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Messages - Dark_Phantom

#556
Release thread of old mod.  Will zip up last source and release within next day or two as well.
http://www.swbfgamers.com/index.php?topic=7224.0
#557
I'd be willing to.  I still have all the source files from my 3rd era Mando Wars mod way back when.
#558
Requests / Re: The "I Have An Idea!" thread
April 04, 2018, 08:16:24 AM
I guess we should ask if the source SWBF files from those 3 different demos could be packaged up?  GamerTagTowellie had old videos of the demos that he took, but didn't have the files AFAIK.  There could be some interesting information gleaned from them, if not working beta stuff.
#559
SWBF1 Modding / Re: How can I solve this problem?
March 15, 2018, 07:55:24 AM
Quote from: SleepKiller on March 13, 2018, 04:46:13 PM
Did you test with static models or skinned models? My tests when making it suggested that SWBF1 only hit problems when rendering animated models.
It was the Death Trooper model/skin with skeleton by Lando on this site recently.  The model had somewhere in the neighborhood of 17000 polys if I remember correctly and it never actually rendered anything high res after the spawn screen.  RepComm and I fiddled with the low resolution and got it down to about 2000 polys and were able to use it well ingame.  I haven't played with a whole lot of static models that weren't created with BF1 in mind, but I would imagine that it is higher.
#560
SWBF1 Modding / Re: How can I solve this problem?
March 13, 2018, 10:07:10 AM
If the model is too high poly, model-edit will not be good enough.  As I just learned recently, SWBF2 can handle a ridiculous amount of polys - SWBF1, not so much.
#561
To expect this to support every mod out there is a little bit overkill - everybody put their own touches on mods and some of those are going to conflict with this because the shader patch did not exist when most were made.
#562
Forum News and Forum Rules / Re: Forum Cleanup
March 08, 2018, 06:08:47 AM
Thanks Jedikiller!
#563
This is the code in BF1 - usually it works or there is an equivalent.
ScriptCB_SetPlayerSide(1,0)
ScriptCB_SetPlayerSide(1,1)
ScriptCB_SetCanSwitchSides(nil)


Referenced here - first number in each is the team you want forced.
#564
Released Assets / Re: Cal's Corner (RAW Assets)
February 28, 2018, 07:14:26 PM
These look awesome! Thank you!
#565
SWBF1 Modding / Re: Bonus Descriptions
February 27, 2018, 09:09:18 AM
I was able to find "TRAINING" for elite training in the Case Lines hex list that Fred posted a while back.  This is now a complete list of bonuses!
#566
We're going to need some more details from you so that we can help.  Sometimes you get an answer within 24 hours, sometimes not.

--What game are you playing? (Battlefront 1 or 2)
--Are you willing to learn how to mod? (what you are asking could take a long time)
--Be specific - do you want those characters on a certain map or on all maps?
#567
SWBF1 Modding / Local Vehicles
February 25, 2018, 06:11:11 PM
Hey everyone - I know this is probably a silly question, but I'm stuck.  I'm trying to get a vehicle to spawn for a local team, specifically a command vehicle.  I'm having issues getting it to spawn on the field though.  I have the fields filled in ZE like this:

Team(3)
ClassLocATK("tat_vehicle_cp");
ClassLocDEF("tat_vehicle_cp");

I have tried to change it to Rebels (1, and put the code in ClassRebATK, etc.), and it worked and spawned on the field with no issues.  ZE does not give any error code related to that spawn.  Any ideas?
#568
SWBF1 Modding / Re: Every SWBF1 lua command
February 20, 2018, 06:35:56 AM
There are a couple I see that aren't here that I've been messing with -
ScriptCB_GetConsoleCmds
ScriptCB_DoConsoleCmd
ScriptCB_PopScreen

Thanks for the list!  It's nice to have.
#569
SWBF1 Modding / Re: editing jumping on the odf?
February 07, 2018, 05:44:34 PM
You would have to give them a faux jetpack or something like that.  Jump height is .exe controlled.
#570
Welcome Center / Re: New player here.
January 31, 2018, 09:54:10 AM
Welcome to SWBFGamers!