Custom races are [B][U]NOT[/U][/B] enabled (nor yet supported) in TA. You may have them because you've modded one of the 12 main races. But pure custom races are [B][U]NOT[/U][/B] enabled or supported yet in TA. Period. TA is still in the BETA stage, using any mods with it now is completely unsupported and will likely give you varied, unreliable, unpredictable, and perhaps undesirable results. There's a good reason you can't get it working, TA is not a finished game yet, and many of
LogicSequence
People, the new screen ISN'T DONE YET. For god's sake, give it some time...
Turn off mixed vertex processing mode and that should fix your problem.
Won't make a difference ;)
You can do that any time, you just can't define the rings' outer and inner radii, as the variables are ignored.
Yea those darn ring values don't work. Haven't ever worked AFAIK. They're just random, sometimes you'll get rings inside a planet, or half so.
[size="2"][color="#FF0000"][B]The initial post has been updated to include a (partial) feature list for HRGM 2.0, and it's new tentative release date.[/B][/color][/size]
[quote]Will it still be like the original, in which messing with the XML files for the graphics will render it metaverse-incompatible, and if so, how much can you actually change without that happening? I love your mod, but I like to play in the metaverse too.[/quote] [quote]The only wish I have is for HRGM somehow to be Metaverse compatible. <IMG id=ImageResize_Image_7 src="http://images.stardock.com/smiles/Wink.gif" onload=ImageResizer.createOn(this); align=absMiddle border=0 tries="1
I doubt it's causing any problems since the tags essentially do the same thing. More of a bookeeping issue. All of the raw terrain files are linking properly.
[quote]LogicSequence i have now seen a preview of ToA and noticed that for the expansion pack, planets look and surface are a lot better.So i wonder if your High Resolution Graphics mod has been incorporated in ToA, if yes what does 2.0 HRGM is going to add. [/quote] [quote]Logic *made* a lot of the new planet textures in TA. Which means he has the higher resolution originals <IMG id=ImageResize_Image_4 src="http://images.stardock.com/smiles/Smile.gif" onload=ImageResizer.createOn(this)
[size="5"][color="#4169E1"][B]What do [color="#FF0000"]YOU[/color] want to see in HRGM 2.0 for [I]Twilight of the Arnor[/I]?[/B][/color][/size] [color="#FFA500"][size="2"]OK guys, so now is your chance to drum up suggestions for HRGM 2.0. HRGM 2.0 is nearing Beta phase so time is short for adding new content. Keep in mind, this is a graphics mod, it's not a mod that's going to effect gameplay, it's not about adding races, it's not about new techs and new invasion o
[quote]"A program must be designed to take advantage of the additional memory address space." Using the /3GB switch only enables the OS, it does not automatically mean that any program will/can use it. There is a special flag that must be set the the game's .exe header as well. "Executables that must see the 3-GB address space are required to have the bit IMAGE_FILE_LARGE_ADDRESS_AWARE set in their image header." [/quote] Quite true! BUT STOP. WAIT. Don't do it on y
[quote]You didn't think it was worth mentioning previously that you're running via bootcamp on a Mac? And you're blaming the game and the coders when you're trying to run it in a totally unsupported manner on an emulated OS? [/quote] And winner of the, "Ding Ding Ding!" prize goes to, rls669! Congrats!!! And a great, succinct, and totally accurate point! Rhamial, don't blame the game for your own problems. For instance, it's not the game's fault you had a lapse in
debug.err?
[quote]while looking through the planetary improvements XML file i realized that there were alot of developer notes and ALOT OF UNFINISHED IMPROVEMENTS!! some of them are linked to non-existant techs like "XenoPropaganda" Is this because the developers were lazy or is it for some other reason? i mean it's gotta be kind of easy to just enter the different strings and values for these improvements. then why were they unfinished and left out? -Dsep [/quote] If you're
[quote]If you create a new custom race WITH any new Logo, it will callup the pre-defined GFX from within its new customracexml file.[/quote] Putting it anywhere else is just bad file management.
[I]...\Documents and Settings\***USER ID***\My Documents\My Games\GC2DarkAvatar\Gfx\Logos[/I]
Merry christmas and happy holidays Brad! :)
[quote]I downloaded the file. It comes down as a .rar file. What is a .rar file? What do you do with it? [/quote] A rar file is a compressed file, like a .zip file, you have to extract (unzip) it. Download WinRAR from [link="http://www.rarlab.com"]www.rarlab.com[/link] to extract it When you're done, keep WinRAR; you're going to run into other rar files on the web. Once you extract it you will be left with an executable, an installer. Double click it to install.
B E T A.... ;p The game isn't finished yet.
No problem ;)
[quote]Is there any part of the mod that is MV friendly? You say the raw terrain map xml's are modded. If those were not included would it then be suitable for the MV?[/quote] Well, to make it MV compatible you'd have to remove everything in the /data folder, which would render over 50% of the mod useless.
Are you sure you're looking in the right folder? The location of DA's debug.err file has changed from it's original location as part of an update. DA's debug.err file is found in "C:\Documents and Settings\***USER ID***\My Documents\My Games\GC2DarkAvatar".
You can save a text file with any file extension you want, just select "save file as", and type in "WHATVER.xml".
[quote]Dec. 19, Great Stuff, Ah, please, does it play in TA? Or maybe, please, a TA version? Thankx, Prof. [/quote] [size="4"]Well, i suppose now is as good a time as any to announce that [b][color="#FFA500"] The High-Resolution Graphics Mod v2.0 [/color][color="#4169E1"