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Topics - MileHighGuy

#1
Graphics Improvement Mod -DECALS FOR ALL-

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1160

Forgot to say: it also included Phobos's lua edits (# of players on a server) and free camera.
#3
SWBF1 Modding / Adding Gloss?
June 20, 2014, 06:58:45 PM
Quote from: Sereja on August 02, 2013, 03:00:09 AM
Well, here the codes pic:
[spoiler][/spoiler]

All, you have to do, it's copy Gloss code, and paste instead of old one, Usual.
This huge code part, mostly responsible for render effects, and usualy starts with this: 333?333?333?, and ends by this: ....
So, it's can be easy recognized.
Also, do not forget to put correct textures names, needed for your model.

So I found this, but where do I find that code Sereja is talking about?
#5
Requests / Head swap request
June 01, 2014, 09:06:39 PM
I need someone to move the head from this improved storm trooper model

http://www.mediafire.com/download/n8dxgqtdiocdpdz/Stormtroopers.zip

to the normal storm trooper and shock trooper. Its a great model, the head shape looks more accurate, but the body breaks some visual consistency with my mod.

Thanks
#6
So I'm making a smallish mod that currently replaces some side lvls and the common.lvl. I made some effects look better and did some subtle cosmetic stuff. I also enabled the free camera and did phobos's exit to windows multiplayer crash fix. I want to include the things the community has made

Are there any other "breakthroughs" by the community that I should include in my mod? Things with the core.lvl or mission.lvl too? It has to be multiplayer compatible.
#7
I need the names of the msh files contained in "cis_inf_bdroid_lowres" and    "cis_inf_sbdroid_lowres" because they appear to be missing from the assets. When I try to recreate them in common.lvl I get the human skeleton (arms in the wrong place), so I'm wondering if they have anything more than a basepose.msh.

Would it be humanlz_sbdroid_stand_idle.msh for example?

I don't know if this is possible.
#8
Released Assets / Yoda for BF1 version 2
May 22, 2014, 10:21:17 PM
Yoda for BF1 version 2

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1140

In this version yoda has his animations from bf2. Of course he does not have his combo, just his first attack. I had to rename the animation msh files do get them to work in bf1. The download has all the unmunged assets.

read the readme file.
#9
So I ported yoda again since the original was lost... And I have a problem where he does not stop moving once you stop pressing a direction, he rather slowly decelerates. I changed the acceleration to 0, 35, 70, and 140, they did not fix it. I know it can be fixed because maveritchell's yoda in his death star map works fine. Any ideas?

Answered my own question again.. 700 acceleration
#10
thanks to tirpider we have eliminated the evil that is low res unit models. Can we do the same for animation?
I experimented with replacing the basepose and renaming all the high res animation mshs to their low res counterparts. It didn't really lead anywhere, they were funky looking ingame.

Does anyone have insight onto this issue?
#11
Released Assets / MileHighGuy's Deployables
May 18, 2014, 07:46:28 PM
MileHighGuy's Deployables

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1137

Included:

Ramp - for when you want to stop the enemies advance but not your own

Box - for cover and some stacking

Barrier - a big barricade good for cover


Lift - a really fun toy. You can jump on top and let it take you into the sky. you can set the max height to rise to.

deployable turrets, beam and blaster - the beam turret is good for killing all who pass. adjust the damage to your liking. the blaster is good for cover fire
               - they will aim where you aim when deployed

shield generator - a cool deployable that generates a large shield similar to a droideka. provides cover for multiple soldiers.
         -you can make it follow you or stand still


I also tried to make a turret that fires health packs, but i dont think dispensed entities can use dispensers.
if you want to make a healer you will have to use something with negative damage instead.

I tried to make a deployable mannable turret. It crashes when you use it right now, try to fix it if you want.
the key is getting the com_weap_gunturret.odf stuff to work in a hover vehicle.

credits:

Sereja - shield generator reference

Andeweget - ZEtools xsi plugin


EDIT: oops. I forgot how this site works.. one of these threads will have to be deleted
#12
Released Assets / MileHighGuy's Deployables
May 18, 2014, 07:30:18 PM
Download link http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1137


I finally figured out how to make deployable objects that you can't push and can stack.

Included:

Ramp - for when you want to stop the enemies advance but not your own

Box - for cover and some stacking

Barrier - a big barricade good for cover


Lift - a really fun toy. You can jump on top and let it take you into the sky. you can set the max height to rise to.

deployable turrets: beam and blaster - the beam turret is good for killing all who pass. adjust the damage to your liking. the blaster is good for cover fire
               - they will aim where you aim when deployed

shield generator - a cool deployable that generates a large shield similar to a droideka. provides cover for multiple soldiers.
         -you can make it follow you or stand still

credits:

Sereja - shield generator reference

Andeweget - ZEtools xsi plugin

IMPORTANT: you need to add

SetMemoryPoolSize("MountedTurret", 999) -- for the turrets
SetMemoryPoolSize("EntityHover", 999) -- for the ramp, box, and barrier
SetMemoryPoolSize("EntityDroid", 999) -- for the shield generator and for the lift


to your lua file. It doesn't have to be 999 but it needs to be there.


If you want to make your own msh the mesh needs to be placed foreward from the dummyroot null so when you fire it doesnt spawn in your head.
#13
so i set up a turret with autofire = 1 and gave it a weapon that has homing missiles. but since the turret fires automatically as soon as it can it has no time to lock on. setting locktime to 0 doesnt work. I know the weapon locks on because i tested it as a unit. what should i do?
#14
SWBF1 Modding / jumping on wall mounted mines?
May 11, 2014, 11:12:59 AM
 I was wondering it it was possible to make a mine type weapon that you could jump on? I saw a video a long time ago of a guy placing mines on walls and jumping on them to get up the wall.
#15


In xsi the cube called p_collision fits around the model where I want it. When I put the model ingame the collision seems to have moved down. I froze all transforms before export. How can I stop it? I am using ZEtools to export/import.

EDIT: fixed it. I wasn't supposed to freeze transforms with primitives.
#16
General / Gametoast down?
April 29, 2014, 07:40:56 PM
is gametoast sdown for anyone else? I can't open it. I went to the website checker and it says it went down.
#17
If you have newer version of windows your hover vehicles might be acting funny, such as doing barrel rolls when you want to strafe. Its an easy fix. Locate your battlefront.exe (usually in C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData), right click, go to properties, and change compatability mode to xp sp3.
#18
SWBF1 Modding / Amazing new deployable
April 28, 2014, 07:24:24 PM
You guys might have remembered the deployable crates a made a video of a while back.. well when I was recreating them for snake I made a really cool discovery...

I present.. DEPLOYABLE ELEVATORS!

http://imgur.com/a/D21YW

I was laughing so hard when I finally spawned a bunch of them and jumped from one to another. They move up and down on their own. I will release the odfs if anyone wants them.
#19
A gametoast user theultimat has made a tga heightmap to .ter file converter. I have used it and it is amazing. You can create life like terrain because it allows you to alter the grid size of the terrain. Check out my last post on the topic, youll see what i'm talking about.

http://gametoast.com/viewtopic.php?f=64&t=29691
#20
Released Assets / Datachainisle (psych0fred's)
December 06, 2013, 04:04:54 PM
Datachainisle (psych0fred's)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1086

The source of psych0fred's bf1 map. Downloads on his site are kinda slow so I'm uploading here. It includes the bothan model and the seeker rifle.