KnowsKnone: What DDS plugin are you using for GIMP?
(It sounds like you're not generating mip levels / mip maps)
#251
KnowsKnone: What DDS plugin are you using for GIMP?
(It sounds like you're not generating mip levels / mip maps)
Not sure, I just googled a .DDS plugin for Gimp, I see that you are right, the plugin doesnt mention mips anywhere, so maybe I picked the wrong one?
#253
Ok, I found one for the GIMP, but it only asks about mip maps if you do a Save As, not a normal Save.
Hmm, okay the one I have has DTX1-9 and RGB8-32 but the RGBs are greyed out when I select DTX1... and the Generate mipmaps is ticked, and didnt work then I untick it and still didnt work....
Can you tell me how to add new ebpextensions to a rgd file? For example I wan to add repair_station_ext to allies supply yard but Add_child command not proper for this.
djukel,
I would hate to hurt Corsix's business, but did You could try RGDEdit? ;-)
I know this is probably a noob question, but how do you get the mods to load? I've been getting a load error message. When you unzip the mods into the CoH main folder, do you just place the mod folder in the main folder or actually extract the contents? I didn't extract the contents because I figured the "Engine" folder in the mod would overwrite the original "Engine" folder.
#258
Mods shouldn't be messing with the Engine folder o_O
djukel: Add child will add that to the RGD, it just wont copy into it ebpextensions\repair_station_ext.rgd - I'll add that to 0.4.3
I've noticed packed within a mod's folder, another folder called "engine". What I'm wondering is if I should extract and paste the individual files from a mod or leave everthing in the mod folder and just paste the folder itself into the main CoH folder. I've tried it with leaving everything packed in the mod folder and I get a load error message about not being able to find archive files or something like that.
#260
I find that it will work (eg. produce a .sga file - WW2Data_KeyDefaults.sga) if you are careful to use the full paths:Originally Posted by Whodunnit
C:\Program Files\THQ\Company of Heroes\WW2\Data_KeyDefaults\game
And:
C:\Program Files\THQ\Company of Heroes\WW2\Archives\WW2Data_KeyDefaults.sga
HOWEVER:
I was trying to change the Pause Key (to F9) in the game - and nothing happened. Any suggestions? I have tried all the other suggestions (AutoHotkey, MacroMaker, etc.) and none work.
Umm... KMOD and COH Remix. Tried both of them and got the same error.
OK - finally tried the autoexe.lau file approach and I have the remapped Pause control working fine.
where is the autoexe.lau........i want to change the ALT for camera views:ds:
hey people, in my mod KMOD copying over the "engine" folder isnt going to totally destroy your whole game information. all its doing is updating your relicEnglish.usc file to have all the custom text from my mod. its best if you READ what its telling you like "would you like to overwrite "relichEnglish.usc" with this new one?" just say no, and go to that file and back it up first. it wont affect your normal game if you have a modded usc file unless someone has modded the core game text.
You have to add it yourself, to the main COH directory, see link:Originally Posted by ANZACMICK
http://forums.relicnews.com/showthread.php?t=109045
Format of line:
bind("P", "setsimpause()")
thx Island Knight....seems there is no way to add the ALT key to this script....was asked in earlier post.....thx again
#268
Those of you watching hard may have noticed that 0.4.2b was uploaded to the site (http://www.corsix.org/cdms/) a few days ago. While most of the changes are targetted at implementing DoW: DC support, a preliminary version of the RGD copy & paste code also made it into that release, so if you're interested in trying that out, grab 0.4.2b!
ooo so you can clone .rgd files inside your editor without having to folder-surf? thats handy indeed! good work old chap! jolly good
found a small bug (not sure if you know about it)
if you have a rgd selected, and you right click in the middle pane, the app will crash.
#271
I have a small problem and maybe someone can help me:
For my WIP map for the CoH mapping contest i need to get the Grass Editor running, and the wiki says to get access to the grass blades i need to extract them using Corsix Mod Studio. ( wiki entry )
So i did download version Beta_042b, did follow those installation instructions and did try to run the ModStudio.exe. But while the folder structure seems to be intact, i get the following error message:
"The application could not be started because MSVCP71.dll was not found. Reinstallation may solve the problem." As it was not installed but extracted to a folder i did delete everything, and extract again from the .zip file, but that did not change anything.
Since i did not find this problem mentioned in this thread or in the ModStudio wiki entry i do not know what i have to do, i would appreciate if somebody would point me to what i need to do, or even better to a download of the extracted files that i need for the Grass Editor, since i do not plan to mod CoH, but just want to add some grass to my map.
Thank you for your time.![]()
#272
Is it really so hard to search?
#273
Yes, assuming you forget to enter the .dll name into the search... thanks!
wonder when the version 0.4.3 comes out, i know alot of modders that want it badly.. hehe
Just like the whole modding comunity just stopped here without the model tools..
hehe..
Well i am hoping it gets released soon =)
Cheers !
Any news about effects editing?
#276
A primitive effect editor was in 0.4.2 IIRC. Go to Data\Art\fx and double click on a BFX file
As for 0.4.3, all I'm going to say is "before christmas".
I know. But I am too primitive for it.Please work on it.
Heh, I take it that Corsix is going to give us all an early christmas present... Good to hear that you will be releasing it within the month!
yaaaaaaay that makes my year it does!
then the modding wil speed up !! yay !
#281
oh dear. family and girlfriend will kill me, cause I will spent my whole
christmas modding
Great news, though.
the homeworld 2 star wars: warlords mod is haxxor. check it out! im sure THAT guy had a model importer LOL
yep i heard about that. i visit my familiy and that crapy comp there cant run coh...mean i have more time for my friends and family instead of work and modding...
Anyhow. Corsix can you give us a kind of "changelog" to your nex release ?
#285
not long to christmas now !, it should come out rly soon now.
=D
#287
gah! you make me happy corsix, but your teasing is eviiil!! but at least we know it works >_<
lol..
are you going to include a small tutorial for getting the alternate skins using the same models?
and with RGD editing, it would be REAL cool if we could copy a whole "child" such as "obj_cover_ext" for example and add it to another .rgd file. that would make modding 381.574% faster
edit:
and cleaner!that would make modding 381.574% faster![]()
#289
Kyranzor:
You can already do RGD copy & paste since 0.4.2b (was originally intented for 0.4.3, but was already finished when 0.4.2b had to be released)
And yes, I am writing a tutorial on how to use alternate skins.
o'rly?
i tried but couldnt find a button/way of doing this.You can already do RGD copy & paste since 0.4.2b
because i saw mention of a beta method of copy pasting .rgd stuff
#291
#293
This is post 293, that was post 268.Originally Posted by http://forums.relicnews.com/showpost.php?p=1899537&postcount=268
i saw that
is that not what i have?
#295
Copy & paste in 0.4.2b; hasn't be changed for 0.4.3
0.4.2 =/= 0.4.2b
ahh my mistake. it seems there is a 4.2 beta and a 4.2 b beta. very confusing indeed. i was under the assumption that i had the most recent version, and that i was in fact keeping up-to-date. it seems i was incorrect, because v4.2b and v4.2 beta seem extremely similar in name, and thus i was wrong. so sorry Corsix
#297
I had said after 0.4.2 came out that 0.4.3 would have texture setting feature. When DC modding got luff from Buggo, I had to do a new release with DC fixes in it. I couldn't call it 0.4.3 becuase it didn't have the texture feature, so it became 0.4.2b
/me only changes release numbers by a large amount for large releases
yes i understand, but you see there is a v4.2b and a v4.2 b beta?
i have the copy and paste function in the context too ...![]()
I abused the crud out of the copy-paste function - it probably saved me like half an hour when I was making stuff reinforcable.
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