|Home||File Area||Mod Index||Fan Fiction||Links||IRC Chatroom||Other|
FilesHere are various files, some mirrors, some my own.
Great Room planner
Yeah, It rocks
The research tree, in Excel format (By MF)
This is for helping you work out what to reasearch and how to get it, very useful!!
A must for any modder (By MF)
New Version for the patch (By MF)
This file is in fact my bible (read it in the morning and evening, and frequently praise it words)
Its the mod guide, that explaind the whole scripting syntax and more
DDSconv.exe (By Richard Smith)
Compress.bat (By Me)
Decompress.bat (By Me)
The two batch files, in a directoy with DDSconv will compress and decompress a file called a.tga/a.tga.ddt respectivly.
3d Studio Max 2.5 (and before) SSM mesh exporter (By Jan Svarovsky)
3d Studio Max 3 (only) SSM mesh exporter (By Me)
Well, being a Max 3 user, I just had to make a re-compile :) BIG thanks to Daniel Yu!
The original was by Jan (MF) (his site is here) and here is what he says:
"Some simple tips: Only use standard materials, only the diffuse and the reflection map channels in the standard material are read. To give you an idea of scale, a map square is 256 Max units in size, and a segment is 16x32 map squares in size. Your best bet is to first try replacing garbage\garbage.ssm. This is just a series of simple objects that are all the different kinds of litter in the game.
If you want to export animating objects; good luck. Theres quite a lot you have to know about how we read the animations to be able to get the animations working. Here is a small amount of information: you must have Bones Pro installed, we export the skeletal information from that. You put all the objects animations in the same Max file. You should put a note track in, hanging it off one of the bones. Then put notes in at the start of each animation."