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UT-AT
Posted: Sat Feb 13, 2010 8:14 pm
by Filipinio
Does anyone know how to add the UT-AT into my map as
1: As a veichle
and 2:as a prop
without making the game crash?
Re: UT-AT
Posted: Sat Feb 13, 2010 8:30 pm
by AQT
Re: UT-AT
Posted: Sun Feb 14, 2010 7:52 am
by Filipinio
But is doesnt work with the UT-AT, it has a specific way of making it a veichle using sound, msh ect...folders

Re: UT-AT
Posted: Sun Feb 14, 2010 10:05 am
by DarthD.U.C.K.
learn the basics first, then youll understand the threads
Re: UT-AT
Posted: Sun Feb 14, 2010 11:02 am
by Filipinio
if anybody knows, is the UT-AT a commandhover or commandwalker and what would i write in the Label?
Re: UT-AT
Posted: Sun Feb 14, 2010 12:08 pm
by Fiodis
Does it have legs?

Re: UT-AT
Posted: Sun Feb 14, 2010 12:59 pm
by Filipinio
It kinda of has, but the odf, msh ect it called rep_hover_utat
Re: UT-AT
Posted: Sun Feb 14, 2010 1:08 pm
by Ping
Filipinio wrote:It kinda of has, but the odf, msh ect it called rep_hover_utat
That should be enough for you to figure out whether it's a commandhover or commandwalker.
Re: UT-AT
Posted: Sun Feb 14, 2010 1:21 pm
by Filipinio
but what do i writei n the other bits like Label, repATK repDEF ect...?
Re: UT-AT
Posted: Sun Feb 14, 2010 1:33 pm
by Ping
Filipinio wrote:but what do i writei n the other bits like Label, repATK repDEF ect...?
Oh, for God's sake, listen to everyone else and read the freakin' documents that come with the mod tools. If you can't find it there, then use the Search function on this site. Seriously, it's not hard.
Re: UT-AT
Posted: Sun Feb 14, 2010 1:41 pm
by Fiodis
Filipinio wrote:It kinda of has, but the odf, msh ect it called rep_hover_utat
If you play any of the Rise of the Empire maps (where it first appeared) you'd see how it hovers. And yeah, you shouldn't really have to ask that if everything makes reference to hovering.
To expand on Ping's...comment, look in Getting Started.doc (the first thing you should read, anyway). It tells you how to add vehicle spawns.
Re: UT-AT
Posted: Sun Feb 21, 2010 7:56 pm
by Filipinio
this topic is old but i have a problem, i got the utat ingame fine as a prop but the skins are the Impreial ones, does anyone know how i can change them to the the Republic ones...?
Re: UT-AT
Posted: Sun Feb 21, 2010 8:01 pm
by Fiodis
Replace the Imperial ones with the Republic ones and rename the Republic ones to match the Imperial ones.
Re: UT-AT
Posted: Sun Feb 28, 2010 11:19 am
by Filipinio
ok i dont really understand what you mean by that....

can u make it clearer?
Re: UT-AT
Posted: Sun Feb 28, 2010 11:35 am
by Fiodis
Paste the Republic skins in your msh folder. Delete the imperial ones. Rename the Republic ones to have the same names as the Imperials ones did before you deleted them. Also, you'll want to open and re-save them (with RLE off) using GIMP or Paint.NET, so that VM reads a later time stamp on them.
Re: UT-AT
Posted: Sun Feb 28, 2010 11:41 am
by Filipinio
do i paste the republic skins in my custom sides folder (its called utt) or just in my maps msh folder (im editing a shiped map)
and should the republic skins folder (or do i even paste the folder) be turned ( called ) "Imperial UT-AT Files" ??
Re: UT-AT
Posted: Sun Feb 28, 2010 11:59 am
by Fiodis
It sounds like you need to first learn how a custom side works. Check out the FAQ and shipped docs.
Re: UT-AT
Posted: Sun Feb 28, 2010 12:03 pm
by Filipinio
i have already made and know how to make a custom side....

Re: UT-AT
Posted: Sun Feb 28, 2010 1:25 pm
by Fiodis
Really? Then you ought to know the answer to this:
Filipinio wrote:do i paste the republic skins in my custom sides folder (its called utt) or just in my maps msh
and this:
Filipinio wrote:should the republic skins folder (or do i even paste the folder) be turned ( called ) "Imperial UT-AT Files" ??
To help you along, when do you ever put skins for a
side in a
world msh folder?
I did not say you didn't know how to
make a custom side. I said you could use a little further reading on how a custom side
works.