Sufu36

Sufu36

Joined Member # 2411023
0 Posts 0 Replies 187 Reputation

If the turn button dissapears, quicksave then reload. If it's still gone, hit enter as that usualy causes your turn to end and then the button will re-appear next round. Seems to fix it for me.

17 Replies 8,661 Views

Hey if you are gonna make a bunch of ships, and then just dump everything, don't leave everybody hanging. Just release the things already, ether as x files, or the max models so someone else can work on them. It's really been long enough already, specially since they aren't even been worked on.

102 Replies 100,784 Views

Spleeze, if you don't have time to do the mods and optimize the ship textures, why not release the ship model packs with the 3dsmax files and let someone else take a stab at working on em? Otherwise id love to try out the ships myself, even if you can't have a massive amount of ships on screen at once.

34 Replies 37,763 Views

I already got my parser going, now I am focusing on building the internal representations of the data. I am using boost.property_tree to do the heavy lifting and parsing of the XML files now that I got it working. I will post an update once I have some GUI to show off the features, but atm it's just a rough black diamond.

32 Replies 21,806 Views

I have no plans to support map modding or messing with scenarios. gc2builder has a had plan to support all data modding for a long time and I have yet to see something, so I am gonna make my own to support modding techs and even the installation of custom ships as new hulls. I am just focusing on making the modding and creation of data easier. But I still have a long way to go. There is just a huge amount of files to support, each with it's own datatypes, so my focus is f

32 Replies 21,806 Views

I have a proof of concept working so far of a editor, so if anyone has a good idea of what features they would like to see in a GUI XML editor for techs and stuff, post em. You can go all out, and if somethig can be feasibly implemented, ill do it and give you credit for the idea.

32 Replies 21,806 Views

I have been working on a concept for a full featured mod tool written in C++, that allows you to modify techs, install custom ships and add custom weapons and stuff without having to manually go into the XML files. What I REALLY need is a good lightweight XML parser. Tried using boost.property_tree, but it's a bit problematic and after a few days of messing around with it, I don't think it's gonna work unless someone knows his way around it.

32 Replies 21,806 Views

Well hey I figure, why not release ALL the ships in one big pack, and give people a creative license to create a mod around them (all the tech stuff and such)? Theres a whole community out here of Star Trek fans more than willing to work on making a mod, and others just want the ships themselves. But I guess whatever works.

34 Replies 37,763 Views

Very nice stuff. Have you checked out some of the star trek ships at scifi3d.theforce.net ? I tried getting some of those to work in the game with very little luck. Would love to see ships like USS Defiant and Voyager in game, unfortunally im not much of a 3d modeler; otherwise I am looking foward to your ship releases. <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats.gif"

64 Replies 83,598 Views

I found DeepExplorer to work much better than Panda Exporter in creating the .x models and exporting the textures...theres a 30day trial for it but retail is like $300 bucks Atm tho since I pretty much given up on getting any sort of 3d model to work correctly in the game, I am working on creating a modding tool so you can easily edit the xml files

102 Replies 95,153 Views

Evil you getting close to releasing any of these ships for testing soon? Really looking foward to trying out some of this stuff

102 Replies 95,153 Views

yes it's totally possible, and yes the AI will follow. Check in the folder galciv2/data/english/ for a bunch of XML files, TechTree.xml is what your pretty much looking for, but since it's so massive, and it's a XML file with lots of data, good luck reading through that. Not impossible, but a PIA without a good tool to give you easy navigation of that tree so you can easily mod the attributes..

2 Replies 3,981 Views

EvilleJedi, if you want I can test some of your models in game, im not much of a 3d modeler tho, just kinda been messing around to try and get some nice looking ships in game. I am more of a programmer than any kind of artist, but would love to try out some of this stuff.

102 Replies 95,153 Views

I know for textures you just give it the same name as the model (i.e. S0_Huge_0.png), as for getting multiple textures from different files to work I have no clue. And as for testing models, im always avail to help, even tho I tried finding your Warlords mesh packs on scifi-meshes.com and ddnt see them. I got that really high poly ISD from scifi-meshes.com into the game, and amazingly intact, cept im not sure on how to get all the original t

102 Replies 95,153 Views

I know for textures you just give it the same name as the model (i.e. S0_Huge_0.png), as for getting multiple textures from different files to work I have no clue. I got that really uber ISD from scifi-meshes.com into the game, and amazingly intact, cept im not sure on how to get all the original textures into the game. And for the hardpoints, I created a bunch of dummy objects and placed them under the hull, but not showing up in game <im

102 Replies 95,153 Views

Ive managed to far to load models into 3ds and export them into .x files. But I can't get them to work in game at all, and since im not a 3d modeler I don't know how to fix them A small tutorial on getting a custom model made in 3ds to be put into the game would be great...

102 Replies 95,153 Views

I am using 3ds max 7 trial version, and I got the Panda Exporter working and all, but im a total newb and when I try to export a scene to .x, it ends up dumping all the objects into seperate files...So for some of these very complex models I end up having hundreds of different files for each part of the ship... I tried using the DirectX Exporter from MS, but it crashes 3ds more often than not on some models, and other times it will just c

3 Replies 5,121 Views