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    K
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    Posts

    Recent Best Controversial
    • Attaching AntiAir on Hydrocarbon System

      Hey there,

      in recently tried to attach an SAM on my UEF Hydrocarbon System and failed successully.

      What I did:
      1.) added a new Bone in Blender and created a vertex group with the same Name

      2.) make changes in Script.lua File
      ---> this is what i added-->

      local WeaponsFile = import('/lua/terranweapons.lua')
      local TSAMLauncher = import('/lua/terranweapons.lua').TSAMLauncher
      },
      UEB1102 = Class(TStructureUnit) {
      Weapons = {
      MissileRack01 = Class(TSAMLauncher) {},

      3.) then i copied the Weapons section from the SAM Launchers Blueprint into the Hydrocarbon Blueprint and set my new Bone as Rackbone and Muzzlebone at the same time...Moreover i made a few changes in Categories, Defence and so on...

      Are there more things to do or does anybody know which mistake i made?
      The Blue AntiAir-Range-Ring is there, but i think this is only because of the fire category in my blueprint...Its absolutely not shooting or something...

      I know its a giant space for Mistakes, but maybe anybody knows what i did wrong...

      Here are my Script.Lua and my Blueprint File:

      Script.txt Blueprint.txt

      Thank you!

      posted in I need help
      K
      killerfrog2222
    • RE: Total Mayham Unit List?

      @Uveso You are King, Thanks!

      posted in I need help
      K
      killerfrog2222
    • Total Mayham Unit List?

      Hey there,

      is there a list of all Units with Names (and Icons?) which Total Mayham (and Maybe also Xtrem Wars) adds to the Game?

      For Modding learning purposes i would like to take a look at some specific Blueprint/script files, but its really hard to find out which unit has which Name ("ABC1234_Unit")...

      For Forged Alliance i can just take a look to the Units section in the FAF Client....

      Would be very cool, Thanks!

      TMUNITS.png

      posted in I need help
      K
      killerfrog2222
    • RE: Icons are displayed incorrectly

      @uveso Yeah i already unpacked all .scd files, but those files are not in there...in \textures\ui\common\icons\units\ I only have 1 Icon per Unit....and this file is named ABC1234_Icon.dds

      Absolutely no idea where the rest is...i already tried to find them via search function, without sucess...

      posted in I need help
      K
      killerfrog2222
    • RE: Icons are displayed incorrectly

      @uveso Yes Exactly...was the easiest way for me, because i couldnt even find the paths/.dds to the land background which you gave me...
      But other tutorials also mentioned these files, dont know why i can not find them...

      well, overwriting the standard Background with the Icon.dds works, so everything is fine 🙂

      posted in I need help
      K
      killerfrog2222
    • Model/Texture Editing Blender .Scm / .Sca

      Hey there,

      i started modelling units for Supcom in Blender...i Found a script online which allows to import/export .Scm/sca files from Supcom into the program.

      i have a few questions about this Process:

      1.) how can I model the texture (albedo .dds) so that it fits perfectly on the Unit after making changes in Blender?
      (Of course it works in Photoshop, but how is it possible to make it fitting on the model perfectly?)

      2.) How do i attach a new weapon on the unit? I think i have to set up Muzzles, Bonez and turrets in Blender and then change the weapon section in the units blueprint file...is there anymore i have to do? Whats your approach?

      3.) Are the Albedo.dds files mandatory, or can i create a texture inside of blender and delete the Albedo .dds?

      I hope my Questions are comprehensible and not too stupid...

      Beste wishes from Germany
      Nils

      posted in I need help
      K
      killerfrog2222
    • RE: Icons are displayed incorrectly

      @uveso For me the easiest way was to create a background texture in Photoshop, save it as .dds, import it, place it under my Unit layer in PS and save this whole Thing as Icon. This covers the custom Background in Game.

      posted in I need help
      K
      killerfrog2222
    • RE: Icons are displayed incorrectly

      @madmax THANK YOU, that helped!

      do u also know how to chnage the Green/Blue Background of the Icons?

      posted in I need help
      K
      killerfrog2222
    • RE: Icons are displayed incorrectly

      @uveso Thanks for your fast answer...

      But its still exactly the same Problem...
      Everything works fine UNTIL i edit the .dds in Photoshop...i can use every .dds from Gamedata, but after editing its yellow in Game.

      After im finished with editing i go for "save as.." -> ".dds" and then a NVIDIA Setting window pops up....Do i have to change there some settings? e.g. the Format? im on RGBA 8 bpp / explicit alpha as you see in the following picture:

      NVIDIA settings.jpg

      posted in I need help
      K
      killerfrog2222
    • Icons are displayed incorrectly

      Hey,

      i'm trying to do my first mods, but one Problem i came across are the Unit Icons.

      I made a new folder in my Mod folder (mods--my Mod--\Textures\Ui\Common\Icons\units)

      when i place an Icon of another unit there and change the name, it gets displayed right in the Game...

      But when i load an icon.dds in my Photoshop with Nvidias texture Plugin it is...
      1.)...Very Pixelated in Photoshop, is that normal?
      and
      2.)... in Game after editing and saving the Icon it is yellow. (see screenshot)

      Anyone knows where to find/fix the Problem?

      Icon false.png

      Thank you!

      Greetigs, Nils

      posted in I need help
      K
      killerfrog2222
    • RE: Blankprojectiles.Lua/Blankweapons.Lua?

      @jip Sure,
      https://rogercpress.wordpress.com/2012/07/20/supcom-modding-tutorial/

      posted in I need help
      K
      killerfrog2222
    • RE: My own Mod can't be uploaded? What to do?

      Hey you both,
      '
      Thanks for your help...I copied the code out of the Tutorial and changed it in my way and that seems to work...absolutely no idea why it didnt work with my version at first...

      posted in I need help
      K
      killerfrog2222
    • Blankprojectiles.Lua/Blankweapons.Lua?

      Hey,

      im working myself through the Modding tutorial of Exaviar Macbeth. I Plan to put an other cannon on one of the Bots. He Mentions the Blankprojectiles.Lua/Blankweapons.Lua files which he created. Unfortunaly i can not find them anywhere...Does anyone have these or has an idea how to modificate the weapons on another way?

      Of course i could simply change the Weapon Projectiles Path in the Units Blueprint, but when i want to attach another weapon? Simply Changing the Units script didnt seem to work for me...

      Heres a screenshot out of the tutorial, the green part shouldve been replaced by the Path of the Blank...Lua Files...

      Screenshot 2021-06-06 122327.jpg

      posted in I need help
      K
      killerfrog2222
    • My own Mod can't be uploaded? What to do?

      Hey there!

      I started to create mods for FA, for now just simple editing of the unit.bp file....but when i try to upload it, for playing with my friends, i recieve this error message:

      com.faforever.commons.api.dto.ApiException: The mod version has to be a whole number like 123, but was 'nil'
      at com.faforever.client.api.JsonApiErrorHandler.handleError(JsonApiErrorHandler.java:28)
      at org.springframework.security.oauth2.client.http.OAuth2ErrorHandler.handleError(OAuth2ErrorHandler.java:177)
      at org.springframework.web.client.ResponseErrorHandler.handleError(ResponseErrorHandler.java:63)
      at org.springframework.web.client.RestTemplate.handleResponse(RestTemplate.java:818)
      at org.springframework.web.client.RestTemplate.doExecute(RestTemplate.java:776)
      at org.springframework.security.oauth2.client.OAuth2RestTemplate.doExecute(OAuth2RestTemplate.java:132)
      at org.springframework.web.client.RestTemplate.execute(RestTemplate.java:710)
      at org.springframework.web.client.RestTemplate.postForEntity(RestTemplate.java:467)
      at com.faforever.client.api.FafApiAccessorImpl.post(FafApiAccessorImpl.java:663)
      at com.faforever.client.api.FafApiAccessorImpl.uploadMod(FafApiAccessorImpl.java:310)
      at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
      at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:64)
      at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
      at java.base/java.lang.reflect.Method.invoke(Method.java:564)
      at org.springframework.aop.support.AopUtils.invokeJoinpointUsingReflection(AopUtils.java:344)
      at org.springframework.aop.framework.JdkDynamicAopProxy.invoke(JdkDynamicAopProxy.java:208)
      at com.sun.proxy.$Proxy74.uploadMod(Unknown Source)
      at com.faforever.client.remote.FafService.uploadMod(FafService.java:315)
      at com.faforever.client.remote.FafService$$FastClassBySpringCGLIB$$6c91c77e.invoke(<generated>)
      at org.springframework.cglib.proxy.MethodProxy.invoke(MethodProxy.java:218)
      at org.springframework.aop.framework.CglibAopProxy$DynamicAdvisedInterceptor.intercept(CglibAopProxy.java:687)
      at com.faforever.client.remote.FafService$$EnhancerBySpringCGLIB$$a886fd1f.uploadMod(<generated>)
      at com.faforever.client.mod.ModUploadTask.call(ModUploadTask.java:75)
      at com.faforever.client.mod.ModUploadTask.call(ModUploadTask.java:26)
      at javafx.concurrent.Task$TaskCallable.call(Task.java:1425)
      at java.base/java.util.concurrent.FutureTask.run(FutureTask.java:264)
      at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1130)
      at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:630)
      at java.base/java.lang.Thread.run(Thread.java:832)

      anyone knows Where to adjust the parameter to get it running?

      Thanks for your help!

      Nils

      posted in I need help
      K
      killerfrog2222
    • RE: Game Crashes (without Error Message)

      @uveso We Cancelled the Total Mayham Mod and after that the game always works fine...Something seems to be broken in our Systems or with this mod. Its a Pity, such a nice Mod ;(

      posted in I need help
      K
      killerfrog2222
    • RE: Creating a mod - Template for Mass Storage

      Ahh nice...Thanks for your fast answers, i'll definetely try it when im home! Would be so cool! 🙂

      posted in I need help
      K
      killerfrog2222
    • Mods with additional Units?

      Hey there,

      my friend and me love to play the Total Mayham mod, because of the variety of units...the Problem is, that this Mod crashes our game very often...For that Reason we are looking for another nice mod with many additional Units like Point Defences, Tanks and experimental units.

      We tried a Mod named "BrewLAN", but it didnt change anything in our Game...Are there Additional Settings to get it running?

      Greetings,
      Nils

      posted in I need help
      K
      killerfrog2222