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vs322

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About vs322

  • Birthday 01/20/1978

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  1. Oh and fallschirmjager ... is there a link to your work-- I'm always looking for competent artists.
  2. What's Up strat-co. So I know this is about 3 years late...But I have been working on a "classic" tactics like game (picture Disgaea, FFT or even x-com.) I am building from scratch and may use some of my old SS ideas. I'm using C++, DirectX, XML etc, and hope to distribute it within a year or so- If you are /truly/ interested you can check www.reodjectz.com to see some up to date info. BTW are Komik and DoomMunky still around at all? Anyway I know this isn't exactly SS related, but I wanted to let you know what I was up to.
  3. Ok, I do not have my hands on Hammer and Sickle yet, but I am going to start this topic now, as Novik may already have an answer. Is there a way to open or transfer a mod made with the sentinels editor with the Hammer and Sickle editor? -vs
  4. You need the graphics converter that is available in the file section for silent storm, under tools. Be warned, this converter will not convert every file without problem. -vs
  5. vs322

    Item price

    hello and welcome to strat-co- anyway- to edit the cost of weapons you need to bring up the RPG items tab in the editor. Inside there are folders for weapons / mines / grenades - any thing that you would sell at the store. Each one, under properties, has a 'cost' item. Set this to the price you want it to sell at. (If you need clarification just ask) hope this helps- and good luck with the mod, -vs
  6. vs322

    Shops in sentinels

    Novik thank you for the info about the shops... that is sort of how I thought it was set up. I will go ahead and make some of my shops dialog based then have one that uses the main shop and its interface. Also its very nice to have someone so knowledgeable on the forums...seems like we had worked out all that we could without some help from someone on the inside. -vs
  7. vs322

    Shops in sentinels

    KoMik- the shops you are describing are vary much like what I'm talking about- my experiments will probably not happen too soon, as I too would rather be making and scripting levels- I spent a big chunk of the last two weeks of mod time just doing textures...Feel like I've fallen behind in just making maps... I have played around with the SSS interfaces some... I really only know how to alter the ones that are already in the game- I wouldn't know how you would call-up custom interfaces-the script functions would probably need to already exist (like 'uiShowLoot,' 'uiShowMissionSelection' etc.) Also I can't find where the code / scripts are for the already made interfaces so it might be hard coded. But like you said: all this stuff takes time from making the missions, and that's what the people are going to remember...not 'oooo, custom shops!!' So one must prioritize. (I have a lot of sss stuff already on my plate as it is) -I'll post again about this when I know more. -vs
  8. Hello fellow s3 modders... I'm wondering if anyone has gotten in-depth into re-doing the shop in s3. I have questions about choosing the 'level' of items- is it related to the character's level or to the block they are in? For what I want to do I may have to resort to scripting and doing it all through dialogs (which may not be worth it)- What I'd like is to have different people sell different things- make sense right? If no one here has played around with it I'll start experimenting and telling you all what I find, but maybe someone can save me some time... -vs
  9. yes- I was looking around and found both a green and red alien texture, pretty weird. There are lots of sci-fi textures in that res- I'm not sure if there are models that go with them or not, but some of them 16786382, for example, actually fit other models in the game- that one is a more hi-tek looking switch. Some of the unused textures are very nice and I plan to find uses for them in my mod- maybe those alien textures were going to be used in the UFO/PK encounter from the first SS? If I had maya I'd go un-pack the model's res and see if they made them- The textures defiantly being u/v maps it seems very likely that there are models that go with them. @Slaughter: maybe it is here somewhere, but not in the ss or sss tools or mod file areas. I got mine from the link that duanem gave. -vs (any one know how the res file's numbering is organized? I realize that many of the IDs do correspond to the file names, but there is a large number of files that do not correspond to IDs and vice versa. there is also the large number of 16000000 files and there are no IDs that high. edit:Ok- so for the files that are over 16000000 you need to subtract 16777216, this works for most of them, there are still some images that I can't find however: like the body for a terror elite, and some others.)
  10. Hey you guys NEED to check out 16786449 ->16786449 from the texture res(from SSS)--- I don't want to spoil the surprise, but it looks like a lot more sci-fi elements were going to be in SS/SSS take a look
  11. So... to those of you who are extracting textures already: I'm confused about what the numbering system that is used for these files, are they absolute database entry numbers or something- because I can't find a correlation between texture Ids and the # the files use Any guidance? -vs
  12. where did you guys get the .res extractor? It's not on the file section here. (are you there slaughter?)- Having the MMP2TGA File Converter v1.2 hosted here too would not be a bad idea either- -vs edit: Ok- got the res extractor and extracted the textures no problem. about how the res extractor works; open up a command window (run:cmd) and put the rextract.exe in the ss/res directory... in the cmd window go to the res directory and just type 'rextract FILE_TO_EXSTRACT.res'. It puts them all right in that directory so I'd move them and keep that dir clean...
  13. Not being able to read Russian; I didn't know that there was a res extractor- if you can get it working please share. I have been loading up textures in the SS editor and then doing a windows screen to clipboard and then pasting it in Photoshop and editing it to the right size... Having all that stuff unpacked would be a huge time saver. Good luck, sorry I can't be of any help. -vs
  14. vs322

    Low FPS

    Anti-aliasing makes a big difference in FPS- I can run everything on except Anti-aliasing which I run on medium- and get good FPS, but when I put Anti-aliasing up I seriously get 1-7 fps. Hope that that helps -vs
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