I go to answer me. I have tried my older softimage 2010 (do not ask because I did not try before ;) ) and it works. Who knows, perhaps it is because I used the 2010 scenes in the 2013. But at least now, I can edit some of my older models and perhaps create some new.
Nomada_Firefox
I have one simple question. Have you tried convert a xsi model made with softimage 2013 64bits? I have tried and the convertxsi did not convert well the model. However, I have xsi files made with a 32bits version and it worked.
With the mod, I have not made too much lately. I must navigate a bit among the new files and remember how edit a model at softimage.;) Lately I have been editing this. http://www.moddb.com/mods/star-wars-polaris-sector-alliance
I finished the addition from the voices but I want improve some textures and models. Perhaps even I will add some new. But I will upload all the voices in a pack the next week.
Good. With lucky, I estimate no more of one week and few days more for finish my work.
If I have not said it. I hope that other people modding the game can use the new voices added. It is a lot of work for only a single mod and it can be useful for many others. I am adding all them in the original ogg format from the game, clearly the best. Regards.
This is another preview from the v1.83 update. This time about the Rebel units and their voices. Specially heroes but there are changes for most of the units. [video]https://youtu.be/adroKwl0zi0[/video]
Well, I continue this small update from the mod. In a first moment, I was thinking replace only the voices from heroes but after I saw how many voices I had, I have started to replace the voices from most of the units. Now I have made most of the Imperials and many from the Rebels. When I finish this voice update, probably I will update some model with the last textures and the last model. Probably, even I will add some new unit. I hope remember how softima
Well, the improves in code for this version are ready but I want add some new features to the mod. One of the new improves will be the voices, all the heroes and special units will have customized voices, now you can hear to the Emperor or Vader with the executor between others. There will be many other more new voices and new music files. [video]https://youtu.be/knQteq2KlhE[/video]
Thanks to the GoaFan77 list from changes in 1.83 ver, I will make a small update for the mod.
[quote who="ZombiesRus5" reply="20" id="3613534"] Opt-in to 1.83 - check Convert newest files in 1.83 to text - check answer: you can get the reference files yourself. [/quote] You could release a link with the files converted. At this moment, I have not edited this game at more of a year and I have not time for search, research how convert them.... [e digicons]v_v[/e]
Can anybody tell me where can I get the reference files from the 1.83?
Looking this, I would like to say how this patch and the GOG version are probably a big error. It remembers me Star Wars Empire at War and the different versions from the same game where at the end, they added several problems with mods, versions and players.
Oh no, another patch...........what adds this patch?
I have uploaded the 1.2 version, you can find it only in the downloads section from my site (check the main page). http://firefoxccmods.com/
Soon, I will release the 1.2 version from this mod with some fixes and additions.
So you understand then how overclocking a "Xeon" to meet the same specs can reproduce the exact same results that of a faster i7 counterpart within the same architecture yes? Benchmark programs are not the real live. They do not analize things as what is the speed running with one single core a game which I do not go to name "old engine" because it is not sense, at the end, most of the games continue running with one single core. <blockqu
[quote who="wokenjay" reply="4" id="3531457"] also your mention of xeons is quite ambiguous considering that there are xeons that can't be overclocked and that is the general misconception that they are not great for "gaming"[/quote] Intel by default release versions unlocked and locked, Nothing strange but I did not say it because I thought how it was locked, I sayed it because Xenon processors are thinking for running specially with 64bits and aplications. There are a misun
xeon x5650 @ 3.8 ghz I do not want who he says you it but even if some people think how the xeon are great for games, they were not made for them.
Lately I have been fixing some errors but I have been improving the textures with better lights and improving the shiny brightness from the hull in models. However, I must confess and probably it is not the first time that I say it, the lights at SOASE are not too perfect as they can be at my EAW mod. It takes a lot more of time to make them and more improve them. Next other point, good or bad, it can be how the sources of lights are more at SOASE than at EAW and the shadows are bette
The Bloodfin, the Turbulent class Star Destroyer commanded at his last fight by the Admiral Pellaeon will be in the next update from the mod. Before I release it, I will publish a complete log with the improves and fixes. By the moment I will continue enjoying more the mod thanks to the Large Address Aware http://www.techpowerup.com/forums/threads/large-address-aware.112556/ , remember, if you use 64bits, you should play with it the mod. You will note the difference. <
Probably this week, I will upload a new update from the mod with some fixes and perhaps some new thing.
Perhaps you know this tool named Large Address Aware from use it with other mods. However, yesterday, I tested it with my mod and.........it is awesome! it works, with this you can play a generic game created for 32bits systems (where usually they do not use more of 2gb of ram) with more of 2gb of ram. This tool works with Windows Xp 32bits and other 32bits systems but it is a mess because you must edit somethings from the startup from the O.S. By this reason, the better O.S for this
Another question. Can this be correct? [code="xml"] periodicAction actionCountType "Infinite" actionIntervalTime Level:0 4.000000 Level:1 4.000000 Level:2 3.000000 Level:3 3.000000 buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnChance" buffApplyChance Level:0 0.200000 Level:1 0.300000 Level:2 0.300000 Level:3 0.350000 buffType "BuffFighterBlinkActive" effectInfo