Fybertech Forums

General Category => Video Games => Topic started by: Boris on September 20, 2012, 12:49:35 pm

Title: SotS Mod
Post by: Boris on September 20, 2012, 12:49:35 pm
Because I need a place to ramble about the amazing pain that is modding the sword of the stars prime tech tree:

For now let's just have some proof I can actually do it:
Title: Re: SotS Mod
Post by: Boris on September 20, 2012, 03:55:11 pm
Tweaked it a little more. At this point I need to do one more tier then start working on the actual .weapon and .effect files. Fortunately Kerberos has an actual editor for .effects that's pretty great, so I don't have to do a ton of mucking with .3DS and .X files there.

(edit: POST 666, DEBBUL!)
Title: Re: SotS Mod
Post by: Boris on September 28, 2012, 03:31:50 pm
Here's the full set of boxes for my modified ballistic tree. I don't know if this will render right in game yet because I have a monster editing of the main techtree text file to do to unlock it all for testing purposes. Based on tests though, it should only require tweaking, not a full redo or anything.
Title: Re: SotS Mod
Post by: Boris on October 03, 2012, 04:16:36 pm
Done. It'll doubtlessly need some rework, but I have to actually start writing text files to describe all the neat loot you get from researching through the new ballistics tree here.
Title: Re: SotS Mod
Post by: Armchair on October 03, 2012, 04:20:27 pm
What am I looking at here exactly?

I can see that you are modding OsTS tech trees but beyond that I dunno what I am looking at exactly.
Title: Re: SotS Mod
Post by: Boris on October 04, 2012, 04:01:25 pm
A 3D model, the sots tech tree is actually expressed as a bunch of 3d boxes and lines, so you gotta go modeling if you want to change it.

I thought I finished at least getting it to show up and then this happened when I tried to run it.

About half of the tree is MIA.

Also particle beams pls move. (I'm going to have to compress the X/Z distance somewhat here...)