corresponding lower-quality mat missing...
  4. eddieb

    Music

    So there's a couple of places. Here in gameflow.xml <music debriefing_good_music="wc1-debriefgood.mp3" debriefing_bad_music="wc1-debriefbad.mp3" background_sound="gameflow_chatter.mp3" default_music="fcgameflow.mp3" /> The other option is to call Gameflow_setBackgroundSound(string...
  5. eddieb

    Capship Components and Weapons in the making

    Just a suggestion: Since the capship weapons don't fire, why not concentrate on another area?
  6. eddieb

    Capship Components and Weapons in the making

    Are you trying to hack in corvettes? That is, fighters that are slow, have lots of turrets, but have the color of a capship? Just make them fighters. And then make a feature request to add an attribute to the ship xml to for the color show up as the capship color. I'm sorry, but I don't...
  7. eddieb

    WCSO Bullet.Iff

    I believe 180.0 has to do with how fast the weapon rotates about its heading vector.
  8. eddieb

    WC Importers/Extractors

    The yellow targeting squares are computed from the mesh geometry. There's nothing in the XML that specifies the boxes. Could be a coding bug.
  9. eddieb

    WC Importers/Extractors

    Yes, they've been updated. They might need a little tweak to deal with secret ops weapons. I don't have time to update to the SO stuff now, but maybe next month. In the mean, hold tight, and don't spend effort converting by hand.
  10. eddieb

    Wing Commander: Fleet Assault

    Jazzed? No pun intended :).
  11. eddieb

    Font

    The files are created with http://www.lmnopc.com/bitmapfontbuilder/
  12. eddieb

    Cutscene question

    Saf asked if there is a way to customize the current default cutscene, instead of scripting a new one. Sorry, there's not a way. I suppose you could change the textures or mesh for the landing bay. Sorry, the menu layout is hardcoded, there's not a way to move the text around.
  13. eddieb

    Ship set target

    And eventually there should be attack and defend queues, so you can prioritize targets from a script.
  14. eddieb

    Ship set target

    There's no explicit bomber run ai yet, but I think it does know to at least switch to torps, if I recall.
  15. eddieb

    Ship set target

    Hmm. I wonder if your scriptids in the mission.xml don't match the ids in the lua.
  16. eddieb

    Cutscene question

    I just tried it, and prelaunch="none" works just fine. Look at the cutscenes.campaign.xml file, and try the cutscene campaign out. It uses this option.
  17. eddieb

    Cutscene question

    You can disable the launch cutscene for a mission in the campaign xml file <xs:element name="mission"> <xs:complexType> <xs:attribute name="file" type="xs:string" use="required"/> <xs:attribute name="win" type="xs:string" use="optional"/> <xs:attribute name="lose"...
  18. eddieb

    Cutscene question

    That's already done. You can disable the default cutscenes. And you can make any cutscene on your own.
  19. eddieb

    Modding Tutorials?

    No the pods don't rotate. Here's the old ship editor. http://flightcommander.solsector.net/shipeditor.zip I sent you a private message with a link to a 1.7 preview.
  20. eddieb

    Modding Tutorials?

    So before you start work, let's coordinate. Ship xml has some new fields in 1.7. Also 1.7 has changed how you refer to weapons. In 1.7, you can refer to weapons by name, not by number. Also, I'd wait on capships. Since they're a bit useless now, turrets don't fire yet. The ship display idea...
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