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Topics - swgaming1015

#1
SWBF2 Modding / Upside Down Blaster
June 12, 2020, 05:07:22 PM
Anyone got any idea why Rex is holding his blaster upside down here? I've done the dual pistol thing before successfully. Did the same steps here and yet....I get this!

How do I get the blaster the right way up? Any help is appreciated  :tu:
#2
General / The Rise of Skywalker Thoughts and Opinions
December 19, 2019, 05:23:23 PM
Anyone seen the film yet? I saw it today and I actually think it's the strongest Sequel trilogy film, even if that's not saying much. My new saga films ranking:

9. The Phantom Menace
8. The Last Jedi
7. The Force Awakens
6. The Rise of Skywalker
5. Attack of the Clones
4. A New Hope
3. Empire Strikes Back
2. Revenge of the Sith
1. Return of the Jedi
#3
After buying Battlefront 1 on Steam I was surprised to find it didn't revive the multiplayer servers. I had expected it would seeing as that's what happened for the Steam copy of Battlefront 2. Why do you suppose they left out a server revival for this Steam release? And do you think they'll ever add servers again?
#4
EA Battlefront 2 is doing a Han Solo season of content right now and are sure to release at least one map based on the film. Are there any maps that people are excited to see in EA BF2 or excited for mappers to make for the original Battlefront games? I can't really think of any good maps from the film. It's tough because there are no large battle scenes like there was in Rouge One. There's really only Mimbam (the mud planet) and that's it.
#5
So the new Star Wars film is out now and I wanted to see what everyone here thought of it. I thought it was decent. Not a story that really needed to be told but an enjoyable way to spend 2 hours.
#6
Some more early concept art from what would've no doubt be a great game. Sadly, it seems it wasn't meant to be.

https://imgur.com/a/k3N2d

What does everyone think of how this game was shaping up? There were evidently going with a non-canon campaign which may have been a controversial choice. But the planned scale of this game was clearly enormous and it obviously would've focused on story much more than any other game in the series.
#7
I downloaded a model that has already been UV mapped. How would I reapply this texture in XSI? What form of texture projection would I select? This is what I see when I open up the XSI texture editor.


And what exactly would be projected here anyway? Is area between the red squares that is projected on the model or is it the area between the blue squares? Will I just have to retexture this from scratch or is there any projecting this as it is?

Thanks.

Higher Res image: https://image.ibb.co/n2XWxG/image1.png
#8
Does anyone know where I could find a Nebulon B-class Frigate like the one that appeared in Rogue Squadron? It says on the Battlefront wikia that it has appeared in a few mod maps.




#9
Seeing as the game launched today, I thought we should have a thread to discuss the new Battlefront. I'll start.

- The game is much better than EA BF1.
- The Clone Wars TV series inspired elements of the game are great.
- Starfighter assault and Blast are fun.
- Heroes vs Villains is alright but I preferred the BF1 mode instead of this "target" system.
- Galactic Assault is by far the best mode.
- It's a shame that DICE didn't carry over maps and modes from the last game. I'd love to try the old maps with the new gameplay and heroes.
- It's annoying that you can't yet select which map you want to play on.
- Sadly, the controversy about the loot boxes and the paywall seems to have detracted from an otherwise pretty good game. Hopefully EA will learn their lesson and keep them out of Battlefront III.

Overall, much better than the first one. I'd say it's a 7/10 game.


#10
SWBF2 Modding / How to create custom voiceovers?
October 16, 2017, 09:03:19 AM
I can add new custom sounds easily but when I use the same method to add voiceovers I don't have the same success. Here's how I'm trying to change the republic death voiceover.

1. Put clonedeath.wav in "effects".

2. Put "effects\clonedeath.wav    -resample xbox 22050 pc 22050" in my .asfx.

3. Put this in my .snd:

SoundProperties()
{
    Name("clonedeath");
    Group("rep_vo");
    Inherit("pain_chatter_template");
    PlayInterval(0.0);
    PlayIntervalDev(0.0);
    PlayProbability(1.0);
    SampleList()
    {
        Sample("clonedeath", 1.0);
       
    }
}

4. And lastly reference "clonedeath" in rep_inf_default:

[Properties]

HurtSound                  = "rep_inf_com_chatter_wound"
DeathSound                 = "clonedeath"


This method doesn't seem to work for me. Am I supposed to change voiceovers through a different method to how I change sound effects?

Thanks.
#11
Requests / Republic Y-Wing?
October 13, 2017, 02:41:37 PM
Has anybody released assets containing a Republic Y-Wing model? I've seen it appear in some maps and I know several people have different versions of the model but have any ever been released for public use?


Thanks.
#12
I downloaded and fbx model and converted in to obj in Blender. I then imported the obj into Softimage and exported to MSH. It shows up in SWBFViewer and in the map in Zeroeditor but when I munge and launch the map the prop is nowhere to be seen. I've also noticed that scaling the msh in Softimage doesn't seem to change it's size in Zeroeditor. Any ideas as to why the model doesn't show up?
#13
I have a model that's not working in Battlefront 2. I clicked "check sel" to see if it was something to do with bad faces but it instead said "Bad Clusters, Only first UV property will be used." Is this what's causing the problem with the model? If so, how can I get rid of bad clusters?
#14
XSI freezes when I try to export this particular obj to msh. I've never gotten this problem before and I don't know what's causing it. When I root select "dummyroot" and click export msh, XSI begins exporting but freezes at "Processing Model (name)...2/5".

The bottom box reads "CGA_GetMaterialNames "polymsh"" but I'm not sure this is relevant. I've never had a model freeze upon exportation before so I don't really know that the problem is here.

Does the model have too high a polycount? The number of triangles is 20,408.


EDIT: Problem solved. I believe the model was to high poly for my computer. I reduced the poly count and it exported and works fine.
#15
I make all of my Battlefront models the exact same way yet for some reason, some of the models work fine and others don't. This is my method:

1. Make model in Sketchup and export as OBJ
2. Import OBJ into XSI and texture it
3. Make collision and lowrez duplicates of model and drag them all under the null "dummyroot"
4. Highlight "dummyroot" and export as MSH
5. Make ODF and test in SWBFViewer and Zeroeditor

This works most of the time but sometimes I run into this issue: Zeroeditor crashes when I try to place the MSH and when I attempt to view my MSH in SWBFViewer I get the error "An exception of OutOfBoundsException was not handled." Any ideas why this is?
#16
I have 2 questions about texturing for the Battlefront games. Firstly, is there a way I can texture my meshes without using Softimage XSI? Secondly, is there a way I can make a transparent mesh? I'm basically trying to make a large glass dome.
#17
I've heard that it's possible to make props for the Battlefront games in programs other than XSI. I know XSI is required to export to MSH but when it comes to creating the 3-D models themselves what's the best program to use? These seem to be popular choices:

XSI
Blender
3-D Wings
Sketchup
Maya
#18
SWBF2 Modding / Left Hand DC-17 Problem
September 24, 2016, 09:24:19 AM
I'm using DarthD.U.C.K.'s dual pistol animations but I'm not sure how to get the other DC-17 in my unit's left hand.

https://www.flickr.com/photos/144142316@N07/29271639663/in/dateposted-public/
https://www.flickr.com/photos/144142316@N07/29897801995/in/dateposted-public/

I've heard there are multiple ways to do this. What would be the simplest way? Could I make a separate ODF for the left hand blaster?
#19
SWBF1 Modding / Munging Error
September 20, 2016, 12:10:27 PM
When I try to munge in BFBuilder Pro, I get this mungelog:


C:\Program Files (x86)\LucasArts\BFBuilder\Datansk>cd _build_pc

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>echo "ENGLISH"
"ENGLISH"

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>del Mungelog.txt
Could Not Find C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Mung
elog.txt
\Common was unexpected at this time.
C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC> @set PATH="C:\Prog
ram Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC"\..\..\ToolsFL\Bin;"C:\Pro
gram Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC"\..\..\ToolsFL\Bin;C:\Pro
gram Files\Common Files\Microsoft Shared\Windows Live;C:\Program Files (x86)\Com
mon Files\Microsoft Shared\Windows Live;C:\ProgramData\Oracle\Java\javapath;C:\w
indows\system32;C:\windows;C:\windows\System32\Wbem;C:\windows\System32\WindowsP
owerShell\v1.0\;C:\Program Files (x86)\Windows Live\Shared
C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>@set path=c:/window
s/system32

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>munge

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>echo "ENGLISH"
"ENGLISH"

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC>del Mungelog.txt
Could Not Find C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Mung
elog.txt

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>copy ..\..\.
.\Data\Common\munged\*.* munged\
..\..\..\Data\Common\munged\all_inf_wookie.zafbin
..\..\..\Data\Common\munged\all_inf_wookie_lowres.zafbin
..\..\..\Data\Common\munged\cis_inf_bdroid.zafbin
..\..\..\Data\Common\munged\cis_inf_bdroid_lowres.zafbin
..\..\..\Data\Common\munged\cis_inf_ig88.zafbin
..\..\..\Data\Common\munged\cis_inf_sbdroid.zafbin
..\..\..\Data\Common\munged\cis_inf_sbdroid_lowres.zafbin
..\..\..\Data\Common\munged\human_animation.zafbin
..\..\..\Data\Common\munged\human_animation_0.zaabin
..\..\..\Data\Common\munged\human_animation_0.zafbin
..\..\..\Data\Common\munged\human_animation_1.zaabin
..\..\..\Data\Common\munged\human_animation_1.zafbin
..\..\..\Data\Common\munged\human_animation_2.zaabin
..\..\..\Data\Common\munged\human_animation_2.zafbin
..\..\..\Data\Common\munged\human_animation_3.zaabin
..\..\..\Data\Common\munged\human_animation_3.zafbin
..\..\..\Data\Common\munged\human_animation_4.zaabin
..\..\..\Data\Common\munged\human_animation_4.zafbin
..\..\..\Data\Common\munged\human_animation_alert.zaabin
..\..\..\Data\Common\munged\human_animation_fp.zaabin
..\..\..\Data\Common\munged\human_animation_fp.zafbin
..\..\..\Data\Common\munged\human_animation_lowrez.zaabin
..\..\..\Data\Common\munged\human_animation_lowrez.zafbin
..\..\..\Data\Common\munged\tat_inf_jawa.zafbin
..\..\..\Data\Common\munged\tat_inf_jawa_lowres.zafbin
       25 file(s) copied.

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>set InputDIr
1=..\..\..\Data\_SOURCE_PC\Common\Localize

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>set InputDIr
2=..\..\_SOURCE_PC\Common\Localize

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>set InputDir
3=..\..\..\Data\Localize

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>set MungeTem
p=MungeTemp

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>set MungeTem
p2=MungeTemp2

C:\Program Files (x86)\LucasArts\BFBuilder\Datansk\_BUILD_PC\Common>call ..\..\.
.\Data\MergeLocalize.bat ..\..\..\Data\_SOURCE_PC\Common\Localize  ..\..\_SOURCE
_PC\Common\Localize  MungeTemp
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\English.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\French.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\german.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\Italian.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\japanese.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\spanish.cfg...
Merging ..\..\..\Data\_SOURCE_PC\Common\Localize\uk_english.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\english.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\french.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\german.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\italian.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\japanese.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\spanish.cfg...
Merging ..\..\_SOURCE_PC\Common\Localize\uk_english.cfg...

Merging MungeTemp\English.cfg...
Merging MungeTemp\French.cfg...
Merging MungeTemp\german.cfg...
Merging MungeTemp\Italian.cfg...
Merging MungeTemp\japanese.cfg...
Merging MungeTemp\spanish.cfg...
Merging MungeTemp\uk_english.cfg...
Merging ..\..\..\Data\Localize\english.cfg...
Merging ..\..\..\Data\Localize\french.cfg...
Merging ..\..\..\Data\Localize\german.cfg...
Merging ..\..\..\Data\Localize\italian.cfg...
Merging ..\..\..\Data\Localize\japanese.cfg...
Merging ..\..\..\Data\Localize\spanish.cfg...
Merging ..\..\..\Data\Localize\uk_english.cfg...

Munging English.cfg
Munging French.cfg
Munging german.cfg
Munging Italian.cfg
Munging japanese.cfg
Munging spanish.cfg
Munging uk_english.cfg
Munging ._mod1a.lua
luac: invalid control char;
  last token read: `0x00' at line 1 in file `..\..\common\.\Scripts\nsk\._mod1a.
lua'
Munging ._mod1a.req
Error: Expecting bracket, but none was found.
File : ..\..\common\mission\._mod1a.req(0)...
<--vError: Expecting bracket, but none was found.
File : ..\..\common\mission\._mod1a.req(0)...
<--v
Munging mission.req

Missing file nska.lvl
required by ..\..\common\.\mission.req

Missing file nskc.lvl
required by ..\..\common\.\mission.req

Munging core.req
Munging ._mod1.mcfg




The munge fails and nothing shows up in the addon folder. I've never had this problem before and I don't know what could have caused it. The top of the mungelog used to show a different path and I could munge without any problems. I'm munging on a 64-bit PC and have always successfully used:
"@set path=c:/windows/system32"
#20
SWBF2 Modding / DC-17 Problem
September 15, 2016, 06:04:00 AM
I've used the DC-17 pistol model before with no problems in Battlefront 1 but when I use the same assets in Battlefront 2 I get this problem: https://www.flickr.com/photos/144142316@N07/29406007170/in/dateposted-public/


As you can see, an image of the pistol floats near the middle of the screen when I use it. I remember seeing this problem in the Battle of Teth map but I assumed it was a random bug. Is there any fix for this or alternate dc-17 assets I could use?

Note: I'm using the DC17 Pistol (3.0) by kinetosimpetus, found here: http://www.nexusmods.com/battlefront2/mods/1087/?