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#1
SWBF1 Modding / BFbuilder pro exe needed
Last post by VulkanMU - Today at 10:24:57 AM
Can someone provide a new link for the file located here? https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1138;sslRedirect The current link is broken.
#2
SWBF1 Modding / Re: Sniper range
Last post by Giftheck - Today at 08:14:11 AM
Most of those commands do not exist in SWBF1. The only one that does is SetTeamAggressiveness,.
#3
SWBF1 Modding / Re: Sniper range
Last post by Zelenium - Today at 08:07:02 AM
Quote from: Giftheck on Today at 06:33:06 AMBefore I respond, I need to ask: is this question specifically for SWBF1, or was this for SWBF2 and you've put it in the wrong board?

Yes, it's about Battlefront 1
I like the first game more

Quote from: AnthonyBF2 on April 14, 2024, 11:53:12 PMPlay around with these:

AISnipeSuitabilityDist(number) -found in the Jabba's Palace scripts with value 30
SetAIViewMultiplier(number) - found in Dagobah scripts with value 0.35
SetTeamAggressiveness(team, value) examples: rep, cis, imp, rep, or 1 and 2 to represent team 1 and team 2

Okay, thank you. Let's check:
AISnipeSuitabilityDist(number) - I have not found this command in the specified location (in the first game). Also, when added to my script, everything stopped working, indicating that this command is missing in the first Battlefront.
SetAIViewMultiplier(number) - The same result
SetTeamAggressiveness(team, value) - As far as I've noticed, the command doesn't affect the shooting range.

Moreover, commands
SetDefenderSnipeRange(1)
SetAttackerSnipeRange(1)

didn't give any results (what is rly weird).
I do my tests on the Bespin2 map

And one last important thing:
I think there must be something like INTEGER < 61 because bots shoot a little farther than 60.

Is there anyone here who has worked with the executable before? I would like to get your experience, if you don't mind.
I have some experience with executables, but I don't want to waste time learning what is already known.
I am interested in what areas have already been explored to shorten my search.
#4
Is there anyway to Fix the controller input for custom mapping buttons on Steam/GOG. Also is the a way to fix The widescreen black bars that show up in the loading screen cutscences?
#5
SWBF1 Modding / Re: Sniper range
Last post by Giftheck - Today at 06:33:06 AM
Before I respond, I need to ask: is this question specifically for SWBF1, or was this for SWBF2 and you've put it in the wrong board?
#6
SWBF1 Modding / Re: Sniper range
Last post by AnthonyBF2 - April 14, 2024, 11:53:12 PM
Quote from: Zelenium on April 14, 2024, 01:29:46 PMSo, I found out that the limit is very close to the value of 60.
Also, there is no limit if AI shoots at vehicles

I think there are other AI commands that need to exist in the Lua script.

Play around with these:

AISnipeSuitabilityDist(number) -found in the Jabba's Palace scripts with value 30
SetAIViewMultiplier(number) - found in Dagobah scripts with value 0.35
SetTeamAggressiveness(team, value) examples: rep, cis, imp, rep, or 1 and 2 to represent team 1 and team 2
#7
SWBF1 Modding / Re: Sniper range
Last post by Zelenium - April 14, 2024, 01:29:46 PM
So, I found out that the limit is very close to the value of 60.
Also, there is no limit if AI shoots at vehicles
#8
Released Maps and Mods / Re: Scarif: Beach
Last post by Giftheck - April 14, 2024, 12:41:53 PM
I have a new version!  :cheer:

Download it here (Temporary, will replace the link in this post and OP with the new ModDB link when it's approved)

Here's a couple of glamour shots I took:





Quote*************************
CHANGES FROM V1.1
*************************

-Reworked some skins
-Tweaked barriers and AI planning
-Tweaked bleed thresholds - destroying the AT-ACT will result in Empire bleed as intended.
-Tweaked weapon stats on pistols, rifles and hero weapons
-Added foliage and extra props to the east of the map. Please note that owing to
-Tweaked AI unit priorities to favour the Rebel Soldier on the Rebels side
-Replaced the Rebel Smuggler's MPL Homing Shot (which AI didn't use) with a DH-17 Blaster Rifle
-Reduced health on hero units
-Implemented new animations
-Added an option to play the map with stock sides
-Increased fly heights for starfighters
-Created first-person and third-person models for weapons

And the customary credits list:
Quote*************************
CREDITS:
*************************

Pandemic Studios - Mod Tools
Myself - weapon models (A180 pistol, A180 rifle, A280CFE Rifle, A280CFE Pistol, A300, DL44, DH17, M45, Time Bomb, E11, E11D, DLT-19, DLT19D, EC-17, MPL-57, HH-12, RPS-6, Sonic Imploder), additional world models
Sereja - weapon models (SE-14C, DL18)
icemember/Designated Days Team - base models for the Death Trooper and Shore Trooper
Gogie - Scarif buildings and assets
Netmarble Games - Death Trooper texture, and Director Krennic parts from Star Wars: Force Arena
Disney - Scarif Trooper helmet from Star Wars: Rivals
Zen Studios - DT-27 model, AT-ACT model, U-Wing model
InspectorJ - Ambient sound (https://freesound.org/people/InspectorJ/sounds/400632/)
Mark Griskey - music from The Force Unleashed II
Michael Giacchino - music from Rogue One: A Star Wars Story
John Powell - music from Solo: A Star Wars Story
Ben Burtt and Matthew Wood - sound effects from Star Wars films and games
Ryan Hank - animations for the rifle
Snakey - A280 Scope texture
#9
SWBF1 Modding / Re: Remove low lod character m...
Last post by Unit 33 - April 14, 2024, 04:22:14 AM
I personally use tirpider's SchMEe tool to make the low res models far less noticable.
https://www.swbfgamers.com/index.php?topic=6685.0;sslRedirect

One of it's functions allows you to use high res models as the low res.
They will still use the low res skeleton (the thing that animates them) as required, but they will retain the higher polys / detail.

To get your new low res models in-game, however, you will have to make a new side mod.

Apparently it doesn't always work, but I haven't had a problem yet.
#10
SWBF1 Modding / Remove low lod character model...
Last post by VulkanMU - April 13, 2024, 03:57:40 PM
Anyone know how to remove the low lod character models or have an updated version of milehighguy's graphic mod? It doesn't work with the latest steam version.