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LoTekK

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Everything posted by LoTekK

  1. I don't suppose you accidentally messed with the "shotsinone" field in the entry, did you? Coz that field was added in the 1.2 patch to allow shotgun-type weapons.
  2. I'd advise you to just redownload from S2HQ. The file on the server is likely not corrupt, and the corruption occurred partway through your download. Other mirrors are linked at JoWood's Silent Storm site at http://www.siletnstorm-online.de' target='_blank'>.
  3. LoTekK

    Game Editor?

    Odd. I don't remember having to do that to get the editor working. The only thing I needed to do was install the SQL server.
  4. son_ix: If you've installed the english editor patch (not the same as the game patch), you should have the folder in your Silent Storm folder. And back to the original point of this post... Anyone had any luck finding those particular templates?
  5. I was wondering if anyone had any luck locating the "MapForManual" template described in the "Creating a mission map" section of the editor manual. I haven't been able to find the template anywhere.
  6. Nival wishes you a Merry Christmas! :lol:
  7. That would be "ComplexHeads" under "Misc". And Gomisan's right about the actual creation process being unavailable to the general user (you would need to pay for a LifeMode license, which costs a pretty penny).
  8. I know what you mean. I used to map a little for UT (nothing ever got released though, just personal stuff), and it took a bit to get used to mapping for S2. It's simultaneously more restrictive and less restrictive dealing with S2's engine.
  9. Nice first post, Dragon! Just for additional info: as an alternative to running the dataimport command, you could just hit "Build" in the editor (this is a little more useful for those of us who spend most of our time in there anyways ).
  10. Ah, it had slipped my notice that the plane you wanted to work on was the Junker 52. That would indeed warrant a player-accessible interior. Unless you plan on having the plane be a piece of scenery that takes up 75% of the map. Good luck on that, and feel free to bombard us with mroe questions (there's no such thing as stupid questions... only stupid answers ).
  11. In order to create a large object that can be destroyed in pieces, then it will have to be created in pieces (much like how staircases are done right now). If constructed properly, it should collapse properly as well, when enough of the supporting structure is destroyed. Take note, however, that you wil have to create damage states for each individual piece. You also may want to take care to ensure the damage states link up properly (or not, depending on the look you're going for).
  12. LoTekK

    Die Hard Mod

    The upcoming v1.2 patch for the game will fix the issue of multiple explosions causing CTDs when using a mod. The question is when exactly it will be approved for release by JoWood's QA department.
  13. LoTekK

    The Manual

    No excuse. JoWood's holding up the manual until the next patch (which is currently stuck with JoWood for QA purposes).
  14. I've started up (and stickied) a thread over on the official forums to compile useful info on the editor, be they procedures, cool tidbits, etc. The "Unofficial Editor Manual" thread Feel free to add your thoughts there.
  15. Well, unfortunately the original textures aren't actually available (there are no tools to extract them from the .res files). There are a couple of sample textures in the "source" folder, and for the rest you can actually load them up in the editor and take a screenshot of them. Alternatively, create them from scratch.
  16. That would truly have me weeping with joy. COOOOOOOOBRAAAA!!!
  17. Well, I wouldn't quite call it a custom uniform. http://www.lotekk.com/files/s2-kickme.jpg Anyways, I owe a great deal of thanks to son_ix for figuring out the fubar'd batch file. Anyways, until the auto-batchfile thing gets fixed, here's the procedure: 1. Create/modify texture, save in source folder (specified in editor prefs) as TGA 2. In editor, create new item under "Textures" tab 3. Click "srcname" and locate your TGA file 4. Select image type (dropdown box) * 5. Select format (dropdown) # 6. Right-click on the new texture (left panel) and hit "export". 6a-c are for those of you whose path to Silent Storm contains spaces 6a. Go to your system temp folder and locate "texture_export.bat" 6b. Edit the file: enclose all paths in quotes, and change any "" to single backslash. Save and run. 6c. Back to the editor, right click on the texture again, and hit "export (overwrite). 7. Et voila. Brand spanking new texture for you to play with. Now in order to use these textures on models and such, you will have to create a new material. * Most times you can get away with "ordinary". The only other one I've played with is "bump". Essentially what that does is convert a greyscale bumpmap into an RGB normal map for use in the game. If the file you're importing is already an RGB normal map, then just import as "ordinary" # The first 4 sets of numbers simply indicate the number of bits per channel of RGBA. The next 5 instruct the editor to convert the textures to DXT before importing Cheers, and let me know if you need any clarification.
  18. Yes, you can indeed create new weapons. However, until I get more time to experiment, I won't be able to get back to you on the procedure.
  19. fyi, to enable exploding heads via the config.cfg file, locate the line setvar cheat_allow_headshot = 0.00 and change the value to 1.00. (It should be right at the beginning of the file).
  20. Actually, once I get the house tidied up and organized a little more, I'll be setting up my old computer as a server (we have 5 static IPs here) for games and stuff, so I wouldn't mind hosting the SQL server for the X-Com mod.
  21. Ian McKellan in Apt Pupil.
  22. With the amount of data in play, it would definitely be relatively slow. Better than sending several hundred megs each time someone makes a change, though.
  23. I think it would actually be possible (though I don't yet know how) to ave a central SQL server (much like how Nival would have been doing it, only theirs is through a local network). It would mean someone would have to be willing to set one up, though, but would certainly make modding in teams very cool.
  24. LOL! That's awesome. I should try and recreate one of my first characters, who I managed to make look almost exactly like Lenin. :shock:
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