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Messages - Blazar

Pages: 1 [2]
26
General Gaming / Re: Looking for an RPG Game recommendation
« on: April 21, 2011, 17:04:41 »
I am not a RPG gamer, but i did like Mass effect and 2. And also because it takes place in space and the future. Two subjects i really like. :P

27
Game Assets / Re: new ship
« on: April 06, 2011, 16:24:18 »
So you mean after the   corvett   there are no  closing quotation mark (")?
I've kept a copy of the faulty ini and..it's amazing Arparso.
You are 100% right.

I really can not believe that i missed it. >:(
I checked and rechecked everything, made a new ini file but ofcourse
i copy pasted the old ini with the error! :-[
Only after making it totally from the ground up it worked.

Well i am knocking my head right now, but i've learned something again.
Thanks very much for the correct answer to this error. ;)

28
Game Assets / Re: new ship
« on: April 06, 2011, 13:18:28 »
It didn't work. Because after that the mission editor just said that the next line is invalid.
I slept because it was already 02:30 in The Hague.
Today i tought that i will put the 4 ship models in the Nexus Skirmisher SP Settings Mod and build everything in that tacticts.ini. There everything worked just fine. So i copy pasted the ini.file in my experimental mod and booom rock and roll.
Blasting time again. LOL  ;D
Thanks very much for the support dude.

29
Game Assets / Re: new ship
« on: April 06, 2011, 02:47:00 »
ok thanks will check that out.

30
Game Assets / new ship
« on: April 06, 2011, 00:28:18 »
Hi,
I've put a new ship in my mod.
But then a prevoius ship which i've put 3 day's before that doesn't work anymore.
In fact the whole mod doesn't work anymore wtih any of the original ships.
Even if i remove the two new ships.

I get this message




Line 260 is exactly the same as the original shipclass i.e.  Cruiser. There's no difference.

I've tried evrything already.
Replacing the old tactics.ini file with a new one and removing and putting every ship i have back in the tactics.ini file.
Because there is where i think the problem must be. I've even removed the mod from the register.
I can't think of anything else.
Does someone knows what the heck is wrong? :(

31
Game Assets / Re: Adding hardpoints to ship model
« on: March 20, 2011, 19:08:33 »
Arparso,
Thanks a lot. It works LOL ;D
Already experimenting and trying things out.
I also did the full install of the game and i now have all the Sample mods.
Great. Now continue modding, trying out engines.

32
Game Assets / Adding hardpoints to ship model
« on: March 20, 2011, 12:15:15 »
Hi guys, i am very sorry to bother you again. :-[
I tried the whole day yesterday to add hardpoints to a ship model in Lightwave.
In the manual, 2.2 Game Parameters says;
#blink# to place flashing lights.....etc.
I have tried in Lightwave with: Add Luxigons, but no light in the model viewer or when converterd in the mod.
The syntax can be added via: Add Powergon, but then my knowledge ends, how the syntax / script should look like in the command window.
I have tried numerous variations and serached the web for answers, but without luck. :(

So, can someone please help me with this item?
I know it is a basic moding subject, but i am brand new to this area so any help would be greatly appreciated.

33
Game Assets / Re: Coverting ships
« on: March 19, 2011, 15:40:29 »
Was busy trying out the new tutorials.
The files where succesfully converted The Old Dragons' way. By deleting the source root.

When i leave the source root as it is:
C:\Program Files (x86)\Nexus - The Jupiter Incident\mods\Blazar Mod Excercise\__work\art

The processing task failed. I got his message:

****Not found:C:\Program Files (x86)\Nexus - The Jupiter Incident\mods\Blazar Mod Excercise\__work\art\C:\Program Files (x86)\Nexus - The Jupiter Incident\mods\Blazar Mod Excercise

For both the .lwo and the .tga file.

I must be doing something wrong.

The files are in;

......\mods\Blazar Mod Excercise\_work\art\meshes\objects: for the .lwo    and
......\mods\Blazar Mod Excercise\_work\art\meshes\textures: for the .lga

So in the Destination directory i fill in:
\_work\art\meshes
or just \meshes

However when i deleted the source root before processing, it succeeded.
O yeah and i also have realy long paths to the files as well.
Anyway the most important thing is that i can convert those beautifull files.
But i wanted to test and give a reply, so we (or at least i) will keep on learning.
Thanks again for all the input guys ;)

34
Game Assets / Re: Coverting ships
« on: March 18, 2011, 15:34:40 »
only wrote it last night after reading the thread. Thinking back, I seem to remember having a few problems getting the converter to work at first.

Ahh, ok awesome. Whats also a nice tip was that you can quikly check the models in the Model viewer and that the converted file gets stored in the temp file of the main nexus folder.

There is however a conflict between 1 aspect of the tutorial and that of arparso's above.
He is stating this


[Source Root:
The source folder for all the art assets you want to convert (meshes, textures, sounds, etc.). This is set by default to the "__work\art" subfolder of your mod directory. I recommend just using that default name.


But you are stating this:

Step 3)
Clear the entry in the 'Source Root' field, if you don't the converter will tell you where to go. More on this in a bit. Leave the 'Destination Root' alone.

Now in step three, I said 'More on this in a bit.' Well that bit's here now. Take a look in the 'Source Files' box at the files you've just added, you'll notice that they have a full path directory already. If you leave the 'source root' entry in, then you'll be asking the game to navigate to your mod and then look for the drive that the game has been installed into... not gonna happen. So clear the 'source root'!

I didn't had time yet to try either of them because i am trying out the Model Viewer but later i guess will try both options.

Thanks to both of you very very much  ;D

35
Game Assets / Re: Coverting ships
« on: March 18, 2011, 03:34:54 »
He, The Old Dragon. I've downloaded and read your other guide as well.
This looks realy great. I didn't saw this however on the nexus wiki.
Thanks! Great work.  :)

36
Game Assets / Re: Coverting ships
« on: March 17, 2011, 21:09:24 »
Arparso
Thanks very much for the detailed explanation. The first step i will be doing is to re-install the game with the full installation modality. After that i will successively go through the steps, in order to understand the modding proces. Using this guide as well.
Thanks again  :)

37
Game Assets / Re: Coverting ships
« on: March 17, 2011, 20:17:37 »
I was seraching for the sample already, as described in the manual. But there is no sample mod. There is in the mod folder a NEXUS Standard Multiplayer Battles.dap file. Maybe becuase i installed the game as standard and not customed.

Yes i knew about the Start Model / Texture Converter, i've used that. When selecting a mod, there's a error screen: cannot open projectfile. But after clikking ok the converter still opens with the the "Source root" and "Destination root" already filled in.

When i choose "Open Project" and go to the folder where the .lwo file is or the .tga files there is nothing to open File types: Builder projects. There are none.

So there's a basic problem, i don't have the "SAMPLE 02  Everything Change"  mod. Is there maybe one on the Moddb site to download? Otherwise i would have to reinstall? It seems that that must be the first place to begin understanding the structure of Nexus modding.
Thanks
 

38
Game Assets / Coverting ships
« on: March 17, 2011, 16:54:40 »
Hi according to the modding manual you need to create a working folder \_work and put all the source files containing model, texture and parameter files to be converted to for the game are placed here.
Including; converter.tpr – Data-file of the converter.
However i can not find it anywhere. In the mod tools folder there is the converter  .exe  and 2 .dll files.

I have used the Nexus Skirmisher  SP Settings as a template and created a folder in the mods folder:
so: C\Program Files\Nexus - The Jupiter Incident\mods\new mod
In new mod  there are the files of Nexus Skirmisher SP Settings (because i also used this for my prevoius question).
Do i have to make a _work folder in the main new mod folder? Or do i have to make sub directories as well because in the manual in Chapter 2 they state that the models must be placed in the _work/art/meshes directory and that all models must include the following subdirectories.
-obj -textures

I know that the destination folder of the converted models should be in the main new mod folder  \meshes
and \ textures \meshes. That i do understand.
I know how the basic structure of a mod should be.
What confuses me is how to actually convert a .lwo and .tga to a .msh and .tex

I have tried different combinations but without reslut.

I have read the tutorials on moddb, nexus wiki, of the old dragon etc, done about 6,5 hours of research today but i am still stuck in the mud. :(

Summary:
1. where is; the converter.tpr – Data-file of the converter
2. how should the directory structure be to convert the a .lwo and .tga to a .msh and .tex

Thanks in advance.

39
Game Assets / Re: Mod/tactitics
« on: March 11, 2011, 19:25:08 »
Arparso, the adjustments works. No Angelwinging anymore.  Haha was realy weird to see :o
Thanks for the fix.

Mularac, no apologies necessary. You've helped me a lot already. ;)
Many thanks.
Now i can enjoy the different models in Skirmish.
Meanwhile i am also busy understanding 3D graphic moddeling, uv-mapping, texturing etc (i want to make my own models, later maybe mod or supporting others).
Awesome
Laters.
 :)

40
Game Assets / Re: Mod/tactitics
« on: March 11, 2011, 16:32:59 »
Wow, Mularac. Great tutorial about my question. This is exactly what i meant.
And it works perfectly! ;D
There was one thing though:
there was no tactics folder in the NEXUS Skirmisher SP Settings\universe\.
So i copied the tactics folder from  NEXUS Skirmisher but the tacticstype.ini file was different from your example.
So i copied tacticstype.ini from the main Nexus folder.
The rest went smooth.

Furthermore now there occurs a strange bug during a skirmish.
Just before a ship gets destroyed the Angelwing murges with it. Some times 2 Angelwings in a cross.
And sometimes the Angelwing just pops up out of nowhere.  ???

But nonetheless it's an awesome little mod.
Many thanks dude!!!  ;) 



41
Game Assets / Re: Mod/tactitics
« on: March 11, 2011, 00:16:07 »
Thanks,
Yes it is also the purpose of making a mod but only at a later stage, when i have learned the basics.
I thought that i could just use these ships easily. I guess i was wrong.
I have already downloaded the mod tools and a mod to see how it's organised. The Grunt Invasion v1.0 mod.
And i am frequently on the MODDB site as well.

So it isn't simply, to put one of these ship's somewhere and then go?
Many thanks for the links.  :)

42
Game Assets / Mod/tactitics
« on: March 10, 2011, 19:32:02 »
Hi, after finishing the game i urge for more.
I have started with making new models in a 3D program, but it will take some time before mastering that.
So i want to start with the models you guy's have already made.
I've read the Nexus modding manual, the nexus mod site and this site to get up to speed with the internals of modding nexus.

I want to use this http://www.dogsquad.co.uk/nexus/nexusmod.htm

Question:
1.What exactly is the sequence of editing the texts/tactics/tacticstypes.ini.
Do i have to go use the mod_tools/docs/Nexus tactict.xls file?
Or  do i have to edit it directly in the tacticstypes.ini in the universe map?
And do i then have to change every item of the ship class.

2. For now i only want to try the models out in single missions.
And wanted to use the Nexus Skirmisher for that,
but there aren't  meshes directory or textures/meshes directory.
So i guess that i have to put the files in the main nexus folder
or a mod if i wanted to use the Nexus Skirmisher.

3. In what way could the tacticsTool 2.2 help me with all this?
And do i have to use the mission editor for using the new ships?

4. When i want to use for eg the Hellstorm Hauler i can't find the corresponding
.TEX file in the textures (.TEX files) (10MB). Am i missing something here? 

Finally

5. Did someone already done editing the texts/tactics/tacticstypes.ini
so i could only copy / paste?

Thanks ;)





43
Help / Technical Support / Re: the mechanoid crash
« on: February 23, 2011, 17:36:00 »
Got the soluttion. Need to replay the previous mission Titan. The Gorgs has tp be destroyed in a certain order. At the end first destroy the Barbarian then the Titan. And the Brutus and Sparta need to survive.
Great, awesome game. I am hooked  ;)

44
Help / Technical Support / the mechanoid crash
« on: February 21, 2011, 22:41:33 »
Hi Guys,
I am now at the mechanoid level. But it crashes continously. What must i do?

 >:( :( :'(

45
Help / Technical Support / Re: Can not even start.
« on: February 18, 2011, 17:15:13 »
Thanks will give it a try.
Love this game. It's awesome!!! ;D

46
Help / Technical Support / Re: Can not even start.
« on: February 18, 2011, 14:24:49 »
Hi,
I got the solution. Need to the deactivate the UAC and then reinstall. After that the compatibility check as described above. ;D
Played already for 9 hours straight. It's pretty difficult. Playing on experienced.
Using this walkthrough;

http://www.gamefaqs.com/pc/525559-nexus-the-jupiter-incident/faqs/33589

Is there another site or link with tips  / guide. (No cheats or trainers)

Thanks for your quik reply. ;)

47
Help / Technical Support / Can not even start.
« on: February 17, 2011, 21:02:54 »
Hi,
I just bought the game from amazon.uk.
After installing the game form the cd 1 and cd 2 i have patched it with the 1.01 patch.
When i want to start the game i get the message:Cannot locate the CD-ROM. Please insert the correct

CD-ROM, select OK and restart.

I have inserted both the CD 1 and CD 2, but it didn't work.
Tried the compatibility mode, win xp sp 2.

See compatibility mode for older programs to run win win 7 but using older windows as win xp.

(google)

http://www.sevenforums.com/tutorials/316-compatibility-mode.html

Did not work either.

System specs: Win 7 ultimate, 64 bit, 6 gb ram, HD 4890.


I have searched the web for a sollution, alas without reslut.

Please help, any suggestions. Really want to play this game.     

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