Refar07

Refar07

Joined Member # 2773912
6 Posts 54 Replies 286 Reputation

I believe the real quation should be, who would participate as player ? If there are many people, who want to play in MMV, i am sure more modders would be motivated. I would be happy if people using my ship parts could paly metaverse - this is if the poeple want to do it... However - my ship parts mods are not final yet. And even when they will be, there is still a chance i will add new ships later. How updates will be handeled ? I also would like to know, how it works in general. Let'

3 Replies 5,682 Views

As far as i know, the best that can be done with ships is a glowing (selfilluminated sphere). I am quite sure that there is no way to make the corona appear on a jewelry part. As for glowing spheres - i think one of general Pants jewelry packs had a variety of light shoeres in different colors.

5 Replies 2,932 Views
Reply to The Tech Tree. in Modding

i am not sure, if we are allowd to do this - it belongs to stardock. but i think maybe if you ask the support nicely, they may help you. From where i stand it could be easier and faster, to just reinstall.

4 Replies 3,230 Views

There are planty of Sub-folders in the Default Mod folder. If the mods you downloaded do not have any folder structure you will have to put the files by hand in to the according subfolders of your Default Mod Folder. To find out what file of the mod belongs to which folder you probaly need to take a look at the Readme of the mod. For Example the Models and Textures (.X and .PNG files) will go to the Gfx/Models subfolder. If both of your mods habe them, both go to the Gfx/Model

10 Replies 6,184 Views

Hi again I was not around for some time, busy with non-computer-gaming issues. But the work on the ship parts is not abandoned. If nothing comes up in the weekend i am hoping to release the S:AAB final somewhere around next week wendsday. For now i have just a WIP on the big ships, to show you that something is actually being done <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=

37 Replies 24,492 Views

The .x and .png files go to the Gfx/Models folder. You can rename the .x file to S*_size_N.X S* is for S0, S1, S2, ... and so on... it indicates which Race will use the hull. S0 is human i believe, S99 Shall be everyoune - not sure through, if it works. Size is Tiny, Small, ... Remember, that you must to resear ch tech before using biger sizes... nn can be betwen 1 and 9, but some (1 through 3 or so) are already used by ships in game. Maybe you can yse more t

1 Replies 1,731 Views

About the Part "only custom race abuse it, the Drath not"... Maybe you could try to assign assign your custom race another AI... the AI used by the Drath or something...

11 Replies 6,712 Views

maybe you could try using the negative race bonus mod (general pants i believe) to give the race in question some diplo minus points... this would of course also affect other diplomatic relations

11 Replies 6,712 Views

I would like to make some templates intended to be used by AI opponents. For this i hope someone who have done this before, or who just happens to know, could share some information I know i could try it out, but it would take time and i figure, since many have done templates before, someone has to know this stuff <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 align="absmid

2 Replies 3,369 Views

i have tried it in my game, and it does work as it has to... i did however not changed the .customracexml file (the readme asks to change the path, telling where to find the icon's picture - i assume this is where something went wrong for you - maybe just a typo ? or your username containing blanks...). If not following this step of the readme, i can load the custom race but have to choose the icon by hand - not a big deal... but then all looked as it shall do...

5 Replies 3,920 Views
Reply to Blender Export in Modding

I am going to answer german, Sorry to everyone else Ich benutze nicht Blender, kann deswegen nur algemeines raten... Vergewissere Dich, dass die Dummies auch wirklich exportiert werden nach .X, manche exporter lassen das einfach mal weg. (Z.B. indem Du das Model wieder importierst und anschaust). Versuch die auch mal Dummy01, Dummy02, ... zu nennen - das ist wie sie per default

1 Replies 2,613 Views

is there any way to correct some default in game jewels (such as the terran pieces that aren't *quite* symmetrical when flipped in the opposite direction)? Is there a possibility you could adress this in the future? I myself noticed the problem from time to time, but i do not really remember, on wich parts it occured and it would take ages, to go through all the styles and try every piece of jewelry... Knowing the right pieces, fixing

23 Replies 11,333 Views

I think they are not Metaverse safe. I know my Mods aren't, and they do the same - add jewelry. In fact, the System seems not to be evaluatin nothing at all - You can't play Metaverse with the Mods folder enabled, even if the Mod folder is actually empty. (This is as for GC2+DA v1.5 - i did not tried again...)

23 Replies 11,333 Views

I see someone's been playing some KOTOR Pssst!!! Don't mention KOTOR too much... Otherwise i could decide to play it again, which of course would prevent me from making progress with the mod for quite a while <img src="http://images.stardock.com/gc2/T_DL/s

37 Replies 24,492 Views

You can. Only the autopilot moves will be made in the of the turn. If you mofe your ships a short distance (only using the movement points for this turn) or move it grid-by-grid with the keyboard, the autpilot will not be engaged.

6 Replies 9,340 Views

This is what i did. There is room for improvment and/or more detail on the texture, but this i will leave to You, if You want Dont worry about the red - it uses Civ colors now. You can get the texture, and the updated mesh (Unwrap, Smoothing Groups and a minor change to the cargo module - it just did not import p

17 Replies 13,665 Views
Reply to Taking Requests in Modding

Great work. The guy is younger and looks less 'battle hardened' (no scars or such) than i imagined, but the overall impressinon is quite militaristic and the details are very good.

102 Replies 48,475 Views

If nothing unforseen happens in my scedual, i will finish the ship and send You the files by tomorrow evening. I had however to make changes to Your UVW Mapping, so You will have to redo the Hardpoint Dummies and export the ship to tha game again - if You like the result. As for a quick pointer... I believe Your problem is more about the unwrap, than actual painting. In general i believe that - at least with low-polygon models - the UVW unwrap is the key to a good look. Yours w

17 Replies 13,665 Views

What way you use to add stuff to your ship ? The "Place" (or "Add", or "whatever it is called") - Button and adding per doubleclick only works with functional components. To add jewelry you must select one piece and then click on a hardpoint you want to add it to... Sorry if it is to obvious and you already tried it... but because you just can not add jewelry, i thought you might be not aware....

12 Replies 6,965 Views

It is actually not about the resolution of the map. From my expereince 99% of the time you will not see the difference between 1024x1024 and 512x512 in GalCiv2 - the only place it can be noticed is the Ship Editor when fully zoomed in.... However... I would like to help out a little bit, but i seem to have trouble with your files... i can't open the .Max (i believe your 3DSMax is newer than my, since i am stil using 5), and when importing the .3DS they seem to have just Defaul

17 Replies 13,665 Views