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Messages - jdee-barc

#1
SWBF1 Modding / Assembling capitol ships
June 05, 2017, 10:08:03 AM
I'm trying to plan out a campaign map of the Holy City of Jedha from Rogue One, with a star destroyer (from the BF2 modtools assets) hovering above. Does anyone have a way to do this efficiently or an already-assembled obg file for this that they'd be willing to share? This is not something I'm particularly skilled at.
#2
It's just the BF3 AAT, that should be on this site i think, converted by Chadbad
#3
 Clone Wars-era forest-y map, - for now lets just say its Endor. I did this primarily through reskinning the stock hoth map and assets. In place of snowspeeders and Tauntauns, the CIS have tanks and speeders. For now the Clones have two ATTE's and several AT-XT's.

To do , short-term
-reskin lowrez textures:
-tweak the terrain textures
-add tree props and generated foliage
-more ground vehicles
-remove Death Star II from sky
-3rd and 4th teams  (extra clones+rep heroes+planet locals vs. extra B1 droids and
-replace hoth shield generator w/ Techno-Union ships in various places around the map

to do, long-term:
air-battle/airstrike component featuring bombers and capital ships (this could be where the third and fourth teams come in handy)

Screens:
1. The CIS Base (reskinned Echo Base, full of Tanks.
2. Moments before a Clone gets absolutely murdered by a Hailfire droid
3. a Clone Stealth Trooper: Features: disguise, slow health regen. Weapons: Disintegrator Sniper Rifle (gonna switch to a different model as this one sticks through the character's arm, Disguise, Detpacks, Thermal Detonator
#4
SWBF1 Modding / Re: Scarif: Islands (WIP)
May 17, 2017, 01:47:46 PM
I think Gogie in his scarif assets actually included water tile msh files of varying sizes. That might help. It could also mean...shoretroopers ambushing you from underwater.
#5
Would you mind sending this to me? I'd like to make some objective-based missions with that
#6
Not-quite-accurate but BF1-compatible Rogue One Death Trooper

The title describes it all.
I wanted to use Gogie's Rogue One models for my mod but they are literally too high-quality for BF1.
This is my take on the death trooper - not quite accurate to the movie (at all), but it captures the overall aesthetic.

https://www.dropbox.com/s/0n6lovbesr5283q/deathtrooper.zip?dl=0

[spoiler][/spoiler]

credits:
Gogie: original inspiration, a few texture parts
Deviss: Stormtrooper with Clone Body
CodaRez: Addon antenna
me: skinning and hex-crafting
Tirpider: for the hex-crafting tutorial
LucasArts x pandemic: everything else
#7
SWBF1 Modding / buffer overrun problem
April 17, 2017, 05:07:53 PM
This only happens in the Clone Wars era of my mod. Not quite sure what the cause is (there's nothing obvious in the bfront log either). Any ideas?
#8
SWBF1 Modding / Re: the rep_fly_vtrans thread
April 15, 2017, 06:50:11 AM
I'll try to do so. I figured out that for now the best way to deal with the disappearing ships is to just make it happen past beyond your line of visibility with these parameters.


TakeoffTime         = 3
TakeoffSpeed            = 20.0
LandingTime         = 1.5
LandingSpeed            = 8.0
TakeoffHeight           = 100.0

With these numbers, the carrier will just rise slowly into the air, and then it disappears when it is far away enough that we can't see it without zooming in. It doesn't look too sloppy

Also, a weird bug is that if somehow the LAAT/c is destroyed before it can drop an AT-TE it messes up the collision of the AT-TE (ie. you can walk through it). The best workaround here is to just give the carrier ship a very high maxhealth number so that it can't be destroyed (I have it at 15,000 - the uploaded version is at the default 2340 like the stock gunship)

#9
SWBF1 Modding / Re: the rep_fly_vtrans thread
April 14, 2017, 10:52:06 AM
Hey yeah I'm sorry BF2 modding is still a completely whole different animal to me - I have no idea what's going on there.
#10
SWBF1 Modding / Re: the rep_fly_vtrans thread
April 13, 2017, 08:35:53 AM
Here - this is the test map and also the unmunged files. All it really is is the stock Geonosis with the edited AT-TE spawn points, and a custom REP side with everything you need for this. And feel free to apply it to ur maps/mods if u download.

https://www.dropbox.com/s/p1s1zjgzqpfmxa6/SetCarrierClassTest.exe?dl=0
#11
SWBF1 Modding / Re: the rep_fly_vtrans thread
April 12, 2017, 05:52:19 PM
Update:
Everything works now: LAAT/c's drop the AT-TE's off and take off. Nothing crashes, everything is aligned correctly and there's no weird animation issues. The problem was the incorrect "keep" commands in the msh.option file for the model, and a mislabeled hp name for the cargonode in both the atte and vtrans odf's. Here's a screenshot.

[spoiler][/spoiler]

The only real bug is  that the LAAT/c's will take off after dropping the walkers, and just disappear right as it looks like it should be about to fly away. I'd like it if they instead just flew away out of sight before this happens. It's not heinous but it is aesthetically displeasing to witness.
#12
Pretty good^ now that I'm back
[I noticed Dropbox no longer lets you embed photos RIP]
Here is a slightly retouched (all I did was add a vignette circle like you see on instagram) of a particularly nice shot from Ginev's Morishim map that years ago he sent me for this mod. I've added stormtrooper legions on some maps however they are not "randomized" and neither are the clone legions. It didn't produce the most aesthetically pleasing results most of the time. I think this shot would make a nice promo poster. The legion skins are mostly from Satti and DarthDUCK's skinpacks.
#13
Long overdue map feature:

Ginev's extended Geonosis: Spires

Whats new:
several new Command posts, and prop ships in the sky, eventually i'd like to turn them into command posts (unspawnable of course) that must be destroyed, as just is the case with the techno-union ships. A prop core ship (don't fall in the pit!)

a spawnpoint for a single Droid Gunship on a platform west of the TechnoUnion ships, somewhat resembling the entrance to where the final lightsaber battle happens in EP2. pretty inaccessible to you unless you happen to spawn there (rare). best leave it for the AI.

a Republic command post far south of the "forward center", featuring a single gunship, two IFT tanks, a few speeders, and an AT-TE.

Screens
-Clone Heavy Trooper firing at a Droid Gunship
https://drive.google.com/open?id=0BwpG-uxM8QPQWWJ1Q1B0WW5jeDA

-Sniperscope for REP side's rocket launcher. The Rebels and Droids rocket launcher can lock on to just about anything from soldiers to animals, but the range is not as far as the Republic/Empire which can zoom in like a sniper rifle and take out farther away targets. HOwever the clone/stormtrooper rocket launcher cannot target anything except vehicles.
https://drive.google.com/open?id=0BwpG-uxM8QPQaWw5S0QwU1dZc1U

-Near the spawnpoint for the droid gunship
https://drive.google.com/open?id=0BwpG-uxM8QPQYkRybWRZTV9NX00

Sereja's LAAT/i
https://drive.google.com/open?id=0BwpG-uxM8QPQS2xNeEVfWktlaU0
https://drive.google.com/drive/u/0/folders/0BwpG-uxM8QPQc3A3bE5JVlRfZjg

-by the core ship command post
https://drive.google.com/drive/u/0/folders/0BwpG-uxM8QPQc3A3bE5JVlRfZjg

-at the republic outpost at the very end of the map
https://drive.google.com/drive/u/0/folders/0BwpG-uxM8QPQc3A3bE5JVlRfZjg

screenshot creds to sereja for the laat/i, ginev for the map design, gistech for the clone trooper w/ skirt, BF2 droid gunship, and BF3 MPL model
#14
SWBF1 Modding / the rep_fly_vtrans thread
March 22, 2017, 07:07:32 PM
Here is proof of making the LAAT/c gunship work as it was intended to (sort of).
How I managed this:
un-dashing the setcarrierclass command in the mission lua and also undashing the setmemorypool for "carrier class"
Then I created an odf for "rep_fly_vtrans" (the laat/c) by copying the rep_fly_gunship odf, removing weapons, changing geometry and animation names, collisionpoints, and changing the class in gameobjectclass from "flyer" to "carrier". I also changed the ATTE spawnpoints from com_item_vehicle_spawn to com_item_vehicle_pad, which was what the ODF tutorial listed as being the obsolete ODF for the AT-TE's to be dropped off.

Fixed Issue:
the animation bug where it was spinning out of control before settling down. This would lead to units being unpredictably killed by a rapidly spinning gunship.

Current Issues:
The model of the laat/c itself has many collision issues. such as being able to walk through parts of it.
It does not take off after spawning with an ATTE. The AI that spawn at the AT-TE and man it however are smart enough to turn and walk out from under and around the LAAT/c. Because it does not leave, It will just sit there until it is destroyed by the enemy. It is also unpilotable (though i don't think it was supposed to be in the first place).

It would help if anyone knew of way to delay the spawning of vehicles so I could see if the dropoff part of the animation works
#15
Welcome Center / Re: Back after several years
March 22, 2017, 12:59:05 PM
Hey yeah I have the munged world files for Korriban, Raxus Prime and what I think was called "Morishin".  Along with Dathomir and I can send them if you'd like those. With proper mission lua's