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By now, our community has mostly migrated to Discord. This forum mainly serves as an archive nowadays, and isn't actively supervised anymore.
Feel free to head over to our Discord for a more active community. You're much more likely to get fast replies and support there than here.
Inzwischen ist unsere Community größtenteils auf unserem Discord-Server zu finden. Dieses Forum dient hauptsächlich noch als Archiv und wird nicht mehr aktiv betreut.
Schau gerne auf unserem Discord-Server vorbei - Dort findest Du die aktive Community und wirst viel wahrscheinlicher schnelle Antworten oder Unterstützung erhalten, als hier.
|ALA||Data\Art\Models||Animations||Use the Alo Exporter to create ALO and ALA files from 3D Studio Max. Use the Alo Importer to import ALO and ALA files back into 3D Studio Max. Each ALA file is a single animation, it's filename prefixed with the object name.|
|ALO||Data\Art\Models||Objects||Use the Alo Exporter to create ALO and ALA files from 3D Studio Max. Use the Alo Importer to import ALO and ALA files back into 3D Studio Max. Each ALA file is a single animation, it's filename prefixed with the object name.|
|ALO||Data\Art\Models||Particles||Use the Particle Editor to create or edit particles.|
|BIK||Data\Video||Videos||Bik files contain the movies that will be played when the games starts or at the end of a victorious campaign. Use RAD Video Tools to create them.|
|DAT||Data\Text||String files||DAT files contain all strings used in the game. Edit with the String Editor.|
|DDS||Data\Art\Textures||Textures||These files contain the textures used by everything in the game from objects to terrain. The game will try both extension when looking for these files.|
|FX||Data\Art\Shaders||DirectX Shaders||FX files can be edited with any plain text editor such as notepad.|
|FXO||Data\Art\Shaders||DirectX Shaders||FXO files are compiled FX files and should not be edited.|
|H||Data\Resourcres\GUIDialogs||XML files||Defines the symbol names and their values used in GUIDIALOGS.RC. Open with any text editor.|
|LUA||Data\Scripts||Lua Scripts||Lua Scripts control a lot of the gameplay logic, including AI and even the GUI. The Lua files that come with the game are compiled and should not be edited. The mod tools have the Lua sources which should be used instead.|
|MP3||Data\Audio\Music||Music||These are standard MP3 files for game music. Edit with any MP3 editor.|
|MTD||Data\Art\Textures||Mega Texture Directory||This file, combined with its similary-named TGA file form a Mega-Texture and contains the units icons. They can be edited with the MTD Editor.|
|RC||Data\Resourcres\GUIDialogs||XML files||Defines all the dialogs/windows/buttons in the game. Prefferably editable in Microsoft Visaul C++ but can be opened in any text editor.|
|TED||Data\Art\Maps||Maps||Use the Map Editor to create or edit maps.|
|TEC||Data\Art\Cinematics||TEC file||These have somthing to do with cinematics, as they came out of cinematics.meg. No editors have been released as of yet.|
|TXT||Data||Unit names||Defines alternate names for some space units. Editable in any text editor.|
|TXT||Data/Scripts/Story||Story Dialog||Used for dialog scripting in Galactic Conquest. Editable in any text editor.|
|TXT||Data\XML||Text||Used for assigning sound effects to specific frames of animation. Editable in any text editor.|
|TGA||Data\Art\Textures||Textures||These files contain the textures used by everything in the game from objects to terrain. The game will try both extension when looking for these files.|
|WAV||Data\Audio\Speech||Speech||These are standard WAV files for Speech events. There are localized version for several languages. Edit with any WAV editor.|
|WAV||Data\Audio\SFX||Sound effects||These are standard mono WAV files for sound effects events. Edit with any WAV editor.|
|XML||Data\XML||XML files||The XML files contain most description of units, objects, effects, rules and other gameplay basics. Edit them with a simple text editor or specialized XML editor.|
|v1.2:||Fixed the bug where it wouldn't load files.||(2008/07/12)|
|v1.1:||Added german language version.||((2008/06/04)|
|EaW\3dsmax6\max2alamo.dle||v1||v1||Mod Tools for EaW|
|EaW\3dsmax8\max2alamo.dle||v1||v1||Seperate download [LINK DEAD]|
|FoC\3dsmax8\max2alamo.dle||v1||v2||Mod Tools for FoC|
|UaW\3dsmax9\max2alamo.dle||v2||v2||Mod Tools for UaW|
|v1.1:||Added Universe at War: Earth Assault exporter||(2008/12/01)|
|v1.1:||Fixed a small issue with visibility tracks||(2008/07/06)|
|v1.2:||The viewer now properly loads MegaFiles in selected Mods.||(2008/10/05)|
|v1.1:||Fixed a bug with particle system orientation and timing for EaW/FoC.||(2008/06/15)|
|v1.0:||Added Universe of War support, Mod support, particles, sounds, more selection options, better rendering, shadow mesh debugging and a german version.||(2008/06/09)|
|v0.7:||Added Forces of Corruption path support, nature settings, shadows, improved render order, billboarding, bone coordinate systems and a ground plane.||(2006/11/22)|
|v0.6:||(At special request) Added drag & drop support and added the "hidden" and "collision" fields to the models dialog.||(2006/10/12)|
|v0.5:||Added support for the Forces of Corruption demo's animations.||(2006/10/06)|
|v0.4:||Added the wireframe option and fixed some bugs (thanks to swgbex's beta testing).||(2006/08/16)|
|v0.3:||Added support for animations, colorization and bones. Also added a detailed model dialog box.||(2006/05/14)|
|v0.2:||Made it search the registry and use shell functions in order to find the Empire at War directory.||(2006/03/15)|
|Exported strings||Sorted on name||Unsorted|
|Name-based lookup||Possible||Not possible|
|Index-based lookup||Possible, but not recommended||Possible|
|v1.4:||Added german language version.||(2008/06/05)|
|v1.3:||Fixed a bug that occured when cutting text (thanks, Phoenix Rising).||(2007/07/05)|
|v1.2:||Added scroll bars to the version and language dropdown boxes.||(2007/03/21)|
When exporting after saving, the editor wouldn't export string values.
When saving after starting a new file, it would overwrite the previously opened file.
In the export dialog, the names of the languages were cut off.
Thanks to Phoenix Rising for discovering the first one.