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Messages - Giftheck

#2146
Well, for the moment, I am concentrating on finishing the BF1 mod. Then I shall return to the BF2 mod.

So far, I've come up with doing the following:

Heroes from The Force Unleashed. You can play as X1, X2 for heroes, and I'll be replacing the Obi-Wan model with the HapSlash version (which looks a damned-sight better than the BF2 stock model). I might see if we can get Maveritchell to disclose how to get hero craft in space, and I also want to do some maps or modes inspired by Renegade Squadron and Elite Squadron.

So, there's plenty to look forward to.
#2147
Oh, you want a heroes only map?

I did release one as part of my BFII-Style Missions pack demo (you can find it in the Releases section)
#2148
Released Maps and Mods / Re: BF2 Kamino
December 24, 2009, 01:42:22 PM
Is this reconverted or the first port of the map?
#2149
SWBF1 Modding / Re: dual sided lightsaber
December 14, 2009, 02:35:22 PM
That's because it's actually just a lengthened laser. Although I suppose it could be possible if you have the right texture...

In any case, the model itself is incompatible because the character will hold it by the bottom.
#2150
SWBF1 Modding / Re: dual sided lightsaber
December 14, 2009, 03:59:26 AM
Because Double Bladed, or Dual Weapons, are impossible to do. Lightsaber support is hardcoded, so it's limited to just one blade, one swinging attack and all-directional blocking.
#2151
Other Games / Re: Medal of Honor
December 13, 2009, 02:48:38 PM
I have the very first two... ah, the good ol' days with MoH and Underground on the PS1...
#2152
Other Games / Re: Medal of Honor
December 13, 2009, 01:26:48 PM
Medal of Honor is fighting back!

Well, it is a modern-day game, something that ought to freshen the series (which only previously happened within WWII)
#2153
Well, I'm guessing they've written a new story for it, although X1, X2 and TFU characters might still make appearances.

Then again, there was an animation reel I saw, fairly recent, with both X1 and X2 in the video. Much more detailed than ES.
#2154
Other Games / Re: VOTE Vga!!!!
December 13, 2009, 08:59:55 AM
Well, GameStop have advertised BF3 for all platforms, for preorder beginning in January... rumour and speculation, but can this source be trusted?
#2155
Requests / Re: Rancor And Acklay ported to SWBF 1?
December 11, 2009, 03:24:12 AM
Because zafbins are already compiled, they cannot be edited. I believe they also hold the skeleton data only.

I think you can only re-envelope the model with XSI?
#2156
Released Maps and Mods / Re: SWBF2-inspired missions
December 10, 2009, 02:21:40 PM
God news and bad news:

The good news: I've started on "Space: Mustafar". At present, the CIS and Imperial Ships are quite a distance apart, I might consider second captial ships for them both. The Imperial Space officer class is the EVO Trooper from The Force Unleashed (although there are a couple of creative liberties) and I'm using my Imperial Shuttle from the Main Play Mod over the Prototype Shuttle. No screens yet, mind.

The bad news: Space: Coruscant is currently on hold as I try to fix an unknown crashing problem.
#2157
Requests / Re: Rancor And Acklay ported to SWBF 1?
December 10, 2009, 01:50:46 PM
Actually, you bring up a good point there.

Bearing in mind that the Gammoreans also have custom skeleton and shoot animations too. So it isn't exactly 'impossible'. However, I agree that simply 'porting' it won't do. Skeletons ARE possible (somebody ported the Yoda skeleton although it's never been shown how, or released) but it's quite some work there.

As I understand it, the game calls for a specific animation when a unit does a certain action. I have an idea on this. Theoretically, if an animation set has the SAME NAMES for individual .msh files, and the animations (zaabin) are added in the unit .REQ file, then I would assume that the game tries to use the unit's animations, possibly filling the gap with the ones inside common.lvl. I could be mistaken however, as I have never tested this theory myself.
#2158
SWBF1 Modding / Re: Help With Hex Editing on Core.lvl
December 07, 2009, 04:06:13 AM
You do not need to hex-edit core.lvl. Battlebelk released a core.lvl tool
#2159
SWBF1 Modding Tutorials / Re: Basic LUA guide
December 06, 2009, 01:32:44 PM
I have an incling that "Playmovie" can be used at the beginning of a map? Not sure. I think it's used in the BF2 campaign.
#2160
SWBF1 Modding Tutorials / Re: Basic ODF Editing
December 06, 2009, 01:30:10 PM
ODFs are found in folders called ODF, eithre inside your world folder, or inside the sides files. You can open them in Notepad.