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MoTmod Addon v13.0
11-07-2018, 01:23 PM
Post: #51
RE: MoTmod Addon v13.0
Liz Shaw in this editor http://www.haggardgames.com/forum/showth...p?tid=2346 is it possible to open the cards from the first part?
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11-07-2018, 01:30 PM
Post: #52
RE: MoTmod Addon v13.0
(11-07-2018 01:23 PM)uac4000 Wrote:  Liz Shaw in this editor http://www.haggardgames.com/forum/showth...p?tid=2346 is it possible to open the cards from the first part?

What do you mean?
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11-07-2018, 01:37 PM
Post: #53
RE: MoTmod Addon v13.0
(11-07-2018 01:30 PM)Liz Shaw Wrote:  
(11-07-2018 01:23 PM)uac4000 Wrote:  Liz Shaw in this editor http://www.haggardgames.com/forum/showth...p?tid=2346 is it possible to open the cards from the first part?

What do you mean?

An example.... In the Levels folder, take the AirBase map level, only it is in the format .SWD.
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11-07-2018, 01:46 PM
Post: #54
RE: MoTmod Addon v13.0
(11-07-2018 01:37 PM)uac4000 Wrote:  
(11-07-2018 01:30 PM)Liz Shaw Wrote:  
(11-07-2018 01:23 PM)uac4000 Wrote:  Liz Shaw in this editor http://www.haggardgames.com/forum/showth...p?tid=2346 is it possible to open the cards from the first part?

What do you mean?

An example.... In the Levels folder, take the AirBase map level, only it is in the format .SWD.

Sadly, I asked pretty much the same question when the editor came out and got the same response. SWDs cannot be edited with the level editor, you can only export what you've modded with the editor into an SWD. And I don't think there's any chance of an official level editor for DtS and MoT, this editor is for Alekhine's Gun only - although there seem to be some relics from MoT left over, such as exporting Grass Vision Layers.
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11-07-2018, 01:54 PM (This post was last modified: 11-07-2018 01:58 PM by uac4000.)
Post: #55
RE: MoTmod Addon v13.0
This format .SWD, is there any way to edit or compile?
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11-07-2018, 02:01 PM
Post: #56
RE: MoTmod Addon v13.0
(11-07-2018 01:54 PM)uac4000 Wrote:  This format .SWD, is there any way to edit or compile?

Only with a hex editor, I use HxD.
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11-07-2018, 02:08 PM
Post: #57
RE: MoTmod Addon v13.0
I here again with this subject, I Try to find out as the console command is responsible for the graphic filter, still the problem was not solved with it...
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11-07-2018, 02:09 PM
Post: #58
RE: MoTmod Addon v13.0
(11-07-2018 02:08 PM)uac4000 Wrote:  I here again with this subject, I Try to find out as the console command is responsible for the graphic filter, still the problem was not solved with it...

And I got a response from forlik, he doesn't remember how he disabled them in the first place.
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11-07-2018, 02:31 PM
Post: #59
RE: MoTmod Addon v13.0
Hmm... maybe that line is responsible for the command:
In the file AirBase.SWD
Shaders:TerrainShaders.shadvsSSIM...
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11-07-2018, 07:02 PM (This post was last modified: 11-07-2018 07:03 PM by uac4000.)
Post: #60
RE: MoTmod Addon v13.0
I understand the issue with the range of the species is not solved?
http://img245.imagevenue.com/img.php?ima..._441lo.JPG
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