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Topics - CrazyGentleman

#1
Hello,

I'm currently scaling the Star Destroyer hangar to be 2 times as big in XSI but the collision meshes won't scale with the rest properly. Is there an easy way to resolve this?

Kind regards,

CrazyGentleman
#2
Hello,

As the title suggests, I have been trying to turn an vehicle into a prop. I used Sereja's LAAT because it is much better than the vanilla one. Problem is, there always seems to chunks flying everywhere if placed with an normal prop .odf.

I have looked on the forums and came across that it I need to set it to the an "animatedprop"(is that a real classlabel?) and copy the animation line from the original vehicle .odf, which I did. However, it still is not working.

Thanks in advance,

CrazyGentleman
#3
SWBF2 Modding / Show a static vehicle
January 23, 2017, 09:48:05 AM
Hello,

I'm currently wondering if there is a way to place a static vehicle, for example the LAAT with doors open. I tried with the vehicle LAAT.msh, but it looks broken while it shows up fine in the MshViewer.

Kind regards,

CrazyGentleman
#4
Requests / Fix a .msh skeleton
January 23, 2017, 12:52:09 AM
Goodday,

I'm currently using the TFU Navy Commando from Sereja's Umbara Shadow Forest Assets and Gistech helped me with an anwser and told me this:

Quote from: Gistech on January 10, 2017, 01:18:59 PM
Looks like it's mapped to one of the spine bones instead of the pelvis bone.

So, the problem looks like this:

[spoiler][/spoiler]

So, would somebody be so kind to assign it to the right bone? It would help me out alot.

Thanks in advance,

CrazyGentleman
#5
SWBF2 Modding / Changing map title and description
January 23, 2017, 12:37:32 AM
Hello,

I have recently been working on a map, but I would like to change the map title and description. How is this done? Is there also an easy way to change the 3 letters without creating a completely new map and copying that over?

Thanks in advance,

CrazyGentleman
#6
Hello,

As the title already mentions it, how do I go about restricting a class to only the player?

Thanks in advance,

CrazyGentleman
#7
SWBF2 Modding / [ISSUE] Map crashing [Solved]
January 20, 2017, 01:35:03 PM
Hello,

I am in quite a bit of trouble. I am trying to test a map, simply copied over the Kashyyyk and changed it to a custom side that works, but I seem to get this error when I view it in the log when the map crashes:

[spoiler]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_inf_flamethrower_ord" not found[/spoiler]

Funny thing is: I haven't changed the Ordnance.cpp nor do I use a flamethrower anywhere. Could somebody maybe shed some more light on this?

P.S.: In case anybody requires the full log, I have included it in this post as an .txt.

Kind regards,

CrazyGentleman
#8
Goodday,

As title already explains, how do I go about making a texture show double-sided on a .msh?
Is it a command for the .tga.option/.msh.option or something else?

Thanks in advance,

CrazyGentleman
#9
Good evening,

I'm currently using the TFU Navy Commando from Sereja's Nar Shadaa Assets, and the problem is this:

[spoiler][/spoiler]

It seems that particular part is indexed wrong or something along those lines. If you somebody would be kind of to take a look at it, I would be very grateful.

Kind regards,

CrazyGentleman
#10
Requests / [REQUEST] AT-AT Wreckage Model [Solved]
January 09, 2017, 03:10:49 PM
Goodday,

So I'm going to kindly request if anyone is willing to create a AT-AT wreck asset that I may use on a map for Battlefront II, since it would be perfect for what I am currently working on. I'm looking for a downed AT-AT in episode V like this:

[spoiler][/spoiler]


If you may need further information, feel free to PM me.

Kind regards,

CrazyGentleman

#11
SWBF2 Modding / Any AT-AT wreck models?
January 06, 2017, 02:23:22 PM
Hello,

I'm wondering if there are any AT-AT wrecks assets/models available anywhere, because I searched and couldn't find one. It would be quite useful for me, since I'm turning the regular hoth map into a jungle.

Thanks in advance,

CrazyGentleman
#12
Goodday,

I seem to have found myself in a bit of trouble. I am currently trying to edit the Clone Commander Phase II by the wonderful Deviss, so that it has the goggles up instead of down. Unfortunately I have been unable to achieve this and kept breaking the .msh in that it no longer has a skeleton.

I seeked help here on the forums and couldn't find anything relatable(or I am completely blind  :wacko:) so here I am hoping somone could help me with my problem. What is the best approach to do this without breaking it?

Thanks in advance,

CrazyGentleman
#13
Welcome Center / Goodday everyone!
January 04, 2017, 07:27:50 AM
Goodday,

I am a longtime Star Wars fan and have been playing Battlefront I and II since the good old couch days, splitscreening with some friends! Now I have recently discovered the Battlefront I/II modding community although I have been modding other games for years.

I also hope there are maybe any events involved in playing Battlefront (I/II or EA's) together, since I would love to do that once in a while.

Thanks for reading and may the Force be with you, always.
#14
Hello there,

Kinda new on modding for this game, but I've been in the modding scene for quite some years now. Now the issue is that I have made class called "rep_inf_atrtdriver", including all the odfs, reqs and what not. It works, but only if replace it with one of the default classes, which is not what I want. I checked on the forums here and found a tutorial and followed it completely but the only extra class that shows up is hero anakin, which bothers me a bit.  Here's what's inside the map's .lua:

[spoiler]   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "rep_inf_ep3_rifleman",9, 25},
         assault  = { "rep_inf_ep3_rocketeer",1, 4},
         engineer = { "rep_inf_ep3_engineer",1, 4},
         sniper   = { "rep_inf_ep3_sniper",1, 4},
         officer = {"rep_inf_ep3_officer",1, 4},
         special = { "rep_inf_ep3_jettrooper",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         reinforcements = 150,
         soldier  = { "cis_inf_rifleman",9, 25},
         assault  = { "cis_inf_rocketeer",1, 4},
         engineer = { "cis_inf_engineer",1, 4},
         sniper   = { "cis_inf_sniper",1, 4},
         officer = {"cis_inf_officer",1, 4},
         special = { "cis_inf_droideka",1, 4},
      },
   }
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_anakin")
   
    AddUnitClass(REP, "rep_inf_atrtdriver",1,4)[/spoiler]

I hope somebody can help me out, and thanks in advance!

CrazyGentleman