AggieJohn AggieJohn

Star Wars Imperial pack ready for download

Star Wars Imperial pack ready for download

I have been away from the forums for a while. Seeing how great the star trek mod has become and all the neat BSG models out there now I figured I should release alittle work that I was able to do. I have two ships converted from EvilleJedi's imperial pack from the warlord mod. I am not a modeler or anything I just a huge Star Wars fan but I think these models look pretty good I final was able to learn just enough to hopefully get them to look as good as they did in the homeworld mod. I'll try to release more in the future but I am in a clinical doctorate program that keeps me busy.

So a little Memorial Day gift for the community. I have created an IMPERIAL ship pack and it is over at the I-Mod-production site. Its about 30 something ships.

Also an alternative site is here:

http://rapidshare.com/files/33612789/IMPERIAL_PACK.ace.html
31,008 views 47 replies
Reply #26 Top
I'll check on the tie interceptor issue thats odd. The SSD on the other hand does have hard points on it but they are really really small (well in comparison to the hull) and are on the bottom.
Reply #27 Top
What program can you use to unzip the .ace files because apparently my laptop doesnt have it ))
Reply #28 Top
Try google for PowerArchiver or WinAce... I prefer PowerArchiver, but i not have a download link ready.
Reply #29 Top
@Aggie John

Hey, I detected the hard points on the SSD.

But some hulls do not appear. As I said the tie interceptor but also all victory classes (large hulls).

Is it only me who has this problem? Would mean that something is wrong with my installation!

Thank you very much for checking it.

And again thank you for the package, the ships that I see look awesome!!!
Reply #30 Top
I have all of the hulls working, but I didn't use the original set up. I split everything up to make new hulls for new races, and also made them jewelry pieces to be used for blank hulls. Good Luck getting yours to work.



To AggieJohn, how's work coming on the other ships? I'm looking forward to them, but I'll admit slightly, less than the memory leak fix.   
Reply #31 Top
@Kodiak888

Thank you! Using them with blank hull would be fun! But -unfortunately- I have no clue how to do it. Do you think it might be possible that you upload your files?

That would be terrific!
Reply #32 Top
@InkaYupanqui

Sorry if their is a problem to be honest I tested them all as S99_tiny_0 and they all showed up. It could be a name issue or something.

@Kodiak888

I am really happy to hear that you have been able to put them in game like that. I have been trying to add them in but that work is taking forever so I decided to go back to work on the CIS and some KOTOR era models that I have been given permission to use. If you want we could work together to create a actual mod rather than just more ship packs.

You can email me at

aggie_john1979 at yahoo dot com
Reply #33 Top
@Aggie John,

Sorry to have disturbed you, this happens when noobs like me appear on a forum

Ahm....I just figured out that I only had to configure some xml-files.

Sorry for that, now everything runs completly fine!!!

Again thank you very much for uploading this pack...

Enough said, I have to roam the galaxy with my new Stardestroyers...

Best regards
Reply #34 Top
I am glad to hear that. To be honest I am just as noob when it comes to the xml part of modding gc II. I put all my effort into exploring the mystery that is 3d max. So far I have learned just enough to convert evillejedi and a few others that gave me the nod models over to the game.


Good news to I am almost done with some KOTOR ships and the CIS pack. I will release them together soon.

Update:

CIS and KOTOR packs are ready.


here is some pics











Reply #35 Top
Here are a few more picks. Do note that all the files are the same name this time so you have to change them from say s99_small_0 to what ever you want. That is more or less a generic place holder.







Reply #36 Top
I'm sorry if this is late in this disscussion. I'm not a modder and know just enough about moving files to get in trouble. So.......

1. which Gfx file do I place the files into? and if it's the my docs/.... path then do i create the models folder?

2. do I use all of the individual files, i including the .bmp and .jpg files? i ask because each ship seems to have a .png and a .x but the picture changes between the .jpg and the .bmp?

3. I'm guessing that these will work only with a standard game and not with a conversion mod ...such as the B5?

4. Where will I find them just in case I need to notice if there is a problem? Will I see them in the create a race procedure under a definitite type?

Thanks in advance
Reply #37 Top
Hey Aggiejohn, thanks for the new ships. I've been putting spec and normal maps on most of your ships for my personal use, and i've now started putting basic race specific colouring onto some sections of the ships too.

I've been using them to teach myself new aspects of the modding. It works well on some ships, and not so well on others, but either way, they all look fantastic in game!!

Only wish I could have for the ships, is perhaps one or two hardpoints inside the bodies of the ships, or perhaps some hard points on other areas too, this would add to those of us who want to more easily use your ships in conjunction with other bits.

To those who are only now learning to put these ships in, I should say, that in my personal opinion, it is better, and easier to add these ships in as Jewel/structure parts. You then don't need to worry about what tech you put each ship under, and what hull size etc it will be. It's the lazy option.

That is of course unless you won't to put it in as a hull, and give it huge HP and hull size
Reply #38 Top
@William K. Walker

You need to stick all the files in gfx/models folder. Well except the picture that I included so you could see a ingame shot of it.
As far as working with other mods, well.... technically they are generic as is S99 means that they are used by all factions. So in theory they would work with a mod unless that mod radically changed the game to the point that the hulls are really different or something. Again this is in theory of course I never try the B5 mod. I did use the star trek mod before and they were there.

@dragoon

Glad to here that your working with the ships. That was my hope. As far as the hard points. I was more or less rushing to get them on. But now that I am more or less done with all the readly avaible models I can go back a polish up the hard points. So your looking for some inside and on more locations? I can do that but it will take some time.
Reply #39 Top
Thank you for the info. I'm guessing that the colored thurster files are the same and don't have to be recopied. but I tried to put in the whole republic pack and the s99 files had some over lap but they had different dates and different sizes.

I'm guessing that these files are particular to the ships there're with so i should not overwrite them, but should avoid putting all the ship in from the pack.

Am I correct?
Reply #40 Top
I guess I'm lost and dumb. I put the files in the three different Gfx/models folders and didn't see a single ship. So now i'VE cut them all out, sorry but I simply don't know enough to make this work. But I did like the pictures hope someone uses them in a mod that us dummys get to use......Later
Reply #41 Top
Yeah you have to take them out of the folders. I put them in folders so one could pick and chose which ones you want to use. The thrusters may over lap from time to time cause many of the models share the same thruster.

Now as far as which gfx folder. I have always put them in the DL folder not the DA but I do not know that it would effect anything either way. They should so up as a blank hull.

Now your using the Republic pack right? Check the last number of each x file (exmple S99_large_1) See the republic and empire packs were once combined and I broken them in half to reduce download burden but the numbers I never got around to changing so that could be a issue. Changing them is fine, well as they are now. I would keep to the lower numbers at first. You might experiment alittle first. I promise you that they all showed up as S99_small_0. I would try to get one to show up as that first then once it works you can rename them to your liking. Just remember that the begining means its generic S99, the middle its size, and the lat part is its place in hull section 0-9.

Do note that really this is not an ideal situation. The mod guide has some better ways to add them in cause like I said before everyone gets them thus your enemies get ISDs as well not a permit solution and really all they are is "medium hull 1" in stead of "accalamtor" or something.
Reply #42 Top

But now that I am more or less done with all the readly avaible models I can go back a polish up the hard points. So your looking for some inside and on more locations? I can do that but it will take some time.


That's great to hear.
Naturally, there is no rush.

You've done so many ships, that i've not even bummped or speced many of them, and i've not put into game some of the ones I have done.
Glad to hear that you're going to be going back to them. Look forward to another release.

Will you be doing ships from other shows or sources?
Reply #43 Top
@dragoon

To answer yor question about doing more ships from different sources. It all depends. If there sources of willing artists willing to allow me to use their works and that such works are not too high in poly counts, then absolutely.

I still have a few more star wars ships out their I would like to add, if I could find them, plus a few of evillejedi's models that I couldnt get to work yet, and I am a huge Star Trek TOS and Battlestar galactica new series fan. So who knows right, granted there are already some stuff done, ie the BSG models and ST team.

I am really intrested in working with the Star trek team to do a ST vs SW mod maybe add in the Galactica factions as a added bonus but thats just me talking out loud. I mean I should really focus on creating a actual mod for these ships it just that I am not very good at the xml stuff, alittle better at the 3d max, and really I am not even that good with 3d max.
Reply #44 Top
@William

I had some problems to see all ships. So I will describe here, what I did. I do not know if it is the best way, but it works.

I have DC2 without DA. I have the Kryo's Hull System Mod, to use blank hulls.

I copied all files from each single folder of the Imperial pack to ../GalViv2/Mods/KHSM-GC2/Gfx/Models/

I renamed the x.files from say S99-tiny4.x to S99_TieInterceptor.x to better identify the files.

Then I switched to ../GalViv2/Mods/KHSM-GC2/Data/ShipComponents/

Used editor to open KHSM-FakeHulls-Terran

There I then added



for any hull I wanted to have in the game.

You have to change the Name in the first row,
the display name in the second
and the Model in the third row. The rest stays as it is.

has to be the name of the x.file (S99_TieInterceptor.x) without the S99_ and the .x at the end.

This worked completely fine. Now all hulls can be used as jewellery.

Start a game as tech god to see if all hulls appear. They should be under extras.

So, I hope that helps.
Reply #45 Top
SORRY IN THE FIRST POST THE XML-TAGS DISAPPEARED!!!

@William

I had some problems to see all ships. So I will describe here, what I did. I do not know if it is the best way, but it works.

I have DC2 without DA. I have the Kryo's Hull System Mod, to use blank hulls.

I copied all files from each single folder of the Imperial pack to ../GalViv2/Mods/KHSM-GC2/Gfx/Models/

I renamed the x.files from say S99-tiny4.x to S99_TieInterceptor.x to better identify the files.

Then I switched to ../GalViv2/Mods/KHSM-GC2/Data/ShipComponents/

Used editor to open KHSM-FakeHulls-Terran

There I then added (I removed the "<" and ">" signs for this post only (!!!). Otherwise the code could not be seen here):


Structure Name="FakeIntercept"
DisplayName Tieinterceptor /DisplayName
Model TieInterceptor /Model
Category Structure /Category
Description Fake Hull /Description
/Structure


for any hull I wanted to have in the game.

You have to change the Name in the first row,
the display name in the second
and the Model in the third row. The rest stays as it is.

Model TieInterceptor /Model has to be the name of the x.file (S99_TieInterceptor.x) without the S99_ and the .x at the end.

This worked completely fine. Now all hulls can be used as jewellery.

Start a game as tech god to see if all hulls appear. They should be under extras.

So, I hope that helps.
Reply #46 Top
Hi AggieJohn I just wanted to say the ships look fantastic you guys did a great job with them  - My next question is are you planning on adding the millenium falcon and death star---I would love to have them as well---again thanks I waited a while for star wars ships   
Reply #47 Top
The falcon definately. Just need to find a good model from a creator willing to let me convert it.

The death star, I am waiting to see if that terror star can be reactived for GC II. Cause I figure that if its not a super weapon that whats the point.