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Messages - Giftheck

#2221
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 02, 2009, 03:08:56 AM
Well, heroes usually have their force powers, but they're commented out.
#2222
Ah, don't worry XD I rarely use it nowadays either.
#2223
Are that many people really on Rapidshare, or is it just this file? I have NEVER seen Rapidshare come up with no-free-slots before, and I've been using it to download for three years now.
#2224
Wait a moment, I just got a no free user slots left message on Rapidshare.
#2225
SWBF1 Modding / Re: Main Play Mod 6.5
November 01, 2009, 09:30:17 AM
Sorry, Keenmike, I like the sides setup I have used in the MPM since the start.
#2226
SWBF1 Modding / Re: Main Play Mod 6.5
October 31, 2009, 09:55:19 AM
Not FileFront, Star Wars Battlefront Files. Look under Mods. If you get lost, go into the MPM page, and click my username there.
#2227
I have no idea what that has to do with the Main Play Mod.

Right, I've begun converting a few of BF1's maps to go into the Main Play Mod. So far, I'm only going to do the ones which were included in the XBox DLC (Bespin: Cloud City, Rhen Var: Harbour, Rhen Var: Citadel and Yavin 4: Arena). I would have also liked to have Kit Fisto as well, but there's never been a BF2 release for Kit as far as I can tell. It will also have all modes from the XBox DLC too.

I'm hoping somebody could model the Shadow Guard's Lightsaber Pike for use in BF2, this way I don't have to have the Force Pike for the Shadow Guard (which, incidentally, keeps crashing the game).
#2228
SWBF1 Modding / Re: Main Play Mod 6.5
October 29, 2009, 04:07:19 PM
They're on SWBF Files. Check my profile there.

Don't worry, I intend on finishing this, it just may not be until after V1 of MPM2 is released.
#2229
What do you mean by that? The Main Play Mod is the name of both my mods for BF1 and BF2.
#2230
Quote from: UNIT33 on October 29, 2009, 08:16:37 AM
I'll be sad to see you leave SWBF1 behind, nevertheless
I'm sure with your skills you will conjure some amazing stuff with SWBF2.
Good luck.

I won't be leaving SWBF for good, mind, I'll still be modding it, but there was a point where the Main Play Mod's ideas just grew too big for BF1. Some ideas will be put into a 6.5 version of the MPM for BF1.
#2231
Don't worry about rar files this time, I plan on packaging it with an installer.
#2232
Was that an MAF? Are you using both the MAF and Droid Gunship?
#2233
SWBF1 Modding / Main Play Mod 7
October 18, 2009, 02:31:26 PM
QuoteTaking suggestions for Main Play Mod 7 (I know I said 6 was going to be the last one but I'll get to that in a sec).

Well, Battlebelk deserves my thanks. Now it is possible to get BF2 terrain into BF1, which means first and foremost, MPM 7 will have never-before-seen maps from BF2 in BF1 (such as Geonosis Plains).

CHANGES TO THE UNITS (not finished):
-General skins cleanup.
-The snipers will each have a three-shot variant of the Blaster Rifle.
-Dark Trooper restored for mod maps (however, it is buggy in that it doesn't have jetpack sounds, despite the ODF being correct)

List of maps to be included (not finished):

Coruscant: Jedi Temple
Geonosis: Plains
Death Star: Interior
Naboo: Theed (Nighttime)

QuoteI'll be doing new mission.lvls for some of the maps I have downloaded. I've also created a side called "OLD.LVL" which contains the original Droid Starfighter and Jedi Starfighter, so  I can have those loaded in old-styled CW maps.

The ARC Trooper weapons will get a slight overhaul in that the ARC Infantry (standard ARC trooper) will carry the proper weaponry, it will be more powerful, but slower to fire than a standard Blaster Rifle.

I'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:

* Coruscant City
* Coruscant Streets
* Coruscant: Jedi Temple (Reconvert)
* Kamino: Nuroica City (ARC Troopers)
* Kashyyyk: Wookieland
* Kashyyyk: beachhead (BF2 Conversion map)
* Mustafar: Refinery
* Mygeeto: War-Torn City
* Utapau: Sinkhole

New missions:

Hunt Mode will be expanded so that there will be two hunt options per mission mod - this cuts back on the number of maps in addon. Details pending.

Okay, so I announced that I had made the transition to BF2, and initially I was just going to let the BF1 project die. But now I see that I might just finish the original project before I leave. It will be cut back a little bit, there won't be as much fancy stuff going on in it as there was originally.

I would like suggestions, aside from the above. If nobody wants this mod and would rather me get on with the SWBF2 version, I shall get the mods to lock the thread.
#2234
Requests / Re: clone turbo tank
October 18, 2009, 12:50:12 PM
I think the most difficult would be that it would require re-assembling the static model (which is in several parts), and also acquiring Dragonum's permission - it's on GameToast in the Assets section, I think it's "Kashyyyk World Assets"
#2235
Requests / Re: clone turbo tank
October 18, 2009, 09:02:22 AM
My Snail Tank also hovers on water :P