318 downloads Uploaded: In fifty thousand years, humanity will fight its wars once more. It will travel among the stars once more. And it will rebuild itself once more. But it is not the past or the future that is being focused on at this moment. It is the present. And here in the present, an almost forgotten chapter of human history is unfolding within the orbit of God. In Eskel culture, God is not something supernatural.
God, in fact, is clearly defined: 66% hydrogen, 24% helium, 8% methane, and, 2% other gasses. Diameter: 192,628 kilometers. Satellites: 108 (Excluding objects less than 1 kilometer in diameter). God is the name for the gas giant of which four Eskel inhabited moons orbit.
Esk, Bli, Nara, and Thtiu; each holds its own unique population. It didn’t take very long for these four different words to rediscover each others’ existence while recovering from the effects of the Galactic War. This sparked a premature space race - each world trying to desperately reach their distant neighbors. And eventually, they did. Peaceful contact was established between the four worlds. However, regardless of the peaceful intentions each had in the beginning, humans are still going to be humans. Golfsmith used drivers. After a hundred and some years, the four worlds’ nations had aligned themselves into three main factions: The Esk Coalition, the nation of Thiiei, and the Kraskae Treaty Alliance.
Each of them were bunched up, cramped, longing for more space. After a couple of swift attacks, trade embargoes and large scale threats, a three-way war was spawned, bringing every man, every woman, and every hellish ancient weapon to bear against the enemy. 111 downloads Uploaded: This mod takes the original Resource Race gamerule and greatly expands on it by combining the Dynamic Fighters Mod,the Ultra Debris Mod,the ResearchModv1.15 Mod and adds new ships,new explosions,new menu and custom intro music. Because of the way that the original Resource Race gamerule is setup,there are probably more features in this mod maybe a bit overkill than you may ever use because I just kept adding things.
39 Maps 5 Levels of Research. Both Motherships have better Anti Fighter Defenses. Both Motherships can launch Light and Heavy Torpedoes. Bombers for both races are inexpensive. Single Unit Fighters cost more but out perform squadrons. Powerful Fighter Launched Long Range AntiCapital Torpedoes. Fighter Bomber Launched Low Yield Nukes with Emp Damage Radius.
For more info check out the Homeworld 2 forum. 93 downloads Uploaded: This mod allows the player to only use Destroyers and nothing else. Each player can build 5 different types of Destroyer. You also can build shipyards but your limited to four of them. A new feature that has been added to this mod as well as my other upcoming mods is distinct detonations. Each ship blows up differently from each other so the standard Hgn Destroyer has a different looking explosion than the standard Vgr Destroyer. Also any Destroyer armed with different weapon systems,each one of those weapons will also have their own distinct sound.
Tools & Utilities. A stickied thread. The HW2 modding tools compiled as a single archive. Currently a work in progress.Mikail.
Modding tools released by Relic Entertainment. Archiving/Compiling. Utilities for creating and/or extracting files from '.big' files. Automation for big file compression -. by Thought.
Automatic translation of scripts. Use CFLuaDC instead.Mikail. Used to compile Lua scripts. It's part of the Lua 4.0.1 Win32 binary. by Thought. Used to compile (or decompile?) scripts. Used to decompile compiled Lua scripts.
Use CFLuaDC instead.Mikail. by Zatch. Batch-converts HW2 script files, based on Age2un's. A pretty-printer for LUA 4 code.
Reads.arciv files generated by ModPackager and compiles the listed files using. A Lua decompiler. Reads.arciv files generated by ModPackager and decompiles the listed files using CFLuaDC. Scripting. A text editor with support for Lua syntax highlighting, as well as running scripts via a console.
Homeworld 2 Mods
A very helpful utility!. by Thought. A gametype for creating script dumps. An updated version of Thought's script.
Checks for known namespaces. To be used in case 'ThoughtDump.lua' doesn't work.
Not really that useful.Mikail. by jpaugh78. by ZaTcH.
by ZaTcH. Allows easy editing of the.wepn files to modify weapon damage, accuracy, etc. A.ship file creation utility by ZaTcH. Cleaned up versions of the spreadsheets included with the RDN toolkit. by evillejedi.
Verifies the existence of.wepn,.wf, and.miss files referenced by.ship and.wepn files. A tool to create and edit Non-Interactive Sequences. Mapping. by ZuiljiN. Use HW1 to HW2 Map Converter by Mikail instead.
by IWAssassin. Use MissionBoySE instead. by Vapidfire. by Luke 'B1FF' Moloney. This utility is included with the Homeworld Classic Mod.
Use HW1 to HW2 Map Converter by Mikail instead. by KaMe. by Tann San. by skunk.
by Mikail. by Le Sun Tzu. This is a gamerule that lets you save camera coordinates. by EhraniNavy. A gamerule that lets you position ships and save the coordinates.
Based on Le Sun Tzu's camera script, above. A template for adding text to level thumbnails. by EhraniNavy. This tool double-checks your level files for errors. A level-editor. Has advanced features for easy creation of complex shapes.
Modeling. by Spooky. This tool is used to view/export HW2 models & textures.
Use CFHodEdit by 4E534B, instead.Mikail Deprecated. Use CFHodEdit by 4E534B, instead. by Philip 'Pip' Kin. Use CFHodEdit by 4E534B, instead. by Pesmontis. Use CFHodEdit by 4E534B, instead. by Philip 'Pip' Kin.
Use CFHodEdit by 4E534B, instead. by pipakin.Mikail.
by pipakin.Mikail. An open-source modeling program.
Another open-source modeling program. by strangelet. A random hull-texture generator. A random seamless texture generator.
This is a graphical frontend for the text-based (i.e., command-line) harpoint/dockpath/marker-point editor, by pipakin. A replacement for HODEd, by pipakin.
by EhraniNavy. A HOD file editor. An animations file editor. Graphics. by KennyMcCormick.Mikail. by Spooky. Allows you to create.ROT images, as well as extract the source images from them.
DDS Plugin/Converter by nVidia. by Yannick 'Bluehair' Leon. Converts various image formats to.DDS. No, it's not finished, yet; but, Crook has released his source code. by Jaen-ni-rin. Converts.AVIs to HW2's special DivX format.
by Jaen-ni-rin. Makes HW2 divX files openable by normal DivX players. A thread describing how to get the tool, GUILayout, from the Incredible Creatures toolkit to work with HW2. Useful for generating level backgrounds. Sound.
by ZaTcH. For importing custom music/sounds into HW2. Extracts Homeworld 1 music. Dead link. Extracts all HW and HW:C sound files. Dead link.
by 4E534B. Allows you to manipulate AIF-R files. Publishing. Other.
by Reki. Launch and automatically create a hosted Direct Connect game in IRC chat. by AntaresSITH. by momoguru-x. Use Chiken Multiplayer Stats Browser instead. by NemesisChiken.
Deprecated. Use ModManager by unfunf instead. by Mikail. A frontend program for HW2.
Start a game with the selected mod. You can use this program to view some of the RDN docs if you don't have MS Office. by Outcast.Mikail. by pipakin. by pipakin.
Related Pages:. See the section, labeled 'Tool Related'.
I think ModPackager does a great job in that. It was originally included in Relic Developer's Network. It's like a project file, you work on your archive, by adding files and folders to the ModPackager project, and save it in a little project file (.arciv) which is very small and only contains pointers to the files to be included in the mod.
When you're ready for release, you can build the.big file, which compiles the mod folder & files into a.big file. After that, you still have the 'project' so you can quickly change/add/remove things and again build a.big file. On how to use the program. Since the program came with the RDN tools, I'm not sure if it will work on its own, but (seems quite portable to me), or if that doesn't work, you can install the RDN tools package, to that.
First, install the homeworld2rdn.exe and then install it's update, hw2rdnupdate.exe, to the same location as the first one. Bonus included to the RDN tools is some more tools and documentations on modding (and some spreadsheets comparing ship/weapon stats, but those might get somewhat outdated after HW:R updates).
Search Downloads: Download title Date Author Version Downloads Comments Rating Modding Tools Tools for making and distributing Mods for all HW games 15:50 - 2729 0 - 15:52 - 2624 0 - 16:28 - 2568 0 - 08:58 - 2737 0 - 02:36 initial beta 3025 0 - 16:15 1 2717 0 - 10:22 - 2990 0 - 23:04 - 3624 0 - 16:05 8/ 0 - 09:29 1.0 2710 0 - 16:10 - 2609 0 - 00:28 1.01 2661 0 - 09:29 0.7 2884 0 - 09:21 0.1 2603 0 - 09:26 0.9 2750 0.
HW2 Modding FAQ Please direct any comments or questions regarding this FAQ. Where is the best place to go for somebody that has never modded before?. I just changed some things but nothing happens when I start my game. Where are the changes I made?. How do I add/edit hardpoints using?. Where can I find scripting information or tutorials?. How do I add new models to the game?.
How do I make new thumbnails for maps?. When I try to run Pipakin's or his, I get the following error: 'The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.' What's wrong?. How do you take a buildable subsystem (specifically, let's say the hyperspace module) and make it so that a ship (specifically, let's say the carrier) has one when you build it (or, for that matter, when it hypers in at the beginning of the game)?. Where do I find all these tools I keep hearing about?.
What denotes a comment in the script (lua) files lua, ship, wepn, events, etc.?. Can I use text (strings) in such things as: NewShipType.displayedName = '$1784'?. Why isn't my ship being displayed in the build manager?. How do I make the text in the DisplayedName or Description fields to be bold?.
How do i add/remove engine trails?. How do I change the icon displayed for my new custom ship?. What is the NIS folder for?.
I added '-overidebigfile' (without quotes) to the shortcut, but mods still dont work. What am I doing wrong?. I made a new ship but Homeworld 2 keeps crashing out on me.
What might be wrong?. How do I get that damned Archive.exe tool to work from the kit?. I use the '.xls' sheets and i get errors when I click the create/update/etc button saying there is a error and it has something to do with directory's i think. How do i fix it?. I need an Excel file viewer, and I do not have any versions of MS Office. What alternatives are there?. Can somebody please tell me how to make a shortcut to Homeworld 2 with that '-overrideBigFile' command line everybody keeps talking about?.
HOW THE HELL DO I UNPACK THE BIG FILES?. I just downloaded a persons mod.
How do I install it?. Why does the game crash during bootup after mapping or modding?. How do you decompile files extracted from 'homeworld2.big'?. How do I host websites/mods/images?. How do you add the%HW2ROOT% environmental parameter, required by the RDN Tools and other modding tools, to your OS?. Is There Any Modeling Tools For Freeee!.
dam where can i get maya 3. Has anyone put any HW1 ships into HW2??. What are the, and where can I find them?. I cannot download programs (e.g. The RDN Tools) from the. How do you register 'comdl32.ocx' (needed in order for some VB6 apps to run properly)?.
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Which directory should I extract 'English.big' into?. Where can I find new maps and mods to download and play?. How do you convert Homeworld 2 music to mp3?. Where can I find a few tutorials on how to use maya to get ships into HW2? And change the '0' to a '1'. The 0 means that the ability is added by something else, while a 1 means that the ship has that ability from the beginning.
This does not really answer the question. Adding the hyperspace ability to a ship does not have exactly the same effect as building said ship with a hyperspace module.
To have a subsystem built by default on a ship (regardless of whether the ship is built or part of the starting fleet), set it by default on the hardpoint using in the ship's.ship file. To only have the subsystem built on a ship in a starting fleet (the one that hyperspaces in when a game starts), add it in the subsystems list of the ship in the appropriate startingfleet script (within data/scripts/startingfleet/ directory) -SunTzu Question #9. Why isn't my ship being displayed in the build manager?
The possibilities include:. In 'build.lua', you didn't use a DisplayPriority number that is not in use already. Use text-search. In your '.ship' file, you are using an incorrect BuildFamily and/or DisplayFamily. Look at other ship files of the same class (if the ship your making is of the capital class, then look at another capital class '.ship' file) to find the correct value(s) (search for BuildFamily or DisplayFamily). In 'build.lua', ThingToBuild = 'x', x should be the same as the filename of your ship.
Note: values for x can all be in lower case. Your '.ship' file and '.events' file, as well as the folder containing them, must all have the same name. You havn't appended '-overrideBigFile' (without quotes) to your Homeworld 2 shortcut. Append (at the end) a space in the target box (which is located in the Properties of your shortcut rightclick your shortcut for Properties, and then insert '-overrideBigFile' (without quotes).
You can use the same DisplayPriority for ships in different families. For example, the Hiigaran scout and gunship corvette can both have a DisplayPriority of 1 because they are in different families (fighter and corvette, respectively). It is research DisplayPriority values that cannot have the same value, except when you have 2 or more levels of research (e.g., armor 1 and armor 2) for the same ship. Question #13. I made a new ship but Homeworld 2 keeps crashing out on me. What might be wrong? There are a number of things that could be wrong:.
Check and make sure that your new ship has the following in it's directory: a '.ship' file, '.event' file, and '.hod' file with the exact same name as the folder, unless you are using a shared file. Run the game with the '-luaTrace' command line switch (without quotes) and check your 'hw2.log' file. You can find it in the 'homeworld2 bin release ' directory. When Homeworld 2 crashes, check and see what error messege the file lists.
It might help you out a great deal. Check and make sure that everything you have in your '.ship' and '.event' file really exists. Make sure that nothing is pointing to an object that does not exist. Also, double-check for spelling errors. If all else fails, and you still cannot work out what is going on, ask over.
Question #19. I use the '.xls' sheets and i get errors when I click the create/update/etc button saying there is a error and it has something to do with directory's i think. How do i fix it? This is because the tools presume that you have followed their installation instructions to the letter and have done everything in the readme file. Therefore, the entire directory structure should, technically, exist. But if it doesn't, simply look at where the file is (for the 'shiptunning.lua' it will be 'homeworld2 Data ship ').
This gives you the exact location you need to make in your 'homeworld2' root folder. So, for the ship tunning sheet, you would need to make a folder named 'ship' in your 'homeworld2 Data ' folder. For a subsystems folder, you have to create a folder called 'subsystem'; and, for a weapons folder, you have to make a folder called 'weapon', etc.). Question #21. Right-click on this file and select Create Shortcut from the drop-down menu. After you do this there should be a new icon at the end of the list called 'homeworld2.exe'.
Right-click on that icon and select Cut from the menu. Now, close all the windows you opened and right-click on any open space on your desktop. Select Paste from the drop-down menu. Now, you should have an icon on your desktop that says 'homeworld2.exe'. Right-click on this icon again and click on Properties from the drop down menu. Find the target line, which should look something like this (with quotes).
Why does the game crash during bootup after mapping or modding? During boot the game seems to check the files, or whatever. If one or more particular file in the modification (lets say, for example, a '.level' file) has a heavy syntactical error, the game quits on startup. Things you can do to bring it back:. Undo changes to the files you edited. If it still sucks, or you don't remember the lines, delete the files. If you still could not find the error (sometimes you could see no forest because of all the trees), delete the folders under 'homeworld2 data ' (except the 'Animatics' folder) and re-extract into the folder (bad thing).
Edit: this is actually not a good idea, as evillejedi's archive is buggy. Just try extracting the individual files you need, one at a time. Remove the '-overrideBigfile' (without quotes) from the Shortcut (extremly bad!).
Use the '-luatrace' (without quotes) command-line switch. It enables an error log, called 'hw2.log', that describes the errors that occured in detail.
Post this log on the forums when asking for help with your mod. Question #26. How do I host websites/mods/images? If you have the resources, you can host your own website straight from your computer. Has a dandy IP updater free of charge so whenever your IP changes, you just update your account thru their program and the address gets linked to your computer. They also offer free URL redirection with some nice features!
Whatever hosting service you chosse you might look into these guys. Has it's good points, but not too good.
Is also kinda good. Then there's. This one is used a lot. But make sure you don't just start a site to host images. Offers excellent service, but keep your bandwidth usage and filesizes low.
This is a flight simulator site. Non-related accounts are subject to deletion. Always good to let the admin there know when you're hosting non-related material.
Question #28.
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