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Messages - Idren

#31
Hey the github link is broken (not seeing the repository on your github page either) - did the project get scrapped or are you still working on it?
#32
SWBF1 Modding / Re: Scarif: Beaches (WIP)
May 19, 2017, 07:15:31 PM
Is it showing up blue/green only underwater? I can't quite tell from the image if it's just shallow water, or if it's part of the terrain.  If so, could it have to do with the opacity/color settings you have set for the water? Pretty sure you can edit those things in ZE.
#33
Welcome Center / Re: Hello there guys!
May 18, 2017, 08:59:17 PM
Welcome! And I hope the modding's going well!
#34
I can confirm (at least in my experience) that maps will start crashing if they've got too many high poly objects in them - this has happened to me plenty of times when trying to make a Kashyyyk forest map with lots of trees (think zaalbar's village in kotor). I was only using stock SWBF objects (buildings and trees from kashyyyk maps and endor), and I put too many trees in and it would no longer load. I'm also realizing that they weren't that high-poly so I'm not sure the high-poly count was the issue there... I'm working on another tree-intensive map atm and am hoping this doesn't become an issue.

I do recall seeing something really recently though about a setting/command that was something like: "foliage(1000);" or something (I'm 100% sure that's not the real name of the command), where you had to increase the number in either an lua/wld/prp file (I'm not sure which) to allow for more trees/foliage in a map if you had a lot.

EDIT: Found it.
Quote[22:28] {PLA}Sleepkiller: Here is one that cna be needed if you have lots of foliage in your world
[22:28] {PLA}Sleepkiller: SetMemoryPoolSize("TreeGridStack", 100)

So that's for the lua for your map.
#35
Requests / Re: Change unit limit for EVERY map
May 12, 2017, 10:33:48 AM
Are you adding the necessary .req files for the new weapons and loading them in the lua for CW era?
#36
Just curious - but has anyone made SWBFII's award guns for SWBF?

And if so, were they able to limit them so that only the player could use them and not the AI? I'm not sure how that would be done in SWBF - having different weapon sets for the player for each class kind of thing.

I'd be interested in knowing if anyone's figured this out or attempted giving weapons to a unit that were only accessible to the player.
#37
QuoteList of things I want to improve for the AI: (note that I play SP exclusively on Hard Difficulty now)
- Intelligence and hunting down players from any distance
- Advanced Training bonuses from GC applied to Instant Action and MP mission LUAs
- More defensive manuevers when fighting players not so many predictable movements and "path hugging"
- Increase the default cutoff range for how far AI can shoot at players (i.e. make it so a sniper AI on the other side of kamino is still going to shoot at you if you're in his line of sight)
- Enable the "special jet tricks" for players which AI are seemingly only capable of using such as: rolling midair while in a jet jump, double jetting really high above the map

I'm also dying to know how to enable the "special jet tricks" like the double jet jump/roll the dark troopers do in mid-air. Any luck with this one in particular yet?
#38
From a security standpoint too, it's good to not run as the Admin account on your machine - it's not too big an inconvenience to just type in an admin password whenever you need admin privileges, and it'll keep attackers from getting admin privileges if you get compromised.
#39
I've also been having this issue - though it seems to only happen in the actual game, while everything's fine in SPTest. I don't know why it would happen as I've had the same version of the game since it came out.  The issue didn't exist in the past, but showed up now that it's been reinstalled it on my newer PC.  Thanks for figuring this out though! I've been at a loss for how to get it fixed, and I'll be trying this fix pretty soon :cheers:
#40
Requests / Re: Arc Jettrooper
March 30, 2017, 12:30:50 AM
Quote from: Cpt Rex on February 06, 2017, 10:20:17 AM
Hello, sorry to double post but this has been here for more than a week and nobody has replied. Does nobody really know how to rescale a model to the correct size ??? If you are able to do this for me can you let me know what format you want it in or if not can you at least tell me how to do it?

What I've been doing to rescale models to the correct size is importing a stock asset from the game - imp_inf_stormtrooper.msh or something like that alongside my custom model, and then scaling my model down to be the correct size in comparison to the game's stock troops. Hopefully that helps! (if you haven't figured out a different solution by now / if you're still working on this)
#41
Welcome Center / Re: SWBF Player Awards
March 19, 2017, 09:29:33 PM
I play SWBF and SWBF2  :D
#42
Thanks anyways :) I'll keep working at it and post an update if I figure out what's going wrong.
#43
Quote from: Gistech on March 11, 2017, 11:03:52 AM
Did you use the same model for the low-res?

No, I made a new model using the stock low-res shock trooper as a starting point so I wouldn't have to re-envelope everything to the low-res skeleton.
(so I imported the stock low-res model, deleted the backpack polys, moved the ammo packs around, and exported)
#44
Coming from a different modeling/animation software (3ds max) This issue comes up there too.  I'm assuming that the differences aren't too great from XSI (if anything xsi seems more stable because it's not as big a program).

But viewport slowdowns happen in 3ds max for a few reasons:
1. When you're working on a large model with a ton of polys - if you try to rotate/translate/zoom the viewport too quickly it'll slow it down a lot (or crash the program because it's such a big program that it's just buggy sometimes) because it's trying to do a lot of calculations all at once for the "moving" verts and stuff.  (consider hiding pieces of the model/models that you're not currently working on to fix this)
2. If your model has coincident planes/ (2 planes/faces in exactly the same space) it can slow down the viewport rendering because it can't figure out which one to render and you get that "flickering" polygon. (move one plane slightly above/below the other to fix this)
3. Non-planar faces (polys with 4+ verts that aren't yet triangulated / aren't actually in the same plane. For ex: 3 verts in a real plane connected with one more that's slightly above the plane.) can slow down the viewports because the renderer doesn't know how to display it, and the poly ends up looking like it has a weird "bend" or something because it doesn't have defined edges/the poly isn't an actual plane. (triangulate/give your polys defined edges to "bend" across so there's no extra guesswork to be done)
4. If you've got a lot of lighting/raytraced materials that are trying to calculate multiple reflections and stuff, it can slow down performance because of all the lighting calculations that are going on behind the scenes with every move of the viewport. (maybe work in wireframe mode or something similar that doesn't display the certain textures, or put a placeholder texture in while modeling)

There are probably more reasons (it sounds like yours was a driver issue) - but if more problems like this show up it could potentially be for those reasons.  And again, I'm not sure how closely related 3ds max and XSI are, but I'd assume that similar issues can arise for the same reasons as far as viewport rendering is concerned.

Hope that's helpful! :)
#45
Poly Count - When I export in XSI using "ZE Tools" it says:
"Exported 4 materials and 56 models with 1947 verts and 649 faces in 0 seconds and 762000 microseconds"

I'm still pretty new to XSI, so I'm not sure where else to find a poly-count (I'm a 3ds max guy) - but 649 polys sounds about right just looking at it.  It's just the stock shock trooper without the backpack and with the 3 ammo packs moved around.

I am testing it on an empty map, so all the AI (16 vs. 16) are just running straight for each other.  There's only 1 AI shock trooper allowed in my LUA.  But it seems strange that it wasn't happening before (with just stock troop models) but now that I've made the shock trooper have fewer polys it's messing it up.