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Messages - Giftheck

#2131
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).
#2132
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.
#2133
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)
#2134
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.
#2135
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.
#2136
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.
#2137
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.
#2138
Ah, you've changed your rating system (although R and beyond need doing). I prefer this newer system.
#2139
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.
#2140
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.
#2141
Released Maps and Mods / Re: Kashyyyk: Kachircho
January 06, 2010, 12:49:22 PM
Nah, I believe this DID evolve into the BF2 custom map Kashyyyk: Kachircho, but the source files, even after conversion are no good - the CIS keep falling out of the world upon spawn.

I wondered if source files are available because I'd love to amend the map in places (I'm already producing a side mod to work with it)
#2142
Released Maps and Mods / Re: Kashyyyk: Kachircho
January 06, 2010, 11:42:48 AM
Are you sure? it looks nothing like the BFII map I've seen. It looks more like the BF1 Kachircho map.

I wonder if any source files were ever released for this?
#2143
SWBF1 Modding / Re: Main Play Mod 6.5
January 06, 2010, 11:20:52 AM
Yep, I will change that. It's just that I based it off the Dark Trooper's shotgun.
#2144
SWBF1 Modding / Re: Main Play Mod 6.5
January 04, 2010, 02:21:29 AM
That "thing" is a bone-root mesh that isn't supposed to appear. However, it does for some reason and I have yet to figure it out. The AT-RT Driver on Kashyyyk also has the same problem too.
#2145
You mean Shara the Bounty Hunter from Elite Squadron? I do have the textures but I don't have a model.