I recently picked up the game via Steam, and have been enjoying it. One problem - I have not been able to get any ship hull models I have downloaded, properly installed so that they are available in the game's shipyard.
Could someone walk me through exactly how to do so?
(I have mainly tried using some of Coplann's B5 ships as they had readmes, but as you can tell, not successfully.)
If there are new hull pieces entirely then I imagine it would go in the mod folder. If they're just built out of existing pieces, My Games\GC2TwilightArnor\shiptemplates is the place to throw templates, while My Games\GC2TwilightArnor\ships is the place to put actual ship designs.
Templates and designs are not backwards or forwards compatible so far as I know, the format of them changed a couple of times. So early designs (from GC2: Dread Lords, the base game) won't work in TOA.
Actually I'm having the same issue and it's driving me nuts trying to get the blasted things to work .
These are entirely new hull pieces. An example file consists of the following:
2 PNG files (textures)
1 PNG file (thumbnail)
1 file containing XML data (hull data) that was to be added to the GC2Types.xml file in the \Data\English directory.
Now I've made a new mod file and the game recognizes it. I've placed the texture files in ModName/Gfx/Models and ModName/Gfx/Thumbnails respectively. However I'm not sure what to do with the XML file containing the hull data or what I need to name it or where to place it.
Can this be made to work or is it simply not compatible with Gal Civ II UE? Much obliged for any help!
Mods folder, default, GFX, Models, dump textures (and models) there
Mods folder, default, GFX, Thumbnails, dump thumbnails there
Mods folder, default, Data, new .txt, paste new part definition, save as..., NAME.Xml(select all types so it save right)(Or copy GC2Types.XML, open in note pad and dtop the stuff in it then move the copy to the mods data folder, and remove the "- Copy" from it.)
launch game, shipyard, new/upgrade, enjoy!
Please correct me if I am incorrect.
EDIT:
Thse might help...
http://www.youtube.com/watch?v=pii66hLF-qQ&list=PLrZlBx189IbV7HwBypYvwuE8NDveDpAK5
Well thank you for trying Galactic but that didn't work either *sigh*. No idea what the issue is as it doesn't work if I add the data directly to the GC2Types.xml in the game folder either. These were designed around GC2 v1.1 so I'm just going to assume (unless someone corrects me) that they aren't compatible anymore for whatever reason. Again, thanks for trying
On the bright side, I got the idea to create a race based on the Ori from Stargate SG1 and have been happily tinkering with ship designs based off in-game components so silver lining there
PS: Thanks for the video link as well, those will probably come in handy!
Ahhhh the struggle is the glory, I got it to work!
The devil is in the details and there were multiple issues here.
ISSUE 1: Well I was placing the files in the wrong mod folder to begin with. The game was looking for a mod folder at ...Ultimate Edition\Twilight\Mods but I was placing the files in ...Ultimate Edition\Mods
FIX 1: Create a mod folder (or just copy and paste the existing one) at ...Ultimate Edition\Twilight (there wasn't one there for me already) and drop files into folders per mod instructions.
ISSUE 2: The xml data that was supposed to be used was flawed. It called for a model named "Aurora" but the x file for the model is "Aurora1"
FIX 2: Alter the xml data so it looks for a model with the name "Aurora1" instead of "Aurora".
ISSUE 3: Where to place the xml data.
FIX 3: Make sure it's formatted correctly (basically a GC2Types file with only the new data in it) then place it in a file called "AllHullsMod" and drop it into a folder named "ShipComponents".
Set options to use mods, use default (or a custom folder as long as you place everything where it needs to be), and enjoy
I'm sure the above can be varied slightly but the above will work.
Also, don't forget to check the added parts for a tech requirement...
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