[ENG] Modding Tool Collection

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14 Okt 2015 01:43 #75613 von Locutus
DDS/TGA Editor


About:
To open the textures that are used in the game you need a special program.
You can either use plugins (scroll down) or a completely independet program which is introduced here.
DXTBmp is a very small and simple-to-use program that enables you to open, view and edit TGA and DDS files.

Features:
- Program building on the knowledge gained with Bmp2000 and specialised for the 16 bit versions of the Extended Bitmap.
- Supports 565, 555-1, 444-4 and DXT (CFS2/FS2002) formats for loading and saving.
- Now also supports DDS (CFS3). Images can be passed to any Paint program for editing in 24 bit and then re-imported and saved in any of the 16/24/32 bit formats.
- Transparency (Alpha) channel of textures can be viewed and edited separately from the main image

Alternatively you can use plugins for other graphic editing programs, scroll down to view them.


Download:
DXTBmp 4.00.96 for 32-bit Windows XP/Vista/7/8 (984 kB)
Languages: English


Installation:
Run the installer and you're done.


Changelog:
VersionChanged ContentDate
v4.00.96:Many updates. Now supports reading of RailSimulator TGPCDX textures, Creative Assembly textures (Medieval 2 Total war etc) and Infinity Ward Image (Call of Duty etc). Also supports writing of Creative Assembly textures and Infinity Ward Image (IWI)(10/03/09)
v4.00.95:Many updates and fixes. Fix for DDS without mips problem in FSX, additional formats. Now fully Vista compatible(07/08/08)
v4.00.79:Some minor bugfixes(21/05/04)
v4.00.77:new nVidia code...working. Total reorganisation of layout, drag`n`drop, commandline, loads...(21/04/04)
v4.00.74:Reversion back to earlier format because of problems found with XP and DDS using the latest nVidia code.(03/04/04)
v4.00.72:Major enhancements and increased format support.(23/03/04)
v4.00.71:Catching up after not updating this page for an age. Minor fix to DXT1A unmipped save(15/03/04)
v4.00.60:Final cure for the DXT1 with Alpha bug(05/01/03)
v4.00.58:Add new non-nVidia fallback save for DDS DXT1(28/12/02)
v4.00.55:Increased DDS support. Added prefs option to choose a different drive for temp files (for users without a C: drive...)(15/10/02)
v4.00.49:Added option to temporarily switch off the creation of Mipmaps.(23/05/02)
v4.00.46:Modified "old code" DXT1 Alpha save so Alpha channel used instead of "pure green". Transparency preview(08/12/01)
v4.00.45:Now loads DXT3 complete with Alpha(01/12/01)
v4.00.44:Restored the old DXT1 Alpha save code as an option (for images that fall foul of the nVidia Bug)(28/11/01)
v4.00.43:Updated ACE DXT support(06/10/01)
v4.00.42:Added new options to Export DDS and ACE (MS Trainsim) images(21/09/01)
v4.00.37:Added support for 32 bit Extended Textures. Also fixed a bug in Targa32 Save(21/07/01)
v4.00.36:New codec provides for saving all formats via the nVidia lib (including DXT1a). Install includes mwgfx.dll and mwdds.dll(20/07/01)
v4.00.35:Preview now views all mips(01/07/01)
v4.00.33:New Buttons. Preview of save formats. Self Installer. Start menu shortcuts(23/06/01)
v4.00.32:Bugfix to correct the "Black texture" problem when loading Normal images(19/06/01)
v4.00.31:Incorporate nVidia codec into support dll so nvDXT is no longer needed(18/06/01)
v4.00.30:Added Flip option - Requires the latest mwgfx.dll(17/06/01)
v4.00.28:Interface changes. greater nvDXT integration. Export Targa(10/06/01)
v4.00.25:nVidia nvDXT integration(25/05/01)
v4.00.24:Changes, tidyup, updated Help(19/05/01)
v4.00.21:Slight Bugfix(27/01/01)
v4.00.20 :Added "Save DXT (Imagetool)"(23/01/01)
v4.00.18:Added ImageTool Mip Option(23/12/00)
v4.00.17:BUGFIX for Opaque+Alpha Write(10/12/00)
v4.00.15:BUGFIX for Opaque+Alpha read(28/11/00)
v4.00.14:Added Create Alpha Channel(11/11/00)
v4.00.12:BUGFIX for error in 444-4 save(09/11/00)
v4.00.11:BUGFIX for error in 565 save(31/10/00 )



Plugins:

Thumbnail Plugins:
- These plugins allow you view DDS and TGA images directly in the Windows Explorer: Download

Program Plugins:
- NVidia DDS Plugin for Photoshop or Paint Shop Pro (also allows normal map creation): Download (32 bit) | Download (64 bit)
- DDS plugin for Gimp: Download


Using the NVidia DDS Plugin:
It is actually quite easy to save your images in the DDS format, despite the overwhelming number of options in the Save dialog. Lets open up an image that we want to save as a DDS. Open your own, or use the image Lord of Gifts has provided . To cover everything in this one tutorial, this image also uses an alpha channel, represented by red in the right image.

Note that the length and width are both powers of two. Your image must also have these dimensions as well, or you cannot save in the DDS format.

Save your image. (File -> Save As...) Name your image and select DDS (*.DDS) from the Format: dropdown list. Click Save and you will be taken to the NVIDIA dds format dialog. If you recieve a 'Unsupported input format' error, Flatten the image and try again. (Layer -> Flatten Image) I'll go over what you need to change in this dialog.

Save Format:

Select Explicit Alpha (DXT 3) if your image uses alpha channels. Otherwise, you want to select No Alpha (DXT 1).

MIP maps:

MIP maps aren't neccesary, but I would recommend selecting Generate MIP maps. If you are editing an image that already has MIP maps, select Use Existing MIP maps. If you are creating a decal or icon of some sort, select No MIP maps.

Other:

If it isn't already selected be sure that 2D Texture is selected. You can't save if it isn't.

Click the save button and thats it.
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14 Okt 2015 01:46 #75614 von Locutus
LUA Tools


About:
Important:These tools are NOT for editing lua files. See XML/LUA/HEX-Editor for that.
These tools allow you to convert Lua object files or disassemble them.
Note that these tools are NOT for regular modders. Non-compiled Lua files can be edited with any text editor, and there is no way (yet) to convert the compiled Lua files into non-compiled Lua files.
The non-compiled lua files are shipped with the map editor. If you install it you can find them in ...\Mods\Source\Scripts.


Download:
Lua Tools 1.2 for 32-bit Windows XP/Vista (190 kB)
Languages: English


Installation:
To run, just unzip the archive to a location of your choice and run either file from the command prompt.

The Lua Converter:
Syntax: luacvt <src-file> <dest-file>
This program will read a Lua or Lup file and convert it to a Lup or Lua file. The format of the source file is automatically detected and the appropriate destination format selected. EaW/FoC Luas will be converted to Lua 5.0 files and vica versa. UaW Luas will be converted to Lua 5.1 files and vica versa.

The Lua Disassembler:
Syntax: luadisasm <src-file>
This program will read a Lua 5.0 or 5.1 object file and disassemble it to stdout.


Changelog:
VersionChanged ContentDate
v1.2:Fixed a bug in the disassembler where it wouldn't load certain files(2008/08/08)
v1.1:Updated converter and disassembler for Lua 5.1 and Universe at War(2008/06/13)
Manually decompiled Lua files withdrawn(2006/05/22)
v1.0:Initial release(2006/05/05)
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14 Okt 2015 01:49 #75615 von Locutus
Map Editor


About:
Petroglyph's Map Editor lets you view and edit maps.


Download:
Mod Tools for Empire at War: Forces of Corruption (14.1 MB)
Languages: English


Mod Tools for Empire at War (6.0 MB)
Languages: English


Installation:
Install the application and run it by selecting the Map Editor in the Start Menu.


Editor Patches:
Note that the standard PG map editors for EaW and FoC have the undesired behavior that they delete shaders and the MT_CommandBar files on startup.
I patched their map editor to disable this behavior. Download the patched executables here and copy them over the installed Petroglyph Map Editor (be sure to backup the original).
The patches were made by replacing all calls to DeleteFileA in the executable with calls to GetFileAttributesA, a read-only operation that takes the same arguments as DeleteFileA.
Disclaimer: use these programs at your own risk.

Download Patched Editors:
Patched Map Editor for Empire at War: Forces of Corruption (3.8 MB)
Languages: English

Patched Map Editor for Empire at War (3.6 MB)
Languages: English


Usage:
Please see [url=]section 4 (Mapping)[/url] on how to use the editor.
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14 Okt 2015 01:53 #75616 von Locutus
Map Preview Extractor


About:
The Map Preview Extractor lets you extract the 256x256 Map Preview Image stored in maps made by Petroglyph's Forces of Corruption Map Editor and save it as a TGA file.
This tool will make it possible to create fully functional Base Layouts in Galactic Conquest maps in Empire at War: Forces of Corruption. By removing the preview image from the map, the markers are enabled on the Base Layout screen in the game.
Note that the extracted preview image can be used as background for the Base Layout: resize the extracted image to 512x512 and save it in the Textures directory as a DX3 DDS file, with the same filename as the map.
Alternatively, you can use the Map Preview Creator which helps you generate Preview Picturues for EaW Maps, but this won't enable the Base Layouts (scrool down).

Download:
Map Preview Extractor 1.0 for 32-bit Windows XP/Vista (35 kB)
Languages: English, German


Installation:
To run, just unzip the archive to a location of your choice and start MapPreviewExtractor.exe.


Usage:
Use the "Browse" button to select a Map file where you want to extract the preview from. You can also drag a map file onto the application window or executable. Then hit "Extract Preview" and select a location to save the TGA file to.

Important: After extracting, the preview image is REMOVED from the original map file.


Changelog:
VersionChanged ContentDate
1.0:Initial release.(2008/07/12)



Alterantive: Map Preview Creator


About:
EAW Map Preview Generator allows you to create previews of your custom made maps by taking a screenshot of them in the editor. They will then appear on the loading screen of your map. Some of EAW MPG's features are:
- automated window detection and control
- dedicated image processing algorithms
- shortcuts to all your EAW/FOC games/editors
- quick image conversion from .bmp to .dds


Download:
Map Preview Generator 1.0 for 32-bit Windows XP/Vista/7 (675 kB)
Languages: English

Installation:
Extract eaw_mpg_by_soong101.zip in any directory you like to. You can use your EAW installation directory, but you don´t have to.

Before starting eawmpg.exe the first time, install Nvidia DDS Utilities - in any preferred directory. As with EAW MPG, there are no restrictions.

On first startup, EAW MPG will scan your disk for available installations. Please check the "Paths" panel to make sure EAW MPG has found all installation. If not, you can manually set the paths. Do that by selecting the installation´s .exe file in the file browser that pops up (e.g. sweaw.exe for the main game). You won´t have to do this on every start since EAW MPG saves your settings persistently.

If you install an editor or DDS Utilities after the initial start, you can always update EAW MPG by using Tools > Scan for installations or by manually entering them on the "Paths" panel.


Usage:

Capture image from editor

1. Check your settings
Before starting the capturing process, please check the following settings:

-Fix perspective:
Select this if you want the image to be transformed in order to make it look "top-down". Since the camera cannot be placed perpendicular to the ground, EAW MPG includes a dedicated transformation algorithm that fixes that issue.
Uncheck that option if you don´t want the perspective to be changed. That can be suited for space maps, where objects are the only "perspective affected" things and may look awkward when strechted.

-Delay (ms)
Since EAW MPG needs to switch to the editor before the capturing frame can be attached to it, the editor window has to be "reactivated" first (actually it´s drawn to the screen). Depending on current CPU/RAM load, this may take a while - we´re talking about milliseconds in normal cases (if your editor needs several seconds before it´s redrawn to the screen, close some applications to decrease CPU and RAM load). A value of ca. 300 ms suits in most cases; increase it if EAW MPG is too fast and triggers too early.

Values between 50 and 3000 are accepted.

2. Hit it!
Now that you have made your settings, hit "Start". The editor window will be brought to the front and EAW MPG attaches to it, drawing a lime colored frame around an area of the editor view frame.


You still have the choice if you want to have perspective fixed or not. Depending thereon, the lime frame will include a dashed trapezoid - that is the area you will see on the quadratic preview later - or not.
Press [CTRL]+[D] to position the camera in "map overview" mode. If you want to, press [CTRL]+[H] to hide objects. Most of the original map previews don´t show objects either. Plus, it will decrease CPU load.

Now place the map´s playable are — i.e. the yellow frame — inside the lime colored frame (or the dashed trapezoid, if the perspective is to be fixed). Do that by zooming and scrolling — do NOT change the perspective. In most cases, centering it horizontally and vertically is best, but actually there are no restrictions. What is inside the lime colored frame (or the dashed trapezoid...) will be captured. Note that a quadratic map fits exactly inside the dashed trapezoid — for natural reasons.
Tip: After positioning the camera (or before), switch to object mode (button 'Objects'). That will hide the magenta circle around the cursor which only appears in texture mode.
Tip: If your map contains wide, flat, equally textured areas cloud shadows may look disturbing. By changing the cloud texture under Nature > Cloud texture to "w_clouds01" they look a bit less flashy.

3. Hit it! (again)
If you´re done, press "Capture" to finish the process. EAW MPG will automatically capture, process, and save the preview for you.


Load image from file

1. Check your settings
Before starting the capturing process, please check the following settings:

- Select mode
Since EAW MPG cannot tell from a BMP file whether the map is for EAW or FOC, you need to specify that by selecting either EAW or FOC. Depending on the available installations, one option can be grayed out (i.e. unselectable).

2. Hit it!
Click "Start" if you´re ready. You will be prompted for a BMP file. Note that only 256x256 Pixel images are accepted. Make sure you have named the file exactly like your .ted file (e.g. myfirsttry.ted => myfirsttry.bmp). Also, there is no option to edit the picture in any way. If you press "Open", the file will be loaded, converted and stored.
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14 Okt 2015 01:59 #75617 von Locutus
Mega File Editor


About:
The Mega File Editor lets you open and create Mega Files and insert, extract and delete files from them.


Download:
Mega File Editor (356 kB)
Languages: English


Installation:
Prerequisites:
The editor requires the following software to be installed:
Microsoft .NET Framework 3.5

Installing:
To run, just unzip the archive to a location of your choice and start MegEditor.exe.
Alternatively, you can drag a mega file onto the executable to open it.


About Meg files:
The MEG files for your game can be found in the 'GameData\Data' folder, where ever you installed the game, typically at 'C:\Program Files\LucasArts\Star Wars Empire at War\GameData\Data'.
Below is a list of all the MEG files used by EaW and what they contain:
-> Cinematics.meg - Contains cinematics of some sort.
-> Config.meg - Contains the Lua and XML files.
-> **LANGUAGE**Speech.meg - This file, and where it is extracted to, changes based on what language you installed your game in. It contains all the speech for the language you installed in.
-> Maps.meg - Contains the maps for the game.
-> Models.meg - Contains all the models and animation used for the game.
-> Movies.meg - Contains all the Bink movies used in the game.
-> Music.meg - Contains the game soundtrack.
-> SFX2D_Non_Localized.meg - Contains 2D sound effects that do not need to change based on language.
-> SF3D_Non_Localized.meg - Contains 3D sound effects that do not need to change based on language
-> Shaders.meg - Contains the shaders for the game.
-> Textures.meg - Contains all the skins and artwork used in the game.
If you go deeper into modding it can be useful to extract all of them to see how things are set up in EaW.


Adding a new Meg file:
With the release of FinalBIG v0.40 and the MEG-Editor from Mike.NL we now have the ability to construct our own megafiles that contain our modded files. I'll run through the process of constructing and using a new megafile.
Open FinalBIG and create a new megafile. To add a file, simply drag and drop it into the FinalBIG window. A dialog box will pop up asking what you would like to save this file as. You must enter a correct file stucture or your files will have no effect. For example MOVIES.XML is in DATA\XML\MOVIES.XML. ALPHA.DDS is in DATA\ART\TEXTURES\ALPHA.DDS. Save your new megafile in the GameData\Data\ directory, where you installed empire at war. In this tutorial we will call it test.meg. Be sure to replace test.meg with whatever you named your megafile. Now you need to open MegaFiles.xml, which is in the GameData/Data/ directory. At the end of the file, right before the </Mega_Files> line, add the line <File> Data\test.meg </File>. This tells the game that you want it to read your megafile as well.
Note: For creating a regular mod it is not necessary to create a megafile.


Changelog:
VersionChanged ContentDate
v1.0:Initial release(2011/07/21)


Mega File Format:
Mega Files (extension: .MEG) in Petroglyph's games are used to store the collection of game files. By packing these files into a single large file, the operating-system overhead of storing and opening each individual file is removed and it helps avoid fragmentation.

Format #1:
Warnung: Spoiler! [ Zum Anzeigen klicken ]


Format #2:
Warnung: Spoiler! [ Zum Anzeigen klicken ]


Format #3:
Warnung: Spoiler! [ Zum Anzeigen klicken ]



Notes:
The number of files and number of filenames are always equal (so far).
The filenames are NOT zero-terminated.
The File Table is sorted on the CRC (in ascending order).

Using multiple Mega Files:
It is common or just possible for Petroglyph's games to have multiple Mega Files, and even Mega Files for user mods. All used Mega Files are listed in MegaFiles.xml in a game directory. Petroglyph's games read this file and, load all Mega Files and merge their File Table to create one Master File Table. If a file occurs in multiple Mega Files, the file in the Mega File listed last in MegaFiles.xml will be used.


Alternative Tools:
- For simple and quick extracting you can also use the Renevo Meg-Extractor: Download
- Final Big is another tool to create, edit and extract from Mega files: Download
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14 Okt 2015 02:00 #75618 von Locutus
Mod Launcher


About:
A Modlauncher is a program that allows you to start mods easily.
There's a great number of launchers in the web; a selection can be found here.


Download:
Star Wars: Empire at War - ModLauncher from BertHunter for 32-/64-bit Windows XP/Vista/7/8 (1.38 MB)
Languages: English
Warnung: Spoiler! [ Zum Anzeigen klicken ]



FoC Mod-Launcher from Anakin_Sklavenwalker for 32-/64-bit Windows XP/Vista/7/8 (27 kB)
Languages: English
Warnung: Spoiler! [ Zum Anzeigen klicken ]



Empire at war/Forces of Corruption Mod Launcher from SMG for 32-bit Windows XP (423 kB)
Languages: English
Warnung: Spoiler! [ Zum Anzeigen klicken ]




Stargate Pegasus Chronicles Modlauncher from SGMG for 32-/64-bit Windows XP/Vista/7/8 (TPC only) (963 kB)
Languages: English, German
Warnung: Spoiler! [ Zum Anzeigen klicken ]



Installation:
Unpack the archive and/or click on the executable to run the launcher.
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14 Okt 2015 02:00 #75619 von Locutus
Mega-Texture Editor


About:
The Mega-Texture Editor lets you view and edit Mega-Texture files for Petroglyph's games. A Mega-Texture is a texture containing several smaller texture files and is mostly used to store icons of units and structures as well as GUI elements.


Download:
Mega-Texture Editor 1.4 for 32-bit Windows XP/Vista (721 kB)
Languages: English, German


Installation:
To run, just unzip the archive to a location of your choice and start MtdEditor.exe.


Usage:
A Mega-Texture consists of two files: a Mega-Texture Directory (.mtd) file and a Mega-Texture Image (.tga/.dds/etc) file. To open a Mega-Texture, use the File > Open menu command. The editor will first prompt you for the .mtd file, and then the .tga file.

A Mega-Texture can be thought of as a container for many small images. After opening a Mega-Texture, the editor will list all images. You can view an image by selecting it. Once selected, you can use the Edit menu to rename, delete or extract it. To add new images, use the Edit > Insert Files menu command and select the images to add.

Please make sure that, when adding images, the transparency layer is set properly and the background of the image is black.


Changelog:
VersionChanged ContentDate
v1.4:Added german language version.(2008/06/04)
v1.3:Fixed a bug that made it wrongly consider some files to be corrupt.(2006/12/14)
v1.2:Included Unicode support, made it open corrupt files in read-only mode and fixed some UI bugs.(2006/07/06)
v1.1:Fixed a bug that made the editor save corrupt MTD files.(2006/04/12)
v1.0:Initial release.(2006/04/07)
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14 Okt 2015 02:01 #75620 von Locutus
Particle Editor


About:
The Particle Editor lets you view and edit particles for Petroglyph's games.


Download:
Particle Editor 1.4 for 32-bit Windows XP/Vista (491 kB)
Languages: English, German


Installation:
To run, just unzip the archive to a location of your choice and start ParticleEditor.exe.

Please download and install the latest DirectX runtime if you have trouble running the program.


Usage:
A particle file (.alo) can be opened by the Particle Editor by:
- Dragging it on ParticleEditor.exe.
- Dragging it on the 3D window if the editor is already opened.
- By using the File > Open menu command.
- By selecting one of the at most 9 previously files in the File menu.

A Particle Effect relies on two kinds of external files: textures and shaders. The viewer will find the installation directory of Empire at War and/or Forces of Corruption and use those to locate the required textures and shaders. These are searched for in all MegaFiles referenced in MegaFiles.xml, as well as the Data\Art\Textures and Data\Art\Shaders directories. These locations are the same as the location where the game searches.

Once the particle editor has been opened, you can view the scene and move the camera by panning (left drag), rotating (right drag) or zooming (mouse wheel or ctrl+drag).
You can spawn particle systems by shift+left clicking anywhere on the ground.

For a more detailed tutorial on editing particles, swgbex made a great [url=]TODO tutorial[/url].


Changelog:
VersionChanged ContentDate
v1.4:Fixed a bug with particle system orientation. Orientation is now consistent with the Alo Viewer(2008/06/15)
v1.3:Added german language version.(2008/06/05)
v1.2:Fixed a UI bug and prevented a burst delay of 0 locking up the editor.(2007/05/28)
v1.1:Corrected "Emit mode" option and improved compatability rendering.(2007/05/18)
v1.0:Initial release.(2007/05/15)
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14 Okt 2015 02:11 #75621 von Locutus
Planet Position Plotter


About:
This tool helps you to calculate the plantes positions for Galactic Conquest easily.
It's for EaW only, for FoC you can use a picture as reference (scroll down).


Download:
Planet Position Plotter 1.0 for 32-bit Windows XP/Vista (193 kB)
Languages: English


Installation:
To run, just unzip the archive to a location of your choice and run the exe.

Important Notes:
- Make sure you run higher than 1024x768 resolution. There have been some known issues with resolutions this low.
- There is a bug with the count being off by one.
- This does NOT support FoC at the moment.

Usage:
Ok, this is real simple. Open up PPP.exe and place your mouse cursor in the galaxy. Move the crosshairs to a location you want a planet to be and double click. Your Location will be placed into the X and Y Location boxes on the right.
Now, there a few things to remember. You dont need the decimals so you may drop them. Also the program is a beta so as it is right now the numbers for top and botom are inverted. Meaning that the top is supposed to be + and the bottom is supposed to be negative (-).Its inverted at the moment. I'll work on that for version 2. Left and right are fine. Its just top and bottom. So any Y position that has a (-) should be a postive and vice versa.

Now... when you edit the Planets.xml youll notice 3 sets of numbers for the "Galactic Coordinates" field. These are X,Y,Z. X and Y are all you need. Z by default is 10 and that is the tilt of the planet. You don't need to mess with this.

Planet Placement Tool for FoC:
This image prepared by _237th_SC_Com_Bly can also help you plot your galaxy:


Every line left/right/up/down is 20 starting at -300 and ending at 300
Blue cross is the middle of the galaxy = 00, 00
Green lines are for the down-up coordinates
White lines are for the left-right coordinates
You can download this as a word file here: Download
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14 Okt 2015 02:12 #75622 von Locutus
RAD Video Tools

About:
The RAD Video Tools are used for creating bik files - the format Empire at War uses to display videos.


Download:
RAD Video Tools for 32-bit Windows XP/Vista (1.2 MB)
Languages: English


Installation:
Click and the downloaded executable and follow the installation instructions.


Usage:
TODO
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