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Messages - Snake

#2281
How do I uncheck it? via Properties or something?
#2282
Okay, well it's just the regular endor texture, so I put it in Photoshop and save it as a tga file?

---EDIT

I opened end_main_6.tga in photoshop and clicked file > save as > end_main_6.tga and saved over the other one, but it still was black. (Also used a different texture)
#2283
SWBF1 Modding / TextureMunge.exe has stopped working...
February 11, 2010, 06:54:12 AM
Hmm, I get this wierd message when I munge my map that says TextureMunge.exe has stopped working and asks me to close the program, I click close program and then it keeps on munging, but I think that's what is causing this on my map:

ZE:

InGame:


#2284
Requests / Rural Buildings
February 09, 2010, 02:38:03 PM
Hey guys I'd like to request some things like Caleb1117 made, alot of rural houses with beds, chairs, computers, etc. Maybe some outside things like highways, highway bridges, billboards, gas stations, stuff like a regular city. It'd be very helpful! Or if someone could tell me how to get stuff from 3DSMax to SWBF1 I could make some things myself.
#2285
SWBF1 Modding / Re: Dissapearing CP's!?!?
February 07, 2010, 02:21:03 PM
I HAD 2 cp's the ones that come with map when it started doing that so I added more so now there are 5 cp's. Here's my CW Mission .LUA File (I havn't done anything to gcw)

---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(CIS, "red", "level.aatc1.objectives.1");
    AddMissionObjective(CIS, "orange", "level.aatc1.objectives.2");
    AddMissionObjective(CIS, "orange", "level.aatc1.objectives.3");
    AddMissionObjective(REP, "red", "level.aatc1.objectives.1");
    AddMissionObjective(REP, "orange", "level.aatc1.objectives.2");
    AddMissionObjective(REP, "orange", "level.aatc1.objectives.3");




    ReadDataFile("sound\\tat.lvl;tat1cw")
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_fightertank",
        "rep_inf_basic",
   "rep_inf_macewindu",
        "rep_inf_jet_trooper");

    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
   "cis_inf_countdooku",
        "cis_inf_droideka");

  --ReadDataFile("dc:SIDE\\gam.lvl",
  --    "gam_inf_gamorreanguard")
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",10)
    AddUnitClass(REP, "rep_inf_arc_trooper",1)
    AddUnitClass(REP, "rep_inf_clone_pilot",2)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
    AddUnitClass(REP, "rep_inf_jet_trooper",1)
    SetHeroClass(REP, "rep_inf_macewindu")
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",10)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",2)
    AddUnitClass(CIS, "cis_inf_assassindroid",2)
    AddUnitClass(CIS, "cis_inf_droideka",1)
    SetHeroClass(CIS, "cis_inf_countdooku")
     
--  Attacker Stats
    SetUnitCount(ATT, 16)
    SetReinforcementCount(ATT, 200)
--  AddBleedThreshold(ATT, 31, 0.0)
--  AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 16)
    SetReinforcementCount(DEF, 200)
--  AddBleedThreshold(DEF, 31, 0.0)
--  AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Local Stats
--  SetTeamName(3, "locals")
--  AddUnitClass(3, "gam_inf_gamorreanguard",3)
--  SetUnitCount(3, 3)
--  SetTeamAsEnemy(3, ATT)
--  SetTeamAsEnemy(3, DEF)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 4) -- Droidekas
    AddWalkerType(1, 4) -- number of leg pairs, count
    AddWalkerType(2, 0)
--  SetMemoryPoolSize("EntityHover", 12)
--  SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
-- SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:aatc1\\aatc1.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(140)
  --SetMaxPlayerFlyHeight(90)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_start");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_amb_defeat");



    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
    AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
    AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
    AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
    AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
    AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
    AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
    AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
    AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
    AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
    AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
    AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
    AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end

Hope ya'll can figure it out, and ty TONS for helping ggctuk
#2286
SWBF1 Modding / Re: Dissapearing CP's!?!?
February 07, 2010, 11:18:55 AM
You can't select a cp to spawn on, it's as if they game thinks they aren't there. It just counts down like one team captured all the cps. It's impossible to play without the cps working  :rant: I really need some help
#2287
SWBF1 Modding / Re: Ghost Lasers
February 04, 2010, 04:13:26 PM
Maybe you should try amping up the velocity a bit, may be too slow when you shoot.
#2288
Requests / Re: Glitching map
February 04, 2010, 12:13:38 PM
Good idea, And my bro used to be in JMMC, he and his friends played on that map alot, I've played on it a couple times too. That was his inspiration for the =AaTc= Underground map.
#2289
SWBF1 Modding / Re: Dissapearing CP's!?!?
February 04, 2010, 11:54:29 AM
ooh ok, so what do I need to change?

Here's my sky file. (This was my first try with sky editing lol)

SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}

SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}


DomeInfo()
{
    Texture("hoth_mountain.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);

    Softness(1);0
    SoftnessParam(60);

    PC()
    {
        TerrainBumpTexture("hoth_main_1", 1.0);
    }



    DomeModel()
    {
        Geometry("hoth_sky_dome");
    }

    DomeModel()
    {
        Geometry("hoth_ion");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("hoth_prop_storm");
        Offset(-20.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("geo_sky_dome_rim");
        Offset(10.0);
        MovementScale(0.995);
    }

    LowResTerrain()
    {
        Texture("geo1");
        PatchResolution(7);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("geo1_far_detail");
        DetailTextureScale(0.25);
    }
}


//Big rep flyer
SkyObject()
{
    Geometry("rep_fly_assault_DOME");
    NumObjects(2);
    Height(200, 300);
    VelocityZ(20, 50);
    Distance(1500);
    InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
    Geometry("rep_fly_gunship_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 120);
    VelocityY(-10, 10);
    Distance(600);
    InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
    Geometry("cis_fly_droidfighter_DOME");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 100);
    VelocityY(-10, 10);
    Distance(300);
    InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
    Geometry("cis_fly_techounion_DOME");
    NumObjects(8);
    Height(0, 0);
    VelocityY(10, 12);
    Acceleration(0.0, 2.0, 0.0);
    Distance(1000);
    LifeTime(80.0);
}


I changed some stuff from Geo to Hoth. Anything wrong with it?
#2290
SWBF1 Modding / Re: (W.I.P.) Raka's Adventure
February 04, 2010, 11:51:27 AM
I stand corrected...BD ur amazing... *bows* lol.
#2291
Other Games / Re: Your Most Epic Flag Capture EVER!
February 03, 2010, 05:52:49 PM
My most epic capture was in Halo 1 PC Demo. There were about 20 people in the server (10 on 10) i think. I had only played for like 4 days on multiplayer after I beat singleplayer. To be frank, I was horrible lol. I always got killed like halfway. I can't remember the map it was but we were surrounded by cliffs and there was a big hill in the middle. I grabbed a black and yellow hog with a teammate on the cannon. I floored it to the base and as I neared the hill like 3 guys with missile launchers came over the hill...I pushed the forward arrow down all the way and then bailed. The missiles hit the hog a split second after i bailed and my teammate died and the hog flipped way high up in the air and landed on one of the enemies. I ran to the right while they were destracted and was getting strafed by other guys on the enemies. I saw a hog that was left after a crash and I grabbed it before it reset and took it all the way to the bunker and almost got nailed by another missile, ran in, got it, and took like 12 minutes navigating to my base then sprinting in, getting point, walking out and then getting sniped :D
#2292
SWBF1 Modding / Re: (W.I.P.) Raka's Adventure
February 03, 2010, 12:59:40 PM
Holy poop BD, that is SO COOL!  :tu: But for the storyline: A human can only survive like 3 days without water, and a week without food.. other than that, nice!  :P
#2293
SWBF1 Modding / Re: Dissapearing CP's!?!?
February 03, 2010, 12:29:47 PM
Sure here's some pics.

In-Game:

In ZeroEditor, for some reason the ZeroEditor pic won't load on photobucket :rant:
#2294
SWBF1 Modding / Disappearing CP's!?!?
February 01, 2010, 05:28:15 PM
On my Sweet Home City map I was trying to test it (After adding alot of stuff) and the CP's acted like they weren't there. So, what can I do? I tried going back in ze and making sure the objects, regions, and paths were there and all were connected, check. I added another CP guessing, well maybe there needs to be more CP's since I added so many objects (There are now 3 CP's). Now the 3rd one does not appear either. Why is this happening?
#2295
SWBF1 Modding / Sweet Home City Map!!
February 01, 2010, 05:22:12 PM
These are pics of my new map, Sweet Home City. It is part of =AaTc= Underground but me and my bro decided to slice it up into two maps, one for fun (my job), and one for training (Fett's job). So far it's pretty good!  :tu:

P.S. There's more pics but I can't post all of them right now  :shrug: