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Messages - Giftheck

#2116
Requests / Re: Rancor And Acklay ported to SWBF 1?
January 15, 2010, 02:08:45 PM
Well, I am not sure BF2 unit anim files are compatible with BF1. I've tried using standard, conventional names for replacing animations, skeletons, and they just crash the game upon load.

Bottom line, I think unless you re-export the animations as BF1-compatible, it ain't gonna work. Sorry.
#2117
Released Maps and Mods / Re: Online Compatibility Mod
January 13, 2010, 02:00:31 PM
Cool. Anything for the Clones yet?
#2118
SWBF1 Modding / Re: Main Play Mod 6.5
January 13, 2010, 11:23:18 AM
I was just thinking of modifying the Alliance Attack Speeder and the AAT to do this.
#2119
SWBF1 Modding / Re: Main Play Mod 6.5
January 12, 2010, 06:41:23 AM
The Alliance Hover Tank is in. At the moment, with it set up like the BF2 vehicle, it's waaaay too overpowered (can take an AT-ST down in about 10 seconds). So to tone it down the vehicle won't be having explosions for the lasers. Heck, I might just do that for all ground vehicles except for the massive ones (AT-TE, AT-AT, Hovernaut and MTT)
#2120
SWBF1 Modding / Re: Main Play Mod 6.5
January 10, 2010, 08:56:59 AM
Thanks!

I just got a few more kinks to iron out first, but perhaps a beta might be ready some time in the next couple of weeks.

Some minor aspects regarding the campaign will have changed too. For instance, you'll face smugglers in Mos Eisley's Campaign mode instead of Rebels. You'll probably face Kota's Militia in the Dune Sea.
#2121
SWBF1 Modding / Re: SWBF1 Mod Map Help Please.
January 09, 2010, 10:54:27 AM
Well, that's why there's an 'edit' button on your posts :P

In any case, it's not good to ask me as I know very little on mapping, just the modding side of things. I might get round to doing a map someday (I wanted to do a Kachircho map).
#2122
SWBF1 Modding / Re: Main Play Mod 6.5
January 09, 2010, 10:50:00 AM
You mean the ones in Naboo: prototype?

I've filled the spots with IFT-Ts and Combat Speeders respectively. It's not fair to have something that light against heavier vehicles such as the Spider Walker, Snail Tank and AT-ST.

I tried putting them into Yavin IV: Temple, but anything bigger than a speeder bike ends up colliding with an invisible wall before they get outside the Temple.

I'm also looking for three or four beta testers. This time I don't want to take chances with mine being one of the few systems that runs the game smoothly.
#2123
SWBF1 Modding / Re: Main Play Mod 6.5
January 09, 2010, 02:53:30 AM
Fonts generally don't look as good in SPTest (which is where these screens come from - green strip removed courtesy of Battlebelk's SPTest Loader).

I found four empty vehicle spawn points in Kashyyyk, two by the bridges descending from the pier CPs. I'm going to see what I can put there (probably IFT-Ts and Combat Speeders)
#2124
SWBF1 Modding / Re: SWBF1 Mod Map Help Please.
January 08, 2010, 03:03:52 PM
You can google the program 3DAnalyzer. Doing things with BFBuilder Pro will not do anything because it is a simple HTML Application meant only to create new mods.
#2125
SWBF1 Modding / Re: The impossible made possible
January 08, 2010, 01:33:38 PM
Guided Rockets should be very much possible. Both classes (Remote and Flyer) exist in SWBF1. Of course, some liberties would have to be taken as the specific code for guided missiles doesn't exist. But it SHOULD be possible.
#2126
SWBF1 Modding / Re: Gogo12/Ginev Dantooine Map pictures
January 08, 2010, 01:16:17 PM
Cool. It reminds me of the DS version of the Dantooine mission in Elite Squadron.
#2127
SWBF1 Modding / Re: SWBF1 Mod Map Help Please.
January 08, 2010, 01:15:15 PM
Well, this is generic stuff: Try running it through an application called 3DAnalyzer. Run it with "Force SW TnL" checked.
#2128
Ah, you've changed your rating system (although R and beyond need doing). I prefer this newer system.
#2129
SWBF1 Modding / Re: Main Play Mod 6.5
January 08, 2010, 10:23:38 AM
Some new screens from kashyyyk (sounds are now fixed for CW era - I had to create a different sound LVL file that uses less shipped sounds for it)






Yep, you saw right - I've gone and replaced the BF1 Kashyyyk textures, and some bits (like the huts on the platforms) with new stuff straight from BF2!

The Heavy Trooper is there as a "Demo" to my next project, a generic sides mod based on The Force Unleashed and The Clone Wars TV series. It's only playable on Kashyyyk, and is NOT an alternative skin to the Incinerator (unlike the Imperial Katarn Armoured Trooper on Naboo)

That is also a new font. BF2's FontEdit and FontMunge programs are backwards compatible, it seems.
#2130
Requests / Re: Supreme Dogfighting in Battlefront
January 07, 2010, 02:09:07 PM
Probe Droids are not in the "Ordnance" class. In fact, they're in the "Droid" class. I don't know the specifics of the class because I've never modified it.