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Re: Anyone here mod EAW/FOC?

Posted: Sun Sep 14, 2008 2:12 am
by redgroupclan
That doesnt change the fact you need to get into the XML directory.

Re: Anyone here mod EAW/FOC?

Posted: Sun Sep 14, 2008 6:18 am
by Darth Revan
I checked that place and XML wasnt there

Re: Anyone here mod EAW/FOC?

Posted: Sun Sep 14, 2008 1:10 pm
by redgroupclan
Ah you're right. Go into C:\Program Files\LucasArts\Star Wars Empire at War Forces of Corruption\Mods\Source\Data\XML. It should be there.

Re: Anyone here mod EAW/FOC?

Posted: Wed Oct 01, 2008 9:22 pm
by obiboba3po
hmm...this isnt a bump quite yet, but i just stumbled across something that came with the map editor.
Hidden/Spoiler:
Star Wars: Empire at Warâ„¢ Mod Information



LucasArts and Petroglyph are providing these tools and assets for your enjoyment; no end user support of any kind is provided or implied. Technical Support staff will not be able to offer assistance with these tools or assets, or in situations that may arise from use of new or modified assets generated with these tools. For more information regarding the use of this software please read the End User License Agreement.

In addition to the map editor tool, the following components are also provided in this distribution. Note that the game must be patched to at least version 1.04 to make use of these components.



Max2Alamo plug-in for 3D Studio Max Version 6

This allows the export of models created in 3DS Max 6 to the Alamo file format understood by Petroglyph’s game engine. The Max2Alamo plug-in is installed into a folder called GameData\MaxPlugin under the main game installation folder. To use the plug-in with Max, copy the max2alamo.dle file into your Max plugins folder.



A set of fx files for use with the Max2Alamo plugin

These can be found under GameData\Mods\Source\Data\Art\Shaders. These are the same fx files used in the game and can be applied to models exported with the Max2Alamo plug-in.



A reference set of XML and LUA source files

These can be found in the following locations
GameData\Mods\Source\Data\XML
GameData\Mods\Source\Data\Scripts

It is recommended that mods be created using new files or copies of these files, leaving the original files intact as a reference.



A small sample mod, to show how mods may be invoked in the game

GameData\Mods\StevesEwokMod is a small example mod that makes Ewoks huge and virtually indestructible.

To invoke this mod, use the MODPATH= command line option when running the game. An example of its use is provided in the batch file PlayStevesEwokMod.bat in the GameData folder.
im also gonna start makin maps again soon, idk if this is helpful, but i hope it is :thumbs:

Re: Anyone here mod EAW/FOC?

Posted: Wed Oct 01, 2008 9:43 pm
by redgroupclan
Ist that a doc that came with the editor?

Re: Anyone here mod EAW/FOC?

Posted: Wed Oct 01, 2008 11:26 pm
by Darth Revan
Oh soz I havent answered you yet Ill get to it

Re: Anyone here mod EAW/FOC?

Posted: Tue Apr 14, 2009 11:35 am
by Master of Stickmen
i dunno about modding, but i have experience w/ basic XML editing and mapmaking

just thought you'd wanna know.......

Re: Anyone here mod EAW/FOC?

Posted: Tue Apr 14, 2009 2:03 pm
by Teancum
Another old bump... and a warning. Read the rules please.

*LOCKED*