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Having worked as a farmer and woodcutter for most of my life i became determined to do something that would leave my mark after i was gone. Since then i got back to studies, and i have now a master degree in Electrotecnical Engineering as well as a degree on Electromechanical Engineering. On my free time i like playing and so i became interested in creating my own games or, in the shorter term, modding games to get something closer to what i would like games to be.

Comment History  (0 - 30 of 1,935)
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Hello, I am fine :)
I am bit late for Christmas, but I hope you have a Happy New Year.
We all deserve something better than 2020 :)

Good karma+2 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

I have uploaded it somewhere else as the old link was from someone else:
Mediafire.com

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Going to need a bit more information than that to be able to help you.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

I think it is something related with model/animation import/export/fixes but I would have to check, it has been a while.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

In the art folder there will be something like ebps/races/(race name).
Within you will have the troops and the texture_share folders. If you have a previously existing model, just drop the textures in the folder and the whm and whe (model and model behavior) on the troops folder.
On the second link I gave you, it roughly explains how to check for dependencies and so on.
Beyond the textures you might also have fx specific to that model, which you can obtain from the same place you got the model, it should be on art/fx/...
Similar for sounds or decals.
You can open whm and whe with FFE to check for full paths of dependencies ( Bitbucket.org ) or just enable dev mode and check the logs created (also referred in the second link).

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Hello, my modding computer is in a different country so excuse me for any mistake as I am doing it out of memory.
Each unit requires a file in the ebps folder and another in the sbps folder, you can copy a similar unit as a start and modify the parameters (I have some tutorials that explain some of the parameters: Moddb.com and Moddb.com ).
After those 2 files exist, buildings have an extension which has squad on the name and contains the list of squads available from that building. I advise you to check with existing recruitment buildings to see the way it is done.

That should be enough for a start, send my a private message once you have checked those things and if you have further doubts :)

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Try to identify what you wish to accomplish first, check what is available to you and iterate over that, defining what you need to perform to achieve it.
Identify examples you can review if something doesn't work as expected, there is much to learn from what others have done previously.
Try to think outside the box, but be prepared to accept some of the limitations imposed to you.
You will hit lots of walls and dead ends, but nothing is ever a wasted effort, just learning experiences.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Sorry for the delayed reply.
I just execute the jar file directly, it needs Java Runtime Environment installed.
Typically what you have on the screenshot is related with missing or wrongly assigned textures on the file (typos on the path or any other change that makes invalid).

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Dawn of War - Adeptus Modificatus

Not really, just moved to a different country, most of my stuff remained behind, along with my family.
Sometimes work makes things complicated.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Dawn of War - Adeptus Modificatus

I would have to check, I don't recall exactly how that part is handled in the AI files.
Thudmeizer should be able to help you, as he was one of the responsible people for the advance skirmish AI ( Moddb.com ).
Unfortunately I don't have access to DoW right now, so I personally would only be able to check it on Christmas :|

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Dawn of War - Adeptus Modificatus

The default.rat files can be used to control the volume of sounds ingame.
If there is none on the folder you added, you can just grab one from other sound folder using Corsix's.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Dawn of War - Adeptus Modificatus

I think the game is hardcoded for 1 starting building.
I don't think there is away to create a workaround for that :(

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Dawn of War - Adeptus Modificatus

There is an exporter/importer for 3dsmax that worked until version 2008. After initial import you could save it and work on other software, then use 3dsmax 2008 to export the model when finished to convert it to DOW files.
Not sure but it might be available on the files section inside the tools and tutorials download.

Good karma+2 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Usually it is in the requirements_ext or squad_requirements_ext of the ebps/sbps of the squad.
Look for a requirement with required_squad_cap and change the value to what you desire.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Just check this video:
Youtube.com
That is the most step by step I can give for now.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

In the ebps of the model you can switch the model used, under entity_blueprint_ext, the animator field (basically it is the path inside the art folder where the actual model is located).

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Having the ai from the DOWAI merged with the codex AI, I think codex uses the DOW SS AI as a base which does not load anything new. Backup the old files just in case and drop the DOWAI files in there, it should work, in theory.
If you have a shortcut for SS if you right click then properties, something like destination should have "location of SS\Soulstorm.exe" simply add -dev at the end so it looks like location of SS\Soulstorm.exe" -dev

This adds logging that indicates better what is happening.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Pink box means either lacking model/animation or file conflict. If you play in dev mod it could help determine what is the issue with those models (a quick search in moddb should help you with dev, if not let me know).
With the AI I guess you might have to somehow merge the AI of those two mods as the thousand sons AI might be called by the codex mod AI. Having the advanced skirmish AI files in the codex mod would solve it as it loads everything regardless of the actual race.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

One thing could be folder permissions for those specific mod folders (Corsix might show it saved but it actually didn't because it doesn't have permissions) and running corsix as administrator would solve it. Other possibility could be that you are editing units that are not the ones being used (sometimes names can be confusing) although I doubt this possibility. Health changes are basically what you see is what you get so I don't have much to suggest :|

As long as I get notifications, I am active everywhere ;)

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

Basically it adds several races and units to the existing races.
Gameplay changes as well.
AI has access to most things unlike default Dark Crusade and so on.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

It is not simple, basically many things were converted back to DoW stats and so on, so it would take some time to convert to work with a mod.
Also getting the campaign menu has some tricks.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Ghost Knights - Ghostly version

1st phase is pretty much complete (having the concept art for the units of one faction). Next phase will be turning this concepts into models that can be used to implement the basic gameplay concepts.
Wish me luck :)

Good karma+2 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Keep it going :)

The evil side of mankind is a common and interesting topic for stories, specially because it allows writers to use many contrasts between ideals, laws... with the reality of the events.

Good karma+3 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

It is for Dark Crusade only.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ [DC] Veteran Mod

If it is installed correctly you can simply go into game manager on DC's main menu and double click on veteran mod to restart with the mod.

Good karma+1 vote
GreenScorpion
GreenScorpion - - 1,935 comments @ Fire and not Forget

There are good years and bad years. I wish that your next years are the best you ever had JL :)
I will be around watching ;)

Good karma+5 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ Renegade Guard 0.93 for Soulstorm

Good to see this mod out in the open once more :)

Good karma+3 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ GreenScorpion

Things are going normal. Lots of work at my day job and always some developments in my personnal project :)

How is everything with you?

Good karma+3 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ RU UA, theft, insult to someone else's work and other...

It is an unfortunate event but something which is actually very difficult to control.
Most such people have no respect and likely can't be reasoned with as they usually see no problem in their actions.
A big shame to be honest :(

Good karma+3 votes
GreenScorpion
GreenScorpion - - 1,935 comments @ Pretorev - Knight

I agree that his facial expression turned out strange.
I will likely change it later.

Good karma+1 vote