Rallying call for all interested: Colonisation of the Moon mod!

Well the lmc worked since I new it was a marine skin. Bear with me on this....do I delete the kfm and shadernif entries? If I don't delete them then I think I need to know where the skin originally came from. Sorry for being obtuse.
 
the KFMs wont do anything, i used the FROZEN (animation free) nifs for most of these models, we can ADD animation LATER but the NIFs i sent you wont animate and probably crash if you try to animate them. the sniper and lmc are navy seal reskins, the jump troop is a marine reskin, the lastank and medlastank are regular tank reskins, the hvy lastank and plastank are modern armor, the UAV are mechinf a10 is a gunship lashog is a jetfighter and both batteries are artillery.

dont delete the entry, just put the end tag: </KFM>

if you get schema errors on startup we have to ask matthew how he overcame this for the resource art.
 
dont delete the entry, just put the end tag: </KFM>

just a slight correction. If are not defining anything in an xml tag you right it lick this: <KFM/> instead of like this </KFM>
 
I just want to say I love what I saw of this mod so far and can't wait to see what you guys do with it, please keep up the great (yes, great!) work and don't give up! I'll playtest it when you are ready for such a stage, I know that the version I have has issues that you are already addressing so no need to point them out now, but I look forward to future releases. A project this ambitious will take time, and I hope you guys keep it up.
 
I just want to say I love what I saw of this mod so far and can't wait to see what you guys do with it, please keep up the great (yes, great!) work and don't give up! I'll playtest it when you are ready for such a stage, I know that the version I have has issues that you are already addressing so no need to point them out now, but I look forward to future releases. A project this ambitious will take time, and I hope you guys keep it up.

Thank you so much for the compliment. Just for that I think we will give you a playtest version before our next release. The playtest version will be sent in about 3-4 hours to all those on the mod team to playtest before the next release.(trying to recover from a poor initial release) Be sure to post any comments concerns and especially bugs while you are playtesting.
 
:) Brilliant marketing ploy! Treat us well with kind words and you get preferential treatment. Brilliant!
 
Ha! A way to bask in credit too! :hatsoff: :smug:

I'm going to get the wheels in motion again on Saturnday, so if you spend tomorrow finalising stuff I can get to work (again) then. And I can have a late night on Saturday without the threat of the dreaded Tamlyn slow-roasting me the next day! :band:
 
dsquared said:
right <kfm/> for no define, small thing, big difference, so did woodelf finish putting the new art in?

I cannot tell a lie, no I didn't. It's driving me nuts. I've added skins since Civ4 came out and these simply aren't going like I'm used to. It's maddening that I'm missing something fairly simple, but I'm completely missing it!
 
Once you email it out I'll pull it apart and reverse engineer what you did. This really has driven me insane today.
 
===what you had===
<UnitArtInfo>
<Type>ART_DEF_UNIT_JUMP_TROOPER</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/Musketman/Musketman.nif</NIF>
<KFM>Art/Units/Musketman/Musketman.kfm</KFM>
<SHADERNIF>Art/Units/Musketman/Musketman_FX.nif</SHADERNIF>
<ShadowDef>
<ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
<ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
<fShadowScale>1.0</fShadowScale>
</ShadowDef>
<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>

==== what i did ====
<UnitArtInfo>
<Type>ART_DEF_UNIT_JUMP_TROOPER</Type>
<fScale>0.44</fScale>
<fInterfaceScale>1.0</fInterfaceScale>
<NIF>Art/Units/luna/jumptroop.nif</NIF>
<KFM/>
<SHADERNIF/>
<ShadowDef/>

<fBattleDistance>0.35</fBattleDistance>
<fRangedDeathTime>0.05</fRangedDeathTime>
<bActAsRanged>1</bActAsRanged>
<TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
<AudioRunSounds>
<AudioRunTypeLoop/>
<AudioRunTypeEnd/>
</AudioRunSounds>
</UnitArtInfo>
 
What do you guys use to mod the xml files? I use xml spy which will catch any tag problems if you try to save. I recomend it to you guys as well.
 
Do they do anything or just stand there? I mean if they just stand still then I vote the size of the download doesn't matter and we should add the entire master folder. I had the sniper and lmc in game and they looked like scarecrows. ;)
 
matthewv said:
What do you guys use to mod the xml files? I use xml spy which will catch any tag problems if you try to save. I recomend it to you guys as well.

I have XML marker and it alerts me to errors quite well.
 
I have XML marker and it alerts me to errors quite well.

Thats good. I remember when we started this mod and when I looked at the first xml files that were posted they were looted with xml tag errors.(I think mostly from JBG)
 
i guess you cant have an empty shadow argh! ok well if you want animation we can do that, just have to, like you said, use the original model's folder etc, and change every skin reference in the NIF, and I'll have to make damaged skins, so yes do the animation??

haha notepad all the way!
 
Back
Top Bottom