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Messages - i2Bros

#1
Requests / Re: JKA Model Port Request
November 24, 2018, 03:50:11 AM
Do you have softimage?
#2
Requests / Double Pistol Animations named Jango Fett
November 24, 2018, 03:49:41 AM
I'm looking for the author of the animation "jangofett". It's a dual pistol animation, that has this appearance:
https://media.moddb.com/images/mods/1/32/31273/Star_Wars_Battlefront_II_2005_Screenshot_2018.11.17_-_17.16.32.80.png
I need the unmunged version of this to remove the grenade animations so we can use it for clone commanders.
If we can't find him, there's a way I can prevent some of the listed animations to be played in the game? Like prevent jangofett_pistol_stand_shoot_secondary2_full for example?
#3
SWBF2 Modding / Jango Fett animations Author?
November 24, 2018, 03:22:38 AM
I'm looking for the author of the animation "jangofett". It's a dual pistol animation, that has this appearance:
https://media.moddb.com/images/mods/1/32/31273/Star_Wars_Battlefront_II_2005_Screenshot_2018.11.17_-_17.16.32.80.png
I need the unmunged version of this to remove the grenade animations so we can use it for clone commanders.
If we can't find him, there's a way I can prevent some of the listed animations to be played in the game? Like prevent jangofett_pistol_stand_shoot_secondary2_full for example?
#4
SWBF2 Modding / Re: Crashing With New Ordanance
November 14, 2018, 03:13:46 AM
is that the complete log?
#5
SWBF2 Modding / Re: RANT (with useless BF2Log)
November 10, 2018, 06:57:39 AM
Quote from: Led on November 07, 2018, 06:27:41 PM
Modding for SWBF1/2 has always been for the satisfaction of the modder.  Make happiness where you can.  This is a 15+ year old game.

Sorry I went trough a bad week. I solved my issue, but I still decided to take a pause. Thanks for replying and sorry for my rant again.
#7
just asking
#8
SWBF2 Modding / RANT (with useless BF2Log)
November 07, 2018, 05:41:03 PM
LOG:
[spoiler]Opened logfile BFront2.log  2018-11-08 0233
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl.  Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Cannot find 212.lvl - Skipping BFX era and mode
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
ifs_sp_campaign: Input_Accept(): Entered:     [Nil]
ifs_sp_campaign: Input_Accept(): Entered:     _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file:     preview-loop    MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile:    nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie:    MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
this.CurButton =    check_mode1
cur_button =    nil
Checkbox for check_era23 clicked
this.CurButton =    check_era23
cur_button =    nil
custom_AddMapNew()
custom_printTable():    table: 0660256C
The key, value is:    change    table: 06A1CE68
The key, value is:    mode_ctf_g    1
The key, value is:    mode_con_c    1
The key is mapluafile, the formated value is:    dag1<A>_<B>
The key, value is:    bSelected    1
The key, value is:    era_c    1
The key, value is:    mode_eli_b    1
The key, value is:    era_a    1
The key, value is:    mode_ctf_c    1
The key, value is:    mode_con_b    1
The key, value is:    movieName    preview-loop
The key, value is:    mode_con_w    1
The key, value is:    era_g    1
The key, value is:    mode_con_a    1
The key, value is:    mode_c1_w    1
The key, value is:    mode_c2_w    1
The key, value is:    movieFile    MOVIES\pre-movie
The key, value is:    mode_con_g    1
The key, value is:    era_w    1
The key, value is:    era_b    1
custom_printTable(): Returning
custom_printTable():    table: 0660472C
The key, value is:    key    mode_con
The key, value is:    subst    con
The key, value is:    showstr    modename.name.con
The key, value is:    descstr    modename.description.con
The key, value is:    icon    mode_icon_con
custom_printTable(): Returning
gMapEras.key =    era_w     Era =    era_w     subst =    w
Adding map:     dag1w_con     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value.  This fixes the Leia bug.
user_script_10: No user_script_11.lvl.  Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_lightsaber_ashoka" missing geometry "rep_weap_ahsoka_lightsaber_reverse"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3252)
WeaponMelee 'rep_weap_lightsaber_ashoka' OffhandGeometry[1] 'rep_weap_ahsoka_lightsaber2reverse' [e792d822] not found!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier rep_inf_hero_ashoka has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_pistol" missing geometry "rep_weap_inf_pistol_mini_r"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_fusioncutter" missing geometry "rep_weap_inf_fusioncutter"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "501_inf_ep3_arf" missing geometry "rep_inf_TCW_501st_ARF_Trooper_Phase2_WIP"
[/spoiler]

I am sick and tired of new EA BF2 overtaking every single OG BF2 page on google.

I am sick and tired that I can't look for issues with modding anymore using google as a search bar.

I am sick and tired how this community is basically dead.

I am sick and tired how basically three-four groups of modders are working to the exact same project but with different name.

I am sick and tired of the way munging sucks and always breaks for no reason.

I am sick and tired of the fact I can't delete a superfluous file from my lvl files without them crashing.

And above all, I think I am very sick and tired of working alone to a project that barely has a point now.
#9
SWBF2 Modding / Era icon is a white square
November 01, 2018, 03:18:11 PM
I think I am doing something wrong with transparency

https://steamcommunity.com/id/Intellego/screenshot/943961859809696419

UPDATE: I discovered that the problem is that my munge files can't munge shell.lvl anymore. How can I fix that?
#10
SWBF2 Modding / Old munging files revamp?
October 29, 2018, 04:54:48 AM
I reinstalled BF2 Mod Tools on a different disk and when I munge my old data_CWS no actual munged file comes out of it. The munging log seems fine except from some unrelated sound files missing. Any chance I can get it to work again without having to begin again from scratch?

UPDATE: I found the munged files in my old Steam folder. So is there a way i can change the munging destination folder?

UPDATE #2: when trying to munge an entirely new "data_" folder, no files appear in the new formed folder, which once again pops out in the old Steam folder.

SOLVED
#11
Quote from: Ginev on June 11, 2018, 08:38:18 AM
Hello guys for the past 2 months i remade the Free Radical BF3 Republic Venator interiors using the BF3 textures.Thanks to Luke LandWalker for providing me with the textures.I was helping him with his project for some time.This models will not be released for now since i will give them to Luke for his BF3 Remake version on Unreal Engine 4.If you want to see something check his youtube channel.Anyway here are the screenshots so far:

https://imgur.com/a/XKslRHz

On the end there is also some extra screenshots from the Remaster project.I am helping there with whatever i can and this interiors will help alot. :)

sorry for revamping old post, but that's pretty interesting. I think I can definitely use something like this in our project TBCW. Thanks for posting!
#12
Quote from: Raigiku on February 19, 2018, 03:19:14 PM
I've also seen that bug sometimes when testing my model. I don't know what's causing it. As soon as I see a way to fix it I'll update the link to the model.
Thanks for the reply, good luck with the fixing :)
#13
Sorry for double post, but I have been messing with the B2 droid model a bit, and some of his animations are messed up, specifically when he crouches, dies or rolls he just levitates above the ground. I hope you can fix these cause the msh itself is amazing.
#14
By edit you mean changing polygons right?
#15
Requests / Re: SWBF1 maps luas for SWBF2
February 18, 2018, 08:03:10 AM
Quote from: Gistech on February 13, 2018, 05:31:19 AM
From what I've seen, converting is quite a bit trickier than that. The LUA system in SWBF2 is far more complex than that of SWBF1.

But are we sure that there is no available assets already made?