Search found 1185 matches
- Fri 28 Apr, 2017 5:47 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
I'm using the ModelEditorDEV version, and this is a link to the scripts I have: https://drive.google.com/drive/folders/ ... sp=sharing
- Fri 28 Apr, 2017 1:10 am
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Heh yeah, it's not the most mod friendly game.Sylpheed wrote:Never knew DoW2 models would be THIS hard..
- Thu 27 Apr, 2017 8:28 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Here's mine: https://drive.google.com/file/d/0B6Ktn5y2iGYXbUlRNENxUXdtN0U/view?usp=sharing If you have any questions on how the folders and such are structured, let me know. Think you were right, got 2009 and the error does not occur anymore but I'm still getting the no model issue, just gives me so...
- Thu 27 Apr, 2017 7:31 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Oh right, it's most optimal to use with 3DS Max 9, although I think people have gotten it to work in 10. Not sure how it works with newer versions.
- Thu 27 Apr, 2017 5:31 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Any way to export the file in a format that's readable for these programs? You should be able to open it directly in 3DS Max with Santos' 3DS Max Scripts. Not sure what the issue could be. I'd recommend just making a separate .module file to act as a mod and then configure it to line up with the ar...
- Thu 27 Apr, 2017 4:03 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Often times, if you open a model, the original texture file paths will still be part of the model, so you have to update the texture files paths in the materials tab.Sylpheed wrote:Update: Apparently I can load some wargear, though some have textures and some don't, but never a unit model.
- Thu 27 Apr, 2017 12:19 am
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
You haven't extracted the model files from the game archives? You can't access the models if they're still packaged in the archive files.
- Wed 26 Apr, 2017 11:55 pm
- Forum: Technical Issues
- Topic: I'm bored and gonna make some models
- Replies: 30
- Views: 16233
Re: I'm bored and gonna make some models
Could you go through the process of what exactly you've done so far?
- Fri 10 Mar, 2017 10:01 pm
- Forum: Modding
- Topic: Looking for a specific file
- Replies: 11
- Views: 6522
Re: Looking for a specific file
The wargear used by the scouts is in their ebps file under wargear_ext, which will lead to the wargear, which will in turn lead to a weapon. The fx file is under "fx" in the weapon file.
You should be able to find the .bfx tracers under DATA\art\actions\tracers
You should be able to find the .bfx tracers under DATA\art\actions\tracers
- Tue 28 Feb, 2017 2:33 am
- Forum: Modding
- Topic: [SOLVED] How to modify Art FX?
- Replies: 8
- Views: 5537
Re: How to modify Art FX?
There's a Track Editor tab at the bottom of the program next to Resources. That will show RGB colour timelines to edit. Keep in mind that it edits based on the color of the texture. Some FX use white textures and then entirely depends on the Track Editor, while others have coloured textures that wil...
- Sun 11 Dec, 2016 11:29 pm
- Forum: Community General Discussion
- Topic: 2.6 Bugs & Issues Thread
- Replies: 77
- Views: 48180
Re: 2.6 Bugs & Issues Thread
It's a commonly known bug that the GMs basically lose their Sergeant upgrade models when they go into gates sometimes.
- Sat 10 Dec, 2016 6:24 pm
- Forum: Community General Discussion
- Topic: 2.6 Bugs & Issues Thread
- Replies: 77
- Views: 48180
Re: 2.6 Bugs & Issues Thread
During a game today one of my fully upgraded guardsmen squads ended up with a max squad size of 8 instead of 12. Also, reinforcement overwatch on my squads kept deactivating itself for some reason. This is probably caused by entering and exiting Warp Gates/Ravener Tunnels. Still unsure how to fix t...
- Sat 03 Dec, 2016 9:26 pm
- Forum: Releases
- Topic: ELITE Mod 2.6 Release Thread
- Replies: 76
- Views: 56149
Re: ELITE Mod 2.6 Release Thread
I don't get why Space Marine Plasma Devastators are immune to LC flare. I don't see why it should be an exception. Because it's not intentional and I haven't figured out why it happens yet. Does the spotter smoke shell work on Plasma devs? It should, but if it has same problem as flare, then maybe ...
- Sat 03 Dec, 2016 7:45 pm
- Forum: Releases
- Topic: ELITE Mod 2.6 Release Thread
- Replies: 76
- Views: 56149
Re: ELITE Mod 2.6 Release Thread
Because it's not intentional and I haven't figured out why it happens yet.Impregnable wrote:I don't get why Space Marine Plasma Devastators are immune to LC flare. I don't see why it should be an exception.
- Fri 02 Dec, 2016 7:52 pm
- Forum: Releases
- Topic: ELITE Mod 2.6 Release Thread
- Replies: 76
- Views: 56149
Re: ELITE Mod 2.6 Release Thread
But I don't want that weird Leman Russ changes either. How can a person say "we do that to bring it in line with other tanks" when it still costs more, is slower and has a very bad rotation rate?! How is this "in line with other tanks"? Because it can take a lot of damage and is...
- Fri 02 Dec, 2016 12:27 am
- Forum: Community General Discussion
- Topic: 2.6 Bugs & Issues Thread
- Replies: 77
- Views: 48180
Re: 2.6 Bugs & Issues Thread
Rename the files in the config folder:boss wrote:recoloring the elite armys is not working
armypaintercolours.lua
defaultchaptercolours.lua
- Sat 26 Nov, 2016 3:13 am
- Forum: Releases
- Topic: Elite Mod 2.5.1
- Replies: 43
- Views: 49806
Re: Elite Mod 2.5.1
Seems to be an issue with mac. Someone else reported the same thing on an Apple, and I'm really not sure what the issue is. Hasn't been a problem on PC at all as far as I know. If it were only the Grey Knights, I think it could be that something about Santos' exporting scripts from 3DS Max don't qui...
- Thu 24 Nov, 2016 6:56 pm
- Forum: Random Stuff
- Topic: Thoughts on Tyranny?
- Replies: 2
- Views: 2314
Re: Thoughts on Tyranny?
Yeah, I'd recommend waiting. I enjoyed it and I'll definitely be playing through it again at some point, but there are plenty of bugs and spelling/grammar errors throughout the game that I noticed - even in the epilogue. And undoubtedly more since I only did one of the however many possible story ar...
- Fri 18 Nov, 2016 12:04 am
- Forum: Random Stuff
- Topic: Thoughts on Tyranny?
- Replies: 2
- Views: 2314
Thoughts on Tyranny?
Has anyone else played it? I thought it was a good game, but it didn't quite feel finished. I'll probably wait until it's patched or updated before playing through it again on a harder difficulty. I can give some more in depth thoughts and reasons for that, but I'd be interested to hear anyone else'...
- Tue 15 Nov, 2016 2:04 am
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 117985
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
A 1v1, 2v2, and 3v3 version of a new map by Angry Bird called Argus Seige
- Mon 14 Nov, 2016 11:50 pm
- Forum: Balance Discussion
- Topic: Potential Shee Change
- Replies: 51
- Views: 20071
Re: Potential Shee Change
Oh ok. Not sure if that would be possible. As far as I know, there isn't a charge cooldown modifier in either rbf string or SCAR.
- Mon 14 Nov, 2016 11:05 pm
- Forum: Balance Discussion
- Topic: Potential Shee Change
- Replies: 51
- Views: 20071
Re: Potential Shee Change
Yeah. There's a cooldown for charge. The Warlock hero, for example, can charge once every 16 seconds.Flash wrote:Is a delay in subsequent charges possible?
- Thu 10 Nov, 2016 8:02 am
- Forum: Random Stuff
- Topic: President of the United States of America
- Replies: 68
- Views: 34874
Re: President of the United States of America
Not sure that's entirely true. It isn't that people are fed up with the DNC in particular, and liberals are not the only ones voting for Trump in protest. The RNC is pretty torn up right now, too. One of the big reasons Trump seems to be popular is that he isn't really tied to either party. He talks...
- Wed 09 Nov, 2016 6:46 pm
- Forum: Random Stuff
- Topic: President of the United States of America
- Replies: 68
- Views: 34874
Re: President of the United States of America
The Republican platform this time around was definitely anti-establishment. The party may not be... but the sets of policies/ideals laid out by the Trump campaign definitely was. Right, that's what I meant. Trump's campaign is what drew people in. A lot of the Republican party detached itself from ...
- Wed 09 Nov, 2016 4:55 pm
- Forum: Random Stuff
- Topic: President of the United States of America
- Replies: 68
- Views: 34874
Re: President of the United States of America
But you know what the saddest thing is? Both candidates were fucking terrible. And both sides enabled that. The DNC put their full support behind Hillary before she had even come close to winning the nomination, and they even secretly promoted Trump's campaign because they were so confident that he...
- Tue 08 Nov, 2016 6:29 pm
- Forum: Modding
- Topic: Land Raider and Plague champion bugs (Solved)
- Replies: 8
- Views: 5336
Re: Land raider attacks friendly units
What changes have you made to the LR in your mod?
- Mon 07 Nov, 2016 3:20 am
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 117985
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
They're not in the current test build, but they'll be in the next one. Thanks!KanKrusha wrote:Hi
did the AI files make it in, they are linked in this post
viewtopic.php?f=2&t=2475&start=30#p58987
- Mon 31 Oct, 2016 2:17 am
- Forum: Community General Discussion
- Topic: Dawn of War 3 EGX Analysis
- Replies: 75
- Views: 30813
Re: Dawn of War 3 EGX Analysis
^ What he said. Get back on track or I'm locking this. And I'll probably still end up clearing out some posts anyway.
- Mon 31 Oct, 2016 1:53 am
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 117985
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
Hopefully that explains why players voted against a change that had unintended consequences for competitive multiplayer. The removal of auto-target did have unintended consequences on the multiplayer. For example, the inability of turrets to damage power nodes. The consequences were just much more ...
- Sat 29 Oct, 2016 9:53 pm
- Forum: Releases
- Topic: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
- Replies: 208
- Views: 117985
Re: Elite Mod 2.6(Test Version) Changelog and Feedback Thread
They're not. Majority voted against it in the poll thread I made. It would certainly help with the AI.Adeptus Noobus wrote:Since nodes are targetable again that should be a thing of the past. At least that was my first experience in a 2.6 test game.