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Messages - Giftheck

#2086
SWBF1 Modding / Re: Main Play Mod 7
March 04, 2010, 06:35:07 AM
Thanks, but I don't really need to. Aside frokm the 6-unit thing, I've got everything else set out how I want it to be.
#2087
SWBF1 Modding / Re: Main Play Mod 7
March 03, 2010, 10:07:19 AM
Update:

#2088
SWBF1 Modding / Re: WIP - Kashyyyk: Island
February 23, 2010, 03:07:40 PM
Quote from: UNIT33 on February 21, 2010, 05:32:00 AM
If it's the ES map you're trying to re-create... are you going to include the downed Capital ship ?

Quote from: ggctuk on February 06, 2010, 09:16:18 AM
It's based loosely off the ground map for Kashyyyk in Elite Squadron.

It's just loosely based off the idea, it's not the same though. There are major differences, such as a beach you can fight on.

So, it won't have the downed Venator. Maybe I might see if I can make a view of Kachircho from the island and you can see the venator there.
#2089
I might do it... someday. Of course, seeing as one of the biggest (in terms of size) side mods is my own, I'd have to careful of bias :P
#2090
You should add other side mods to the list as well. There are a few good ones like the Elite Sides Mod and the Battlefront Redemption Mod.
#2091
Texture Munge will crash if the textures are in the wrong format. Re-save the ground textures as the following:

Targa format (TGA)
24 bit (or 32 bit if it uses an alpha channel)
No RLE Compression
#2092
Other Games / Re: lego Star Wars 3
February 10, 2010, 12:20:40 AM
Well, the series may be annoying but I hope it adapts well to the style of the games. I'm getting it when it comes out, probably for the PSP and XBox360.
#2093
Requests / Kama on BF2 units
February 09, 2010, 01:07:15 PM
Could somebody model the ARC kama onto the BF2 Heavy Trooper and Sniper, and also the Ep3 Commander model I use in my Main Play Mod assets, and the Snowtrooper kama onto the BF2 Clone Commander? Hex-editing them on doesn't seem to be working - they look fine in MSH viewer but act odd in-game.
#2094
Took me literally less than five minutes. My point being that I did it a long time ago, so it's not a 'matter of pride', just that it's already been done. They're probably that similar as well. Also, take everyone's advice and give credit where it's due. I generally ask people, when they use my Main Play Mod assets, to credit me for the organization, and whoever else's models their using. I have an escape clause too - if they don't I pull the assets. Hasn't exactly failed yet (although there seem to have been a couple of mis-credits along the line)

Fett, I would also advise against attacking people, as it quickly makes you enemies, as well as probably getting you banned.
#2095
I've already beaten you to the porting if you want the BF1 Main Play Mod assets version that's currently available.
#2096
SWBF1 Modding / Re: WIP - Kashyyyk: Island
February 08, 2010, 01:21:05 PM
Nope, this is my first map, although I have ported maps from BF2 to BF1 before, and I have made mods.
#2097
SWBF1 Modding / Re: Dissapearing CP's!?!?
February 07, 2010, 01:15:31 PM
How many CPs do you have? I think there's a limit? Plus, it is probably a scripting fault too. Can you show us your mission file? I had the same problem trying tog et Space Coruscant up and running the first time.
#2098
SWBF1 Modding / Re: WIP - Kashyyyk: Island
February 07, 2010, 09:30:31 AM
This is my first map, so you don't have any of my maps :P
#2099
Requests / Re: some ideas
February 06, 2010, 01:23:45 PM
Quote from: Darth_Verik. on February 04, 2010, 01:09:12 PM
Well the first thing hasnt been done yet, but the second one has been done loads of times in mod maps

Not strictly true. The Sniper Rifle sound features in my Mustafar and Kamino mission maps. However, the Commando Pistol sound hasn't been found in another source yet.
#2100
Well, I think there should be a booting system - if you're detected running a hack - iether via a modified version of the game running off the memory card or via Action Replay - then you get kicked out.