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Messages - CrazyGentleman

#1
Hello,

I'm currently scaling the Star Destroyer hangar to be 2 times as big in XSI but the collision meshes won't scale with the rest properly. Is there an easy way to resolve this?

Kind regards,

CrazyGentleman
#2
Hello,

As the title suggests, I have been trying to turn an vehicle into a prop. I used Sereja's LAAT because it is much better than the vanilla one. Problem is, there always seems to chunks flying everywhere if placed with an normal prop .odf.

I have looked on the forums and came across that it I need to set it to the an "animatedprop"(is that a real classlabel?) and copy the animation line from the original vehicle .odf, which I did. However, it still is not working.

Thanks in advance,

CrazyGentleman
#3
Apologies in advance if this isn't the right place to reply, but there seem to be some broken links in the original post.

Sereja's LAAT link has "[b" added extra at the end(possibly a forum format mistake) which makes the link seem broken. There might be others but I haven't checked.

Kind regards,

CrazyGentleman
#4
SWBF2 Modding / Re: Changing map title and description
February 05, 2017, 12:26:59 PM
Quote from: Ginev on February 05, 2017, 01:40:22 AM
I think he is trying to change the name of already munged map.Munged maps have also addme.script file which is different from addme.lua due the fact they are already munged.

No, apologies for not being clear enough. I made my own map, and I'm just trying to change it's map name and description and I'm possibly blind I can't find it. Here's the addme.lua content:

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "HCW%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c  = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier.  the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("HCW","HCWg_con",4)
AddDownloadableContent("HCW","HCWc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\HCW\\data\\_LVL_PC\\core.lvl")


I really can't figure this out.

Thanks in advance,

CrazyGentleman
#5
Hello there,

So I have been struggling for a couple of weeks now to install XSI tools, and followed the video and the guidelines page but Python will not show up as preference for scripting. I have Python 2.6.6 ,PyWin and SoftImage Mod Tools 7.5 installed. I also put the xsizetools in both possible user directories.

Thanks in advance,

CrazyGentleman
#6
SWBF2 Modding / Re: Changing map title and description
January 26, 2017, 06:56:08 AM
So I tried what you suggested, but apparently the addme.lua looks like an automatic script of some sorts. Not sure if I'm suppose to fiddle with that. Also couldn't find "local newEntry" in the file.
#7
Welcome Center / Re: Hi!
January 25, 2017, 02:30:21 AM
Welcome,

I hope you have a great time here! Cheers!  :cheers:

Kind regards,

CrazyGentleman
#8
Released Assets / Re: Jetpack Addons
January 24, 2017, 08:31:48 AM
Quote from: Cpt Rex on January 24, 2017, 08:00:08 AM
wait so what do i need to add to get this to work?

You should remove the AnimationAddon, I believe that is no longer required in Battlefront II.

Kind regards,

CrazyGentleman

P.S. Apologies for further necro-posting this thread.
#9
Requests / Re: Arc Trooper
January 23, 2017, 12:28:01 PM
Quote from: Cpt Rex on January 23, 2017, 12:06:20 PM
thank you very much :)

No problem, glad I could help a fellow modder out. Cheers!  :cheers:
#10
Requests / Re: Arc Trooper
January 23, 2017, 11:11:48 AM
Quote from: Cpt Rex on January 23, 2017, 09:44:50 AM
Hello Everyone,

I have been wondering how to add the phase 1 jet-trooper pack to the phase one rocket trooper??

I someone could make this or give me the code to add into odf that would be great.

Thanks,  :tu:

Hello,

I think this thread is what you are looking for. It has everything you need. Even includes what to put in the .odf's.

Kind regards,

CrazyGentleman
#11
SWBF2 Modding / Show a static vehicle
January 23, 2017, 09:48:05 AM
Hello,

I'm currently wondering if there is a way to place a static vehicle, for example the LAAT with doors open. I tried with the vehicle LAAT.msh, but it looks broken while it shows up fine in the MshViewer.

Kind regards,

CrazyGentleman
#12
Requests / Fix a .msh skeleton
January 23, 2017, 12:52:09 AM
Goodday,

I'm currently using the TFU Navy Commando from Sereja's Umbara Shadow Forest Assets and Gistech helped me with an anwser and told me this:

Quote from: Gistech on January 10, 2017, 01:18:59 PM
Looks like it's mapped to one of the spine bones instead of the pelvis bone.

So, the problem looks like this:

[spoiler][/spoiler]

So, would somebody be so kind to assign it to the right bone? It would help me out alot.

Thanks in advance,

CrazyGentleman
#13
SWBF2 Modding / Changing map title and description
January 23, 2017, 12:37:32 AM
Hello,

I have recently been working on a map, but I would like to change the map title and description. How is this done? Is there also an easy way to change the 3 letters without creating a completely new map and copying that over?

Thanks in advance,

CrazyGentleman
#14
Requests / Re: The clone wars Y-wing
January 22, 2017, 08:21:03 AM
Quote from: daffyduck on January 22, 2017, 08:14:22 AM
did you make a ywing for the republic?

No, he is requesting one.
#15
SWBF2 Modding / Re: Restricting a class to the player
January 21, 2017, 02:19:18 PM
Quote from: Ascertes on January 21, 2017, 12:51:22 PM
The first one. The second number refers to the unit cap IIRC, like for example how there can only be 4 jet troopers, etc. at a time.

That makes more sense now, thank you kindly for the explanation! Issue hereby solved!

Kind regards,

CrazyGentleman