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Topics - RepComm

#1
Released Maps and Mods / BESPIN: CHRISTMAS
December 18, 2017, 09:17:15 PM
BESPIN: CHRISTMAS

Download -> SWBFGamers

Excerpt from ReadMe.txt:

This is a competition entry
to http://www.swbfgamers.com/index.php?topic=12563.0
The SWBFGamers Christmas Modding Contest (2017)

--Installation instructions:
Drag'n'drop (after extraction) bes2x to GameData/AddOn directory of SWBF I installation.

--Uninstall:
Delete bes2x from that same directory!

To build it yourself, you'll need a copy of these tools:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1219
Then drag'n'drop Databes2x directory (after extraction) to the BFBuilder folder
included in the download tools zip archive.

I have used Win8Munge.bat without issue on my machine.
Feel free to do what you will with my custom models, everything else is stock swbf assets.

I hope to update this map with more animations and fun things (maybe a community photo?)..

Thank you to the community at swbfgamers.com,
Merry Christmas,
God bless!

~RepComm
#2

Hello, lets talk step by step about SleepKiller's SWBF Unmunge commandline tool.

[spoiler=What is all this jargain you speak? I don't follow you're words, human..]
"Munge," or more commonly "compile," is how we refer to the 2004/2005 Battlefront games files,
how we manage the games' content, and transferring assets into their final *.LVL file state.

Our current set of game tools are responsible for taking common asset files such TGA/DDS textures,
MSH 3d scenes, among many others, and compiling/munging them first into built binary files,
and then finally into *.LVL files.

No common tool has existed to go the other way, taking compiled *.LVL game files,
and converting them to our nice, editable content/assets;
Until SleepKiller started his amazing swbf-unmunge commandline tool.

His tool works essentially the same as the mod tools work: batch/bash scripts that run executable tools on the commandline, iterating over directories of assets given a set of instructions to follow in *.req files (which I think stands for 'request', as in "I request these files be compiled for my game, please!".
[/spoiler]

If you need to take game assets and use them ingame, you follow the 'munge'/compile process,
but what if you need compiled *.LVL files back in their original state?

If you're reading this, you probably already know that SleepKiller's fancy new tool exists, and
that it can do the above mentioned process for you (albeit, it's not complete as of 10/6/2017), but
how do we use it?


Lets assume you don't even have the tool yet, what's the first step?
Swbf-unmunge topic is the tools official topic by it's creator,
but we're looking for the tool download itself, which is here, on its GitHub releases page.

The most recent stable version today (10/7/2017) is "v0.6.1", so let's describe that process first.

Simply click the link that our red arrow points to, which downloads a zip containing our tool.
When it's finished downloading, you'll need to extract it to a folder (because there are several files,
and you don't want them all over your desktop, for example).
I'll extract them to my desktop in a new folder "SWBFUnmunge."

Now we'll need an *.LVL file to experiment on, so I'll get load.lvl from my game's directory:
C:/Program Files/LucasArts/Star Wars Battlefront/GameData/Data/_LVL_PC/Load/load.lvl
You can choose whatever file you wish, but I'll assume you're using this one.

Lets copy/paste it to /SWBFUnmunge/ where our tool is, just for fun.

swbf-unmunge.exe is the actual tool, and it works by commands, so let's create our command just to test it out.
There are two generic ways to run the correct command, and the proper usage is described on the tool's front page here.
1. Open command prompt
    (cmd.exe, and depending on the location of LVL files you're using, you might right click it and 'Run As
    Administrator'), and navigate to the folder we extracted swbf-unmunge:
        I'll type cd C:/Users/Jon/Desktop/SWBFUnmunge/
        Next, we'll type swbf-unmunge
        If this works, it should output the correct usage, as displayed:
       
        If not, you should see an error about the command not existing,
        meaning you're 'cd'ed in the wrong directory.
    If all went well, type swbf-unmunge -file load.lvl -version swbf -outversion swbf -imgfmt png
    After the command runs, you should see the files populate in a new folder "/load/" in the same directory as in
    input file we used "load.lvl", we asked the tool to export PNG files, so you should be able to see the textures
    of load.lvl inside the newly created folder, along with any other assets. Pretty cool!

2. If you're cool like me, you can type 'cmd' into the address bar of the file explorer, if you're currently in
    /SWBFUnmunge/, where we extracted swbf-unmunge.exe and it's files.
    This will open a new command window, already 'cd'ed to the directory of your file explorer.
    type swbf-unmunge -file load.lvl -version swbf -outversion swbf -imgfmt png
    Viola.

*Editing more in future with more explanations, and how to use all the options, and (optionally) my GUI*

#3
JSchMEe - Java Library supporting *.MSH format
Based on study/code/documentation/tools by Tirpider

This project is open source, and is hosted on GitHub:
GitHub - JSchMEe

The Library is not a stand alone tool, but instead provides lots centralized functionality for modelling and file formats.

The library will support plugins, and LoaderPlugins, which will allow a person to write their own importer/exporter for a particular file format that isn't already supported, or provide functionality for manipulating a model itself.

[spoiler=Dev Log]
[7/16/17]
-WaveFrontLoader imports *.OBJ files (MTL soon finished)
-ZeroEngineLoader exports GEOM chunks in MSH format (current priority)
[7/17/17]
-Began plugin system for extending functionality
-Adding built in documentation to library
[/spoiler]

Code Example:

    //Create an OBJ loader
    WaveFrontLoader wavefront = new WaveFrontLoader();
   
    //Create an MSH loader
    ZeroEngineLoader zeroengine = new ZeroEngineLoader();

    //Tell loader to try reading cube.obj file
    GenericModel m = wavefront.parse("cube.obj");
   
    //Do stuff with the new model, in this case, try to export MSH of it
    if (!m.equals(GenericModel.EMPTY) { //Check for errors first
       
        zeroengine.export ("cube.msh", m); //Export the model as MSH
       
    }


This started out as a hacky script to try and dump some MSH file, but I've got a vision for it now.
There are obviously many more points to discuss, so if you have any questions: go for it.
#4
General / Goodbye facebook!
November 05, 2015, 07:57:28 PM
I'm not going to pretend that you all don't know how stupid (and invasive!) Facebook is.
I've not liked it for a while now, but I've always been too lazy to just go and delete it (that, and some people that knew before I moved had accounts).

That is until..
Matthias explained everything pretty and gave evidence and an easy way for me to figure out how to delete my account. So I did.

Because I like the members here, I recommend the same to you all.
Whatever you do, have a nice day!
-RC.
#6
Released Maps and Mods / NABOO: White Christmas
February 16, 2015, 05:17:46 PM
NABOO: White Christmas

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1260

[spoiler=ScreenShots]








[/spoiler]

Do note that screenshots have low colordepth, and do not reflect the color depth of actual gameplay.

AIs haven't run into walls any of the tests since I worked on the pathing barriers.. Which is nice.
#7
Released Assets / Winchester Rifle
January 05, 2015, 12:54:27 PM
Download description contains more info, the readme.txt that comes with the download, even more than that!

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1255

Credits:
-RepublicCommando-; 3d modelling/texturing
The internet for the image I used as a texture
Requested by Snake
#8
Released Assets / Rebel Jetpack
January 04, 2015, 02:16:32 PM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1253

Hmm, my post edit must not have worked the first go..
Includes:
Place holder tga (basically to show you what goes where on the 3d model)
UV Map tga (for more precise texturing)
Model in MSH format ready to be attached to a unit via ODF addons.
#9
Released Assets / Tron Light Cycle
January 04, 2015, 01:29:06 PM
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1250

More of a description in the description.
Not tested ingame, and this is meant to be something for people to improve upon "under the hood" wise.

Things that you'd need to do to get this ingame (as in, not just a static prop):
Create new 9pose animation for the unit driving (I don't think speeder anim would work..)
Probably need to adjust hp_sit

Includes:
Working OBJ/MTL
TGA Textures
MSH Export (unable to test).
#10
Released Assets / Planetoid Model
January 03, 2015, 06:46:19 PM
Howdy friends, there here is a simple sphere shape with a standard sphere UV-map applied to it and two textures to play with.

I didn't include a bump map, if it's requested, I'll see what I can do.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1249

Download description includes more details, and readme.txt more than that.
Requested by Anyder
#11
Released Assets / Navy Colt Revolver
October 21, 2014, 01:22:16 PM
Navy Colt Revolver

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1204
Click Here For Six Cylinder Texture Fix by Unit33!

--Hey, this is my Navy Colt Revolver (requested by Unit33!).
I've poured 3 days of work into this puppy, as she may be one of my last releases here..

Attached is a picture of the download. Please credit me if you use this in your map, mod, or perhaps if you convert it to some other 3d model format (which is fine with me).
#12
This is an alpha-numeric organized list of weaponry assets found right here at SWBFGamers!
-Now with WIKI links!
-If a link is down, broken, or otherwise incorrect, you can PM me here or contact one of the moderators.
-I will try to keep this place up to date as much as possible. If you don't want your asset listed here, you can PM me and I'll take it down for you.
-If a download is not hosted at SWBFGamers, and it dies, the link will be *crossed out* and marked in red font.
Please keep posts in this thread to a minimum if at all possible ;)


A
AA-12 Shotgun - WIKI - Shotgun By Target, Fix by -RC-
ACP Array - WIKI - Gun By Sereja
B
Baseball Bat - Melee By -RepublicCommando-
Bow And Arrow - Projectile By MileHighGuy
C
CarbonFreeze - WIKI - Gun By Sereja
ChainSword - WIKI - Melee By -RepublicCommando-
Cricket Bat - Melee By -RepublicCommando-
D
DC-15X Saw Off Variants - Kitbashes by -RepublicCommando-
Deployables - Misc By MileHighGuy
Detpack - WIKI - Conversion By -RepublicCommando-
DH-V2 - Shotgun by -RepublicCommando-
DH17 - WIKI - Rifle By Sereja
DT12 - WIKI - Rifle By Sereja
DualWhiteSaber - Melee by Gistech and rigging by RC
E
Entity Disk - WIKI - Melee By -RepublicCommando-
F
FA-3 - WIKI - Rifle By Sereja
FA-3 - Conversion By -RepublicCommando-
Flame Thrower - WIKI - Launcher By Sereja
H
Heavy Machine Gun - KitBash by -RepublicCommando-
J
JumpTroop Rifle - WIKI - Conversion By -RepublicCommando-
K
Katana - WIKI - Melee By -RepublicCommando-
Ka Bar Knife - WIKI - Melee By -RepublicCommando-
Kitchen Knife - Melee By Sereja
Komari Vosa Sabers - Melees By Sereja
L
Lara Croft's Gun - Pistol By Sereja
LaserCannon 2 - Skin By Unit33
Light Whip - Melee By Sereja
Luger Parabellum - WIKI - Pistol By -RepublicCommando-
N
Navy Colt Revolver - WIKI - Pistol By -RepublicCommando-
P
HK P30 Pistol - WIKI - Pistol By -RepublicCommando-
R
Random Turret - Deployable By ETW_Modder
Revolver Smith & Wesson - WIKI - Pistol By Sereja
RGM-79g - Rifle By Sereja
RT97 - WIKI - Rifle By Sereja
S
SBD Arm - Kitbash By -RepublicCommando-
T
Thompson Sub-machine Gun - WIKI - Rifle By Sereja
Trando Hunting Rifle - WIKI - Rifle By MileHighGuy
TriShot - WIKI - Pistol By Sereja
U
Umbaran Rifle - WIKI - Rifle By Sereja
Unicorn - Rifle? By Sereja
W
Westar-34 - WIKI - Pistol By Sereja
Winchester - WIKI - Rifle by RC
Wookiee Weaponry - WIKI - Gun Pack By Sereja
Wunderwaffe - WIKI - Rifle By Sereja
Z
Zam SniperRifle - WIKI - Rifle by Sereja
Numeric
Barret M82 (50cal) - WIKI - Rifle By Sereja
#13
Hey guys, I plan on re-writting this and adding a video soon, for now, the spoiler images are down from me trying to organize my google site and youtube. Sorry about that..

Hey there, texturing/'uv mapping' a 3d model can be a tedious task when beginning 3d artwork.
Helpful Wiki topic: http://en.wikipedia.org/wiki/UV_mapping
Don't expect to do this one time and be a master, just practice and don't be afraid to experiment.
----
Assuming you already:
-Have XSI7.5 (it's free) installed properly
-Knowing a bit geometry will help you.

[spoiler=Click this if you have no experience what so ever]
Terms:
Triangle : A model whose parts are made up of 3 points, 3 lines, and one face.
Quad/Quadrangle : A model whose parts are made up of 4 points, 4 lines, and one face.
- The angles of a quadrangle must be collinear, or else it's just two triangles.
Model : A group of triangles and/or quads, a model can have it's own material and a few other properties like animation and weights.
--
XYZ is 3d position (Y being up and down, x being forward and backward, and z being left and right).
UV is a 2d position (U being Vertical, and V being horizontal).

A UV map is a map of the entire model or part projected over an image, and when done correctly, wraps the image onto the 3d model, giving it a texture. Moving a UV triangle over the image will make the image move over the 3d model's triangle that it represents.

This allows for images on the 3d model exactly how the modeller wishes them to be.
[/spoiler]
---- Creating Some Geometry to play with!
Create a "Cube" model;
[spoiler=Create A Cube][/spoiler]
---- Apply a texture projection to the cube
Now hit 8 on your keyboard (8 = Scene Explorer, you will use this a lot)
You will see "cube" with a geometry icon next to it;
[spoiler=Scene Explorer][/spoiler]
Make sure that is selected, and go under Model - > Property - > Texture_Projection and hit Unique UVs (polymsh)

---- Scarey UV Editor
You have now just created a UV projection based on the 3d model (or selection of faces).
So open up the "UV Editor" (hot key is Alt + 7). You can now see 6 faces/quads individually placed on this weird color texture. This is where you will spend all your time when texturing, so click buttons and find out what they do! Yes, it looks scarey, but it's actually really easy once you do it a few times.

To move points and faces around, select them with your mouse and hold down V to translate them.
Here's a useful topic explaining some UV Editor tools
That's all great RC, but I don't want my model to be all weird colored like this.. How do I change this horrid image out?
---- Messing about with Materials and applying Textures to them
Go ahead and kill that UV editor window, and open up the Material Manager (hot key Ctrl + 7).
Ooh, scarey bunch of buttons again.. That's fine, we only need a few of 'em.

Click on Create - > Phong, you've just created an "Phong" material type, I don't know much about it, but I do know it works great for every model format I've ever used. This material is called "Phong_Preset," You may wish to rename this to something more relevant, lets rename it "cube_texture" for now (right click - rename).

Now double click the Material, and a popup appears, I call this popup the material editor. So go under "Diffuse" bounding box in the Material Editor, and click the little plugin icon on the same line is "Color" under Enable Diffuse option (which should always be check marked btw). [spoiler][/spoiler]Select "image" in the menu list that appears, now under image bounding box, click New - > New From File. [spoiler][/spoiler]

A file browser has appeared, it's usually set to the XSI directory somewhere, just browse to my pictures or something where you have an image you can use for this example (doesn't really matter what image format for now, but once you start working with SWBF models, you can only use *.PIC or *.TGA formats). You can kill that window.

You have created a material, named it, and applied some image texture to it. Great, now you need to drag that material onto the model (either drag it onto the "cube" geometry in the Explorer, or onto the model in the 3d world). I will make a video on multi-textures per model later.
---- Final junk
Great, you're model is UV mapped, and has a texture applied to it. You should see that texture appear on the model if you did this stuff right.

When you start modelling and UV mapping (moving points in 3d world, as well as moving around the texture on UV Editor), XSI will save your progress so you can CTRL Z (undo changes), but this can slow down XSI and make it lag. If you are sure you don't need to undo something, you can "FREEZE" it in the Explorer.

[spoiler][/spoiler]
You always want to freeze/save your progress after doing a large task, or finishing a model (you can do this to animating, modelling, UV editing, and transforming).
[spoiler=Exporting to MSH battlefront model file]
At this point, you can export your model, so create a Primitive Null Model - > Primitive - > Null, open up the Explorer ( 8 on keyboard ), rename it to "DummyRoot" or "root" and drag "cube" under it. Now click on ZETools (in the main menu area next to file), and click the Export button, make sure your Null is selected, browse to where you want to save the file at (same directory as your texture), and hit Export button[/spoiler]

[spoiler=Notes on texture files]Only acceptable formats are TGA (no RLE compression), and PIC.
Only acceptable texture dimensions are sqaured numbers such as 256, 512, 1024 etc
When you resize a texture to fit these dimensions, it doesn't screw up the projection, and the model will look the same as it did before, so don't worry about resizing stuff if need be, just do it.[/spoiler]

I hope this was a helpful tutorial, I may make changes to it when I can find something simpler to say, or remove irrelevant information.
#14
Released Maps and Mods / BFBuilderPro_Exe_Version
May 20, 2014, 10:55:50 AM
BFBuilderPro_Exe_Version

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1138

Useful piece of info, the conversion seemed to scale collision box for some buttons.
The Sides menu likes to be clicked on the right side of it's buttons, and any sub buttons like to be clicked on the left side of them.

Should save you a headache or two.
#15
Art Gallery and Creative Endeavors / Music Thread
May 15, 2014, 04:46:38 PM
Music/music videos have be discussed, but I was wondering if anybody was interested in a topic specifically for users here that do music and want to share it with the others.

What you'd essentially do is just upload some music you've done somewhere like You Tube or Sound Cloud (if it's just music, use Sound Cloud, as Youtube likes movie formats), and then post a link in the topic..

Small Example:
Scarborough Fair - By myself
Youtube Link:
Genre: Classical/Medieval/Acoustic Guitar
-- Just a cover, I didn't write this.

Pretty much any type you've composed/written/performed and want to share, try to keep it appropriate if at all possible. Warn if explicit content therein be, and don't embed, as that could potentially make the topic load slow.
#16
Released Assets / 11th Doctor Who
April 30, 2014, 01:51:05 PM
11th Doctor Who
[spoiler][/spoiler]

This is Unit 33's epic Doctor Who (11th) skin with my edited model to match.

If you use this in your map or mod, we'd greatly appreciate credit!

Download- SWBFGamers.com
#17
Right, so we all know the standard pose that models have while not animated (open up some unit model in MSH Viewer and see that his arms are straight out and legs spread a bit, perfect for examination), but what happens if I have a model I want to animate that is not in that pose?


See how his arms are down and legs are far more spread that vanila models?

How would I go about animating him with bones the correct way? Would I rotate the bones accordingly, or try to adjust the mesh to fit the skeleton?

I think I tried rotating bones once and having it go nuts after export, but that was when I didn't really know how to freeze the animation.

I'd like to not mess this up the first time I do it, and I'm sure someone else has already done this and knows how.
#18
SWBF2 Modding / CloseQuatersChambers - BFII
March 26, 2014, 03:25:49 PM
Bespin Chambers [QC]

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1123

This is a Star Wars Battlefront II mod map, it is designed to give players a fun dueling map (most likely for two players at a time, though TDM is still fun).

This is only the first real version, and it will be updated with better models, a larger map with several stations instead of just one area, all with connecting hallways.

Future revisions/updates:
-Add interconnecting hallways between multiple arenas
-Add better lighting
-Build exterior and fix spawn camera angles to match
-Disable AIs and add TDM and DM as separate game modes
-Add Spectator windows, disable death in hallways
-Add Storm Commando side mod 411 is working on as a custom mode (Special addition to come last)
-- End

It is recommended that this map is only used on multiplayer and no ais, it is meant for dueling against real players as there is no AI pathing (nor shall ever be).
Ammo region and Health regions are disabled in this version, will be reactivated after next update.
#19
Released Assets / RC's Luger Parabellum
March 18, 2014, 05:42:23 PM
This is my Luger Parabellum Pistol
-edit: Imagines missing.
Download

Credits:
Me, -RC-.
#20
Released Assets / Star Trek Visor Addon
March 17, 2014, 12:50:53 PM
I don't care for Star Trek very much (Though there was a newer one that I liked a lot better.)
But all of the sudden I was possessed to start making this visor for no apparent reason :shrug:

[spoiler][/spoiler]
Download
This model should be ready as an Addon mesh (if you do, use "bone_head" as the bone to attach to in your ODF)
I realize that giving credit for every little tiny thing in the mod you compile is a great hassle, so I do not demand you give me credit in written form at all.

I did this model and texture from scratch, Credits: Me, -RC-.

I do not have ability to test, so if it's floating way high or not visable, please say so here and I'll try to get it fixed.