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Topics - KommissarReb

#1
SWBF1 Modding / [WIP] Carida: Training Grounds
July 21, 2023, 02:16:03 PM
I'm posting this here since I wasn't sure which category I should post this and am going by where Sereja would post his WIP teasers.

Originally I was going to make this map a big surprise, but the layout you see is going to be completely different next time save for the map being an island hop with a hidden Imperial base in the center. Last year my .world file got corrupted and the loss of that progress killed my motivation to work on this map for a while. I still kept every other file though, and managed to munge my progress so far.

Hope you like! :bow: If I get into SWBF enough again I can see myself giving working on this another go.
#2
A map I'm working on has been crashing lately. Here's a message I've been getting in BFront.log:
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\EntityLight.cpp(641)
LightClass 1905658262 not found
What could be causing this? I tried looking it up on the forums, but nobody seems to know either.
#3
I'm trying to make a usable turbolaser turret for a map I'm making. After making it most of the turret disappears ingame, and all that's left is the base. When I get inside the turret spins like crazy and fires a fake laser beam instead of blaster projectiles like it's supposed to. I added a link to the file so you can tell me exactly what I did incorrectly.
#4
I've been trying to find good tutorials on how to add custom sounds, but I'm starting to lose hope after trying to click on the tutorials at the bottom of this page http://www.gametoast.com/viewtopic.php?f=1&t=27970#top only for them to 404, or the tutorial Ginev posted years ago.

And yes, I looked at the sound tutorials posted by Phobos and psych0fred http://www.swbfgamers.com/index.php?topic=5813.0 but felt more confused than enlightened. psych0fred's tutorials seem to explain what different things are, but not how to add custom sounds to a custom map. I found this from this topic, but the download also 404'd.

Are there any custom sound tutorials/explanations that can teach people how to add custom sounds in layman's terms that I haven't found yet?  :( Are there any video tutorials on YouTube? I'm seriously considering making a YouTube video series demonstrating everything I know about BF1 2004 modding so all this modding knowledge doesn't get lost to time.
#5
For context, I'm trying to make a plasma gun where a portion of it will have Mace Windu's purple lightsaber where I want the effect to be.

Texture = "violetlightsaber"
AddonAttachJoint       = "hp_fire_lightsabre"


I put the above text at a null called "hp_fire_lightsabre" which btw isn't the hp_fire because the hp_fire is in a different spot. I've seen BF2 maps where Kylo Ren's lightsaber has it's side blades, which makes me think I can do this somehow.

Is what I'm trying to achieve possible? And if I can't use the lightsaber texture as a glow effect, what would I type in for some other kind of special effect?
#6
SWBF1 Modding / Letter limit for custom sounds to work?
October 23, 2020, 09:11:01 AM
A map I'm making right now has 5 letters in the name. I remember reading somewhere it can only have 3 if I want to add custom sounds that don't come from the game or other stock maps. My map's name is "krcar", so would I have to make my map again with a name that has only 2 or 3 letters to get custom sounds working?
#7
SWBF1 Modding / Can't get custom turret to work
October 14, 2020, 06:24:54 AM
Has anyone ever gotten a custom turret to work? I made my custom turbolaser based off of the Kamino/Bespin AA turrets and minigun blaster turrets in Battlefront 1, but when I try to place the .odf in my map it won't appear. Also I get this weird bug where the barrels and turret gears don't appear as the correct size or correct location (see this if you open it in XSI and compare it with what you see in SWBFviewer).

I will attach a link to my turbolaser WIP so you can see what I did so far and tell me what I need to do to get it working.
#8
I'm trying to make custom buildings and playermodels, but I keep getting this weird problem in BFViewer where the textures go all crazy. Not to mention any model that had this issue like the playermodel I'm showing doesn't work in-game, whereas I was able to successfully make a usable weapon model without this problem.

COuld someone explain to me where I went wrong?
#9
I'm making a playermodel for a humanoid unit in Softimage 7.5 and the way I've been butting textures on him was taking .tga files I've been making and putting them on him. I've read that it's possible to use an "unfold" feature to take the textures off of him and turn them into a texture map, but I've been unable to find such a feature. Is this (https://sites.google.com/site/swbf2modtoolsdocumentation/basic-modeling-in-xsi) method of adding textures the only way to do it? Or can I take the textures I have on my model and make a texture map out of them somehow?
#10
I'm making a model in XSI 7.5 and made a weapon made up of multiple primitives instead of one big shape. But now I'm wondering if I should make all of my future models out of one big shape out of fear the game will lag if it has to draw all of those shapes in game. I read Bamdur's tutorial which helped me realize I needed things like dummyroots to get the models working, but I'm not sure what the best and easiest way to make custom models is.

Could I get away with making models out of multiple shapes, or do you recommend something else? I also don't know how you take a single .tga full of mix-mashed textures and know how to properly apply that to a model.
#11
I need to vent about something.

I've noticed a lot of people whining that Padmé didn't "run" from Anakin in Episode II after he told her that he slaughtered a whole Tusken Raider camp indiscriminately. They try to draw parallels between that scene and her reaction to him killing jedi initiates (younglings) in Episode III shortly after becoming Darth Vader.

Why haven't these people considered the fact that those jedi younglings were "good" as in they are on her side and will grow up to be helpful librarians, custodians, frontline support troops, and guardians, as opposed to the Tusken Raider children which are just going to grow up to be terrorists like the adult Sandpeople? Has it ever occurred to these critics that maybe Padmé isn't going to cry over the fact that the guy she's dating just chalked off a whole clan of "enemy combatants" that were good for nothing but killing potential taxpayers? I'm just surprised she didn't go on to tell them that the Separatist Council secretly orchestrated his mom getting kidnapped so he'd go and "end the war" (even though those of us who know how the story ends we know that'd be useless).

Actually, this reminds me of a scene from Babylon 5:
Quote
Mr. Morden: "Ambassador. You wanted to see me."
Londo Mollari: "Yes! What have you done?!"
Mr. Morden: "Only what you asked me to do. You had a problem with Quadrant 37, we took care of it for you."
Londo Mollari: "Yes, but you killed ten thousand Narn!"
Mr. Morden: "I didn't know you cared. Ten thousand, a hundred thousand, a million, what's the difference? They're Narn, Ambassador, your sworn enemy."

-- Ambassadors Morden and Londo in Babylon 5:"Chrysalis"
Maybe part of the problem is Padmé fooled the audience in thinking she's more innocent and naïve than she actually is.
#12
SWBF1 Modding / Can't play as Sereja's Imperials
July 11, 2019, 05:25:32 AM
In a custom map I'm making, the game crashes whenever I select custom units I made that use Sereja's Imperial Navytrooper, Imperial Officers, or the Probe Droid that came with BFBuilder. When I play as other units I made such as the Imperial Armytrooper (model is the unused AT-AT Commander) or the Imperial Gunner that was ported from BF2 (which also came from a Sereja map), my map plays fine and I see the AI gets to play as the units I mentioned before. The game just crashes whenever I select those units from the spawn menu.

BFront.log contains this: [spoiler]Opened logfile BFront.log  2019-07-11 0808

Message Severity: 2
.\source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\car1\Data\_lvl_pc\movies\car1

Message Severity: 2
.\source\EntitySoldier.cpp(6112)
Soldier imp_inf_Officer3 has geometry collision How do I fix this? could this be what's causing the problem?

Message Severity: 2
.\source\Weapon.cpp(1774)
Weapon "all_weap_inf_flamethrower" missing fire point "hp_fire" This isn't missing. I don't know why this came up

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format! I made the "detail" texture the geo1_bump.tga
[/spoiler] Has anyone else had this problem and could tell me what to do to fix it?
#13
SWBF2 Modding / FATAL: Could not open mission.lvl
June 19, 2019, 09:40:00 AM
I'm trying to create a custom map for Star Wars Battlefront 2 but when I attempt to playtest it the game crashes to my desktop with a popup error: FATAL: Could not open mission.lvl

I went into the AppData/lLocal/VirtualStore/Program Files (x86)/LucasArts/Star Wars Battlefront II/GameData/Addon to find my map file (which is called "KJH") and in it's data/_LVL_PC folder there is nothing in it. How do I go about creating the necessary files? I looked up http://swbfmodding.wikidot.com/getting-started#toc12 and https://www.swbfgamers.com/index.php?topic=3042.0 but didn't find any answers to this problem.
#14
I posted a video on YouTube showcasing my version of Sereja's Mark VIII tank . It differs from the way it came in that it fires what I tried to be as close to tank rounds as possible with smoketrails. The smoketrails are blue because I didn't feel like making a gray recolor of the bluelaser, since you have to use the lasso tool in Gimp.  :dry: I might do that later though.

I plan on adding this in a map I'm making. I was considering doing a map Blood Gulch-themed one with both sides having access to some tanks and other vehicles. What do you think of my version so far?
#15
Released Maps and Mods / Nal Hutta: Wastes
June 14, 2019, 01:37:52 PM
Well here goes my first map; Nal Hutta: Wastes! I realize I'm super late to the BF1 map making party, as that seemed to die down a few years ago, but here's my first map for Star Wars Battlefront!

I apologize for not providing screenshots. Here's a YouTube video I posted showcasing the map from the Republic side:

Features:
1 - Custom units
2 - Playable and killable Jedi and Sith (for balance they can't capture command posts)
-Sith Inquisitors have Force Lightning
-Jedi Knights throw objects at targets with the force (remodeled wrist rockets essentially with unlimited ammo)
3 - Playable Gamorrean Guards (Nem'ro Loyalists are allied with the Sith Empire)
-they have basic soldier weapons, but have axes instead of pistols
4 - Fa'athra's Gangsters (Appear as Rebel soldiers and Twi'leks, but have different weapons)
5 - Nem'ro the Hutt and Fa'athra the Hutt
6 - Custom killable heroes. I gave them 1000 HP each and they (along with some Fa'athra gangsters) are the only units to wield Sniper Rifles. Fa'athra's gangsters have Grahurr; a wookiee with 1000 Hp and a vibrosword to go with his bowcaster.

Installation:

Put the nh1 folder in to your LucasArts\Star Wars Battlefront\GameData\AddOn folder

KNOWN BUGS:

1. Some objects float above the ground. No matter how many times I would ground objects or even
sink them into the ground they always float above the ground. I don't know how to fix this.

2. Cantina Music doesn't work. I spent weeks trying to get all the voices to work, and it came at
the cost of the Cantina music because maps apparently have sound file limits.

3. I didn't localize the names of the speederbikes for the command posts.

4. Units tend to stand in place rather than go out and capture command posts. Sereja dubbed this
as "unit meditation", a problem that probably was the result of barriers in my map as well as
the map's large size. Before making this map, I wasn't expecting this problem and don't know
how to fix this either.

5. The Mandalorian's wrist flamethrower looks like it's shooting in the air instead of in front. I'm not sure if this is because I changed the firing animation from "rifle" to "sbdroid", or if it has to do with the fact that I hastened it's firing speed.

6. Although the units that use the rebel voices shout acknowledgements, you can't hear their death sounds or shouting commands.

BUILD TIME: May 27th, 2019 to June 14th, 2019

CREDITS:

Sereja: For the Luke Skywalker models, Aayla Secura model,
the DH-17 blaster pistol, Vibrosword, flamethrower assets, and Imperial Officer model
tirpider: Jango Fett model, Han Solo (Stormtrooper)
Unit 33 & Snake: Sith Inquisitor ponytail (I had to recolor the rest of Mace Windu myself)
Users on SWBFGamers: For advice whenever I couldn't figure out how to do something.

I apologize if I forgot anyone.
#16
I'm trying to create two different banners for my custom map using the blue Naboo Theed banner. I added the nab2_prop_lamppost1 files in my map and changed the look of the flag, then created a second .odf and added 'OverrideTexture      = "nem_prop_banner"' to the bottom (I copied the .tga, photoshopped the other banner on it, then saved it as "nem_prop_banner.tga). However when I put nem_prop_banner in my map, it still uses the texture of the original .tga. I've tried using HexEdit to edit the .msh file, but it claims I don't have permission to change it even though I am the admin of my laptop and I tried changing it on my desktop (files I try changing usually won't allow me to if they're in a folder).

Is it possible to use a free 3d program like Wings3d to create custom models so I can have my second banner? Or does Softimage have functions Wings3d doesn't that I should know about?
#17
I want to change the color of the water on my map to brown like Nal Hutta's water from SWTOR. I watched , but he never elaborated what specific values change the color, or which numbers translate to which color for "RefractionColor" or "ReflectionColor".
#18
What I'm going for is to create a spawner for the local team like the hidden command post in Jabba's Palace that spawn's Gamorrean Guards in random places. I've created a command post and moved it along with it's capture region outside the play area, but the minimap still has the command post in it. How do I make it hidden from view and make it so the AI doesn't bother attempting to capture it?
#19
After making some custom units, this map that I'm making is now crashing and I get this error in BFront.log:

QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\AnimatedAddon.cpp(41)
AnimatedAddon: can't find animation

I changed the look of some units, but it won't tell me where the problem is. I successfully made the Clone ARC trooper look like a Rebel Vanguard, the Clone Pilot look like a Rebel pilot, and I made a custom Sith Hero that use Darth Vader's cape instead of Count Dooku's. I copied the necessary .msh files to do this.

Would anyone know how to fix this? (I started searching with the search tool to see if anyone else solved this problem already, and nobody has)
#20
I am currently making a map where I want to change the CIS team's name to "Sith Empire". I tried adding level/nh1(level name)/cis and level/nh1/rep where "cis" is "SITH EMPRIE" and "rep" is "GALACTIC REPUBLIC". There is a local team which I've named "FA'ATHRA'S GANG" under "locals" in the localization tool. In the mission .lua I changed the CIS team name to "Sith Empire" and the Republic name to "Galactic Republic", but when I start a game all teams are named "FA'ATHRA'S GANG" and they're all the local team color yellow.

Can anyone tell me what I'm not doing right and how I can name the two major teams what I want them to be called?