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Homeworld Source Editing Talk
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PostPosted: Sun Nov 11, 2007 3:59 pm 
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Joined: Thu Aug 09, 2007 9:46 am
Posts: 7
Most of these will make it more modder friendly and remove many limitations
  • 1 The ability to add new ships using soft coding and not source editing
  • Defining ship abilities and being able to customize those abilities through Soft coding
  • Support for .TGA and .3ds models as the current formats are hard to find tools to convert them
  • The ability to define whether or not ships get wingmen and how many in soft code
  • Research Upgrade system from cataclysm
  • Missile Launch exhaust coming from missile weapon launch points (like the deacon Class destroyer in cataclysm)
  • Cataclysm Hive Frigate drone logic with the ability to define how many drones the ship posses
  • Higher texture memory options
  • The Fly a ship source edits included included with the ability to shoot but have the fire key other than "T"
  • Expand the key mapping system
  • Engine trails on fighter craft can use models and gray scale textures while the color is still soft coded
  • Ship names are defined in their .shp files instead of their (language).script file allowing taidan unit to have a different name from the equivalent kushan unit.
  • .xml or .ini unicode file format for soft coding
  • Open source Model editing and texture editing utilities
If I think of anything else I'll add it. feel free to make your suggestions as well[/list]


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