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	<title>AB Docs</title>
	<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=rss]]></link>
	<pubDate>Tue, 07 Sep 2010 02:43:49 +0000</pubDate>
	<ttl>1800</ttl>
	<description>Alpha Blue CommunityTutorials RSS</description>
	<item>
		<title><![CDATA[Adding a pre-coded unit (like one of Warb_Null's)]]></title>
		<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=10]]></link>
		<description><![CDATA[This very basic tutorial will simply show you code in a new unit that comes with model, texture, and code files. Although most of the time people ask  [<a href='http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=10'>Read more</a>]]]></description>
		<content><![CDATA[This very basic tutorial will simply show you code in a new unit that comes with model, texture, and code files. Although most of the time people ask for a tutorial to add in Warb's creations, this can be used anytime you want to add in a new pre-coded  unit.<br />
<br />
For this tutorial the unit I will be using as an example is Warb's Republic Interdictor Cruiser (http://alphabluemodding.com/forum/index.php?app=downloads&showfile=256).<br />
<br />
Step 1: Upon downloading and opening the zipped file, you will see several file types.<br />
<br />
There are .alo files:<br />
<br />
Rep_Interdictor.alo (This is the main model for the unit)<br />
<br />
Rep_Interdictor_D.alo (This is the model for the death clone)<br />
<br />
pe_Rep_Interdictor_L.alo (Engine glow model)<br />
<br />
pe_Rep_Interdictor_S.alo (Engine glow model)<br />
<br />
You'll also see Rep_Interdictor_D_DIE_00.ala. This is an animation file used for the death clone model that makes the ship break apart when it dies.<br />
<br />
Place all of these files in Art/Models in your data or mod folder. If that folder is not there then create it.<br />
<br />
<br />
Next, there are .dds files, the texture files:<br />
<br />
rep_interdictor.dds, rep_interdictor_B.dds, and rep_interdictor_L.dds. Place these in Art/Textures in your data or mod folder. Like last time, if that folder is not there then create it.<br />
<br />
<br />
Now, you have the .xml files, Units_Space_Republic_Interdictor.xml and HardPoints_Republic_Interdictor.xml.<br />
<br />
The first file is the unit's data, and the second contains the unit's weapon data.<br />
Add these files to Data/XML. It can either be the games' data folder or your mod's data folder, wherever you choose. Remeber, if you don't have that folder, you need to create it.<br />
<br />
Step 2: To get the ship working in game you need to edit Gameobjectfiles.xml and Hardpointdatafiles.xml<br />
<br />
Gameobjectfiles.xml is a list of files that are to be read by the game. If you don't put it here, the game won't read it.<br />
<br />
Now open the file and then insert the following line of code at the bottom:<br />
[code]&lt;File&gt;Units_Space_Republic_Interdictor.xml&lt;/File&gt;[/code]<br />
You've now added the unit itself to the game. Next is its weapon data.<br />
<br />
Step 3: Open Hardpointdatafiles.xml and insert the following line:<br />
[code]&lt;File&gt;HardPoints_Republic_Interdictor.xml&lt;/File&gt;[/code]<br />
Now the weapons are added in! Otherwise is would just sit there and be a useless hunk of junk  <img src='http://alphabluemodding.com/forum/public/style_emoticons/default/laugh.gif' class='bbc_emoticon' alt=':lol:' /> <br />
<br />
Step 4: If you want to make the ship buildable in skirmish, then you must edit Starbases.xml.<br />
<br />
Open it up, and go down to, say, Skirmish_Empire_Star_Base_3. You can really put it in any level you want, but remember that in the file it is given the faction of Empire. If you want it to be a Rebel ship, change it's affiliation to "Rebel." Now back to Starbases.xml, there is a list of units you can build. Add the name specified in the Spaceunit name line in the Cruiser's file. It has been given the name Republic_Interdictor_Cruiser. So add this in the list, with commas separating it from other units like you can see.<br />
<br />
You can now build this in skirmish! Make sure you have saved all the files you edited. Place them in the same location you placed Units_Space_Republic_Interdictor.xml and Hardpoints_Republic_Interdictor.xml.<br />
<br />
You've now completed coding the ship in.  You can edit values for its weapons, health, and such if you want.<br />
<br />
It may seem like a lot, but it's only a few steps:<br />
1. Put model files in Art/Models, texture files in Art/Textures, and the XML files in Data/XML<br />
2. Put the ship's file in the list in Gameobject files.xml<br />
3. Put the ship's hardpoint file in Hardpointdatafiles.xml<br />
4. Add the ship to a level of its faction's skirmish space station in Starbases.xml]]></content>
		<pubDate>Thu, 26 Aug 2010 22:39:52 +0000</pubDate>
	</item>
	<item>
		<title>UVW Unwrapping and Texturing</title>
		<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=9]]></link>
		<description><![CDATA[Yellow' everyone, finally made that tutorial I said I was going to make. In this tutorial, we'll be UVing and texturing an Old Republic Turret [<a href='http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=9'>Read more</a>]]]></description>
		<content><![CDATA[Yellow' everyone, finally made that tutorial I said I was going to make. In this tutorial, we'll be UVing and texturing an Old Republic Turret.<br />
<br />
<br />
[IMG]http://img708.imageshack.us/i/turretrender.jpg[/IMG]<br />
<br />
<br />
UVing your turret<br />
<br />
http://www.filefront.com/17165276/Kalos-tut-pt1.zip/<br />
<br />
Texturing your turret after the fact<br />
<br />
http://www.filefront.com/17165328/Kalos-tut-pt-2.rar/<br />
<br />
Included is the UV'ed turret, a not UV'ed turret for those that want to learn how. And my PSD for the turret. For those that wonder why I didn't mention how to resize said texture at the end, I forgot. Sorry, go to Image -&gt; Image size, and size it down as needed.<br />
<br />
<br />
<br />
This is best viewed in Windows Media Player 9.]]></content>
		<pubDate>Wed, 11 Aug 2010 01:20:12 +0000</pubDate>
	</item>
	<item>
		<title>Basics of XML</title>
		<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=8]]></link>
		<description><![CDATA[It is recommended that you use [url="http://www.wmhelp.com/"]WMHelp XMLPad[/url] to edit xml files. I use version 2.2, but 3.0 is also avail [<a href='http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=8'>Read more</a>]]]></description>
		<content><![CDATA[It is recommended that you use [url="http://www.wmhelp.com/"]WMHelp XMLPad[/url] to edit xml files. I use version 2.2, but 3.0 is also available for download, look under "products" *no purchase necessary for download*<br />
<br />
There are several different object types defined in the XML.<br />
<br />
The two most important XML's you will need to know about while modding are GameObjectFiles.xml and GameConstants.xml.<br />
<br />
[list][*]Usually you won't have to edit gameconstants.xml, but if you're making new hero units or any unit that has an ability in Galactic Conquest, then you will probably have to edit GameConstants.xml and add the new hero abilities to it. In most editors you can press cntrl+f and search for "&lt;Activated_". This will bring you to all of the GC abilities, and you can modify it accordingly with your new heroes. Otherwise leave this alone because it WILL screw with the game. <img src='http://alphabluemodding.com/forum/public/style_emoticons/default/tongue.gif' class='bbc_emoticon' alt=':P' /> More on the GameConstants.xml will be defined in another tutorial.[*]GameObjectFiles.xml is a very simple document, yet the most important. This file is what lets the game know what xml files to load in order to play the game. In fact it's the very reason that the EAW GC's don't load in FOC. In this file you will find lots of these lines: [code]&lt;File&gt;insert_file_name.XML&lt;/File&gt;[/code]. If and when you need to add a new file, [u][b][i]ALWAYS[/i][/b][/u] add new files to the [u][b][i]BOTTOM[/i][/b][/u] of the xml. The reason is the game uses a thing called indexing. That means the game loads all of the files in a certain order, this affects the way the maps load. If say you add a new faction, and it loads before all of the other factions, then the maps will become "bare" because the faction affiliation has been changed.[list][*]Now the reason that this xml is so important is that it makes modding so much easier. If you always, ALWAYS, add new stuff in a new xml file, all you have to do is add the file to the gameobjectfile.xml and you don't have to worry about the possibility of screwing up any other xml file.[/list][/list]<br />
Now here's a list of your typical xml objects: [list][*]Supers, things like the deathstar or the eclipse (in the vanilla/unmodded games)[*]Capitals, largest controllable unit (even the SSD is defined as a capital)[*]Frigates, medium sized vessels like the VSD or the alliance assault frigate[*]Corvettes, small vessels such as the corellian corvette or the tartan patrol cruiser[*]Bombers, heavy armored 1-2 man space craft heavily armed with anti-capitol weapons[*]Fighters, light-heavy armored 1-2 man space craft designed to combat other fighters or bombers[*]Squadrons, purchasable object used to buy several fighters/bombers at a time, also serves as a container to keep fighters in formation[*]Companies, purchasable object used to buy several ground units at a time[*]Containers, this object is used to keep ground infantry and some squadrons in formation, has other properties that will be defined in another tutorial[*]Walkers, your typical ATAT/ATST[*]Armored units, any land vehicle that doesn't "walk" or fly[*]Infantry, military personnel[*]Indiginous units, civilian personnel[*]Air units, ground units that fly such as the rebel Speeder[*]Ground Structures, any ground building that is destroyable[*]Space Structures, any space building that is destroyable[*]Special Structures, any ground or space structure that is purchasable/buildable[*]Space stations, specific space special structure primarily used as a defense structure, but also to enable purchase of space units[*]Ground Props, any ground object that is not selectable or destroyable[*]Space Props, any space object that is not selectable or destroyable[*]Unique Units, as the name says, unique units that have special features (will be further defined in another tutorial_[*]Projectiles, lasers, proton torpedoes, concussion missiles, bombs, anything that makes things go BOOM[*]Abilities, Abilities aren't specific objects, but are optional to use in various objects[*]Factions, Factions define who's who and whether they're allied, neutral, or enemies of each other[*]Upgrades, Purchasable objects that boost the stats of units or structures[*]Hard Points, specific points on a model that can be coded, usually just weapons, but can be several other things[*]Campaigns, generic and story scripted galactic campaigns[*]Story Scripting, GC event triggers - [url='http://alphabluemodding.com/forum/index.php?app=tuts&showtut=1']Part 1[/url], and [url='http://alphabluemodding.com/forum/index.php?app=tuts&showtut=2']Part 2[/url].[/list]<br />
<br />
Each of these objects will be defined in detail in another tutorial as well as the gameconstants.xml; most of them will have a template provided to reduce the chance of creating bugs in new objects.]]></content>
		<pubDate>Mon, 05 Jul 2010 20:10:13 +0000</pubDate>
	</item>
	<item>
		<title>Death Clone with Timed Explosions</title>
		<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=7]]></link>
		<description><![CDATA[Death Clones<br />
with timed explosions<br />
Death Clone Tutorial<br />
By Dr. Nick<br />
<br />
This tut will show you how to make a death clone wi [<a href='http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=7'>Read more</a>]]]></description>
		<content><![CDATA[Death Clones<br />
with timed explosions<br />
Death Clone Tutorial<br />
By Dr. Nick<br />
<br />
This tut will show you how to make a death clone with timed explosions at the end.<br />
<br />
We will assume you know how to rig and get right to work<br />
<br />
1) Apply a standard material to your model, it doesn't matter what color. The VSD in my <br />
<br />
picture is white because I didn't want to waste time going to get another material or <br />
<br />
changing the color. <br />
<br />
 <br />
<br />
2) Ensuring that the model is one object (if you have separate materials, be sure to attach <br />
<br />
them while keeping the materials the same for each individual object), convert it to an <br />
<br />
editable poly by right clicking and choosing it from the menu. Then scroll down and click <br />
<br />
Quickslice. Using that tool, click on the middle of the model to cut it in half. <br />
<br />
 <br />
<br />
3) Go into the polygon mode and select one half of the model. Then click detach and okay <br />
<br />
it. <br />
<br />
 <br />
<br />
4) Center the pivot points of each half. This is important for when we animate the spin on <br />
<br />
the pieces.<br />
<br />
 <br />
<br />
5) Place a bunch of proxies all over the model.<br />
<br />
 <br />
<br />
6) Hide the two model chunks by selecting them, right clicking, and clicking hide selected. <br />
<br />
Then select all of the proxies and go to Tools and using the Rename Object tool.<br />
<br />
 <br />
<br />
<br />
7) Put in whatever particle you want. If you want more variety with the particles, you'll <br />
<br />
have to go in after and rename some. <br />
<br />
 <br />
<br />
8) Link the proxies to the two chunks. (Link tool is selected above) (To enlarge the <br />
<br />
selected viewport, click the small button at the bottom right hand corner of the screen <br />
<br />
with an arrow)<br />
<br />
 <br />
<br />
9) Place two points in the scene<br />
<br />
 <br />
<br />
10) Rename them to whatever you want, I usually name one Parts and the other whatever's on <br />
<br />
my mind at the time.<br />
<br />
 <br />
<br />
11) Change the length of the animation to 300 using the highlighted button.<br />
<br />
 <br />
<br />
12) Cap the holes on each model segment by using the Cap Holes modifier.<br />
<br />
 <br />
<br />
13) Link the chunks to one of the points. Then click Auto Key, move the slider to 300, and <br />
<br />
move and rotate the two chunks. The proxies should follow. <br />
<br />
 <br />
<br />
14) Select both chunks. Then hold down shift and drag the key at the end of the animation <br />
<br />
to frame 280. This is vital to timed explosion.<br />
<br />
 <br />
<br />
15) Place a proxy at the center of where the chunk is at frame 280. Place one for each <br />
<br />
chunk. <br />
<br />
 <br />
<br />
16) Name them a certain explosion particle link them to the other point. Once that's done, <br />
<br />
go over to the Curve Editor using the button highlighted.<br />
<br />
 <br />
<br />
17) Select one point and add a visibility track to it. <br />
<br />
 <br />
<br />
18) Select the icon labeled Visbility. Then add keys at frames 0, 279, and 280. The add key <br />
<br />
button is highlighted in the curve editor. <br />
<br />
 <br />
<br />
19) Right click on a key to have a window pop up. For time 0 and 279, make sure the value <br />
<br />
is 1.0. For time 280, make sure the value is 0.<br />
<br />
 <br />
<br />
20) Add keys at the same times for the other point. This time, make time 0 and 279 have a <br />
<br />
value of 0 and 280 have a value of 1.<br />
<br />
 <br />
<br />
21) In the alamo utility, go down to animation and add an anim. Then put 0 for start and <br />
<br />
300 for end. <br />
<br />
 <br />
<br />
22) With all that done, reapply the shader material to your model and export!<br />
<br />
Hope this helped.]]></content>
		<pubDate>Wed, 23 Jun 2010 02:55:23 +0000</pubDate>
	</item>
	<item>
		<title>EAW Mapping</title>
		<link><![CDATA[http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=6]]></link>
		<description><![CDATA[Mapping Tutorial (English/German) is a wonderfully done mapping tutorial by Locutus. This tutorial is designed as a little program which explains you  [<a href='http://alphabluemodding.com/forum/index.php?app=tuts&module=tuts&section=tuts&do=view&t_id=6'>Read more</a>]]]></description>
		<content><![CDATA[Mapping Tutorial (English/German) is a wonderfully done mapping tutorial by Locutus. This tutorial is designed as a little program which explains you all the basics that are important for any beginners who have no experience in mapping by a step-by-step guidance to your first map. But also more experienced mappers can learn something - in fact it explains more than just how to create skirmish maps. The tutorial talks about lanf skirmish maps, space skirmish maps, GC maps and even a bit about Campaign maps. In the course of this program you`re going to create your own map by using all of the important features. You can also select either a German ro English version of each tutorial.<br />
<br />
If you`re a new or experience mapper definately add this to your inventory of tutorials to read.<br />
<br />
<br />
Here is a link for the files [url="http://www.filefront.com/13707543/eaw_mapping_tutorial_v10.zip/"]EAW Mapping Tutorial[/url]<br />
<br />
German Description from Author:<br />
<br />
Dieses Tutorial ist als ein kleines Program konzipiert worden, welches euch alle f&#65533;r Anf&#65533;nger wichtigen Informationen via Schritt-f&#65533;r-Schritt Anleitung euerer ersten, eigenen Karte n&#65533;herbringt. Aber auch erfahrenere Mapper k&#65533;nnen hier noch etwas lernen, da das Tutorial weit mehr erkl&#65533;rt, als nur die Erstellung von Gefechtskarten (Multiplayer-Karten).<br />
Ihr k&#65533;nnt zwischen ENGLISCH und DEUTSCH als Sprache w&#65533;hlen!<br />
<br />
Empire at War - Forces of Corruption: Mapping Tutorial<br />
By: Locutus (christianbaulig|at|web.de)<br />
<br />
- - - - -<br />
<br />
[ENG] (deutscher Text unten)<br />
<br />
This tutorial is designed as a little program which explains you all the basics that are important for any beginners who have no experience in mapping by a step-by-step guidance to your first map. But also more experienced mappers can learn something - in fact it explains more than just how to create skirmish maps. You can chose your language between ENGLISH and GERMAN!<br />
<br />
In the folder "The Tutorial Maps" you can find all the maps that were created in this tutorial. Don&apos;t be disappointed if your first map doesn&apos;t look like this, because just practice makes perfect!<br />
<br />
PS: If there are any questions about mapping or the program itself don&apos;t hesitate to ask.<br />
<br />
- - - - -<br />
<br />
Just klick on the "Tutorial.exe" to start the program. Everything else will be explained in the program itself.<br />
<br />
IMPORTANT: Do not delete/rename/remove the "Pictures"-folder, otherwise this programm won&apos;t work!<br />
<br />
- - - - -<br />
<br />
CREDITS:<br />
<br />
Program/Pictures/Text: CHRISTIAN BAULIG (also known as Locutus and KingLetho)<br />
<br />
English Translation: MATTHIAS KOSTKA (80%) and BJÖRN KREUTZ (20%)<br />
<br />
Information about Campaign Maps: HEIKO LANGGUTH<br />
<br />
Betatesting (and finding this weird bug): BJÖRN KREUTZ<br />
<br />
Special thanks to: The developer of this great game and it&apos;s MapEditor and all those who supported me and tested this tutorial!<br />
<br />
<br />
<br />
- - - - - - - - - -<br />
- - - - - - - - - -<br />
<br />
<br />
<br />
[GER]<br />
<br />
Dieses Tutorial ist als ein kleines Program konzipiert worden, welches euch alle für Anfänger wichtigen Informationen via Schritt-für-Schritt Anleitung euerer ersten, eigenen Karte näherbringt. Aber auch erfahrenere Mapper können hier noch etwas lernen, da das Tutorial weit mehr erklärt, als nur die Erstellung von Gefechtskarten (Multiplayer-Karten).<br />
Ihr könnt zwischen ENGLISCH und DEUTSCH als Sprache wählen!<br />
<br />
In dem Ordner "The Tutorial Maps" findet ihr alle Karten die im Laufe dieses Tutorials erstellt wurden. Seit nicht enttäuscht, wenn deine erste Karte noch nicht so gut aussieht, schließlich gilt: Übung macht den Meister!<br />
<br />
PS: Sollte es noch irgendwelche Fragen in Bezug auf Mapping oder das Programm geben, zögert nicht, mich zu fragen!.<br />
<br />
- - - - -<br />
<br />
Klickt einfach auf die "Tutorial.exe", um das Programm zu starten. Alles weitere wird im Programm erklärt.<br />
<br />
WICHTIG: Ihr dürft den "Pictures"-Ordner auf keinen Fall löschen, verschieben oder umbennen, da das Programm sonst nicht mehr funktioniert!<br />
<br />
- - - - -<br />
<br />
CREDITS:<br />
<br />
Programm/Bilder/Text: CHRISTIAN BAULIG (auch bekannt als Locutus und KingLetho)<br />
<br />
Englische Übersetzung: MATTHIAS KOSTKA (80%) and BJÖRN KREUTZ (20%)<br />
<br />
Informationen über Kampagnenkarten: HEIKO LANGGUTH<br />
<br />
Betatesting (und das Finden dieses selstamen Bugs): BJÖRN KREUTZ<br />
<br />
Besonderer Dank an: Die Entwickler dieses großartigen Spiels und seines MapEditors und all jene, die mich unterstützt und mir beim Testen dieses Programms geholfen haben!]]></content>
		<pubDate>Wed, 23 Jun 2010 02:54:30 +0000</pubDate>
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