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Messages - DanielSon777

#1
SWBF1 Modding / Re: Adding Sound to Geonosian Gun
October 20, 2016, 12:00:50 PM
This is what the beginning of my missions lua file looks like, reading the comments you can see where I added the data.

--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.HERE.objectives.1");
AddMissionObjective(IMP,"orange", "level.HERE.objectives.2");
AddMissionObjective(IMP,"orange", "level.HERE.objectives.3");
AddMissionObjective(ALL,"red", "level.HERE.objectives.1");
AddMissionObjective(ALL,"orange", "level.HERE.objectives.2");
AddMissionObjective(ALL,"orange","level.HERE.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\geo.lvl;geo1cw"), -- added here by suggestion of SWBFgamersdotcom
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("sound\\geo.lvl;geo1cw"), -- added here by suggestion of SWBFgamersdotcom
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_hover_combatspeeder",   -- added here
"all_inf_lukeskywalker",
"all_inf_smuggler");

ReadDataFile("sound\\geo.lvl;geo1cw") -- added here by suggestion of SWBFgamersdotcom
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_walk_atat",   -- added here
"imp_inf_darthvader",
"imp_inf_dark_trooper");
--end sidelvls

When I munge however I get an error (because I don't know how to add spoilers I'll type it):

**********
Debug Assertion Failed!
Program: ...FBuilder\DataHERE\_BUILD_PC\..\..\ToolsFL\Bin\ScriptMunge.exe
File: c:\src\frontline\toolsfl\scriptmunge\source\scriptmunge.cpp
Line:191

Expression: ErrorCode == 0

For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts.
**********

The munging process however continues and the map and everything loads fine, but I still can't get the gun sound effect when I fire. Did I do something wrong?
#2
SWBF1 Modding / Re: Adding Sound to Geonosian Gun
October 15, 2016, 08:29:04 PM
I was also hoping to find out how to add a 'force push' effect with the blunderbuss. So when the gun is fired, the target unit with be knocked back a couple of feet. I tried creating a 'geo_weap_inf_blunderbuss_exp.odf' file but it was not successful; the game crashed when the unit spawned.
#3
SWBF1 Modding / Adding Sound to Geonosian Gun
October 15, 2016, 08:24:25 PM
I was able to sucessfully add the Geonosian gun, the Blunderbus, in place of the rebal piolet shot gun and the model detail and animation works great, but there is no sound when it's fired.

FireEmptySound        = "com_weap_inf_weapon_empty"  <<< this was commented out

FireSound               = "cis_weap_inf_sonicblaster_fire"
ReloadSound           = "laserreload"

This is what is inside the "geo_weap_inf_blunderbuss.odf" file.

I was able to change the sound of the dark trooper shotgun to that of the gun turrents on cloud city, so I've changed the sound of the fired weapon before, but I don't know how/why it isn't the same with the blunderbus. Help?
#4
SWBF1 Modding / Modifies Shipped World but Can't Spawn
August 18, 2016, 04:21:50 PM
I think there was posted a fix for something like this already but I couldn't locate it.

After some help from Led, I was able to modify the shipped Hoth level; I cleaned and munged the file and put it in the AddOn and ran it. But when it loaded:
- the map on the right was blank.
- there were no spawn points to join in at.
- the units were not the correct skins.
- and at the top it said Victory in 20 sec.

Help please, thank you.
#5
SWBF1 Modding / Re: How to Create/Edit Mini Map
April 27, 2016, 09:30:14 PM
Quote from: Phobos on April 26, 2016, 07:45:27 PM
ZeroEditor -> Advanced -> Camera -> Set Top Down View
Also set visibility to at least 5000. Then zoom in just enough to prevent the terrain from deforming and take a screenshot then edit the colors in GIMP. I've attached the high res minimap for NOTLD as an example.

Psych0fred explains his method here using SPtest
http://secretsociety.com/forum/display_message.asp?mid=467

Please forgive my noobish-ness and I hope you'll be patient with me, I spent a few hours trying to do as the link says to make a mini map, but I don't understand his instructions, too vague for me to get it.

I downloaded GIMP for free (photoshop wasn't). Can someone please tell me step-by-step how do this?
#6
SWBF1 Modding / Re: How to Create/Edit Mini Map
April 27, 2016, 04:55:32 PM
Okay, I found that area in the Zero Editor. What does Psych0fred mean by "Crop the image to 512x512 and save at 24BPP"

After the 3 layers are flattened do I save the file in the program AS a .tga or just rename it as .tga? Where is the saved file photo go?
#7
SWBF1 Modding / How to Create/Edit Mini Map
April 23, 2016, 03:29:01 PM
I went through and read something like this here: http://www.swbfgamers.com/index.php?topic=3615.0 under the Mapping - General section but was not what I was looking for.

How do you make the mini map on the right side before you spawn and while in-game to show the paths and structures of the map layout and not just the CP's and health/ammo bots?
#8
Its not dead. Some of us veteran players are around. Usually the weekend is a good time to catch a good crowd. Time of day varies though...
#9
When I try to open the MSH file to try to change the transparency settings all I get is this:

I'd like to edit the terrain to fit the size of the tunnel on "bes1_bldg_tunnel" you can kind of see it popping out of the terrain in the photo. Where is the transparency part?
#10
ok, Cool. thank you. Do you have a link for the Hex editing application? or the thread here on forum?
#11
Sorry, I was out of town.

Quote from: Gistech on March 29, 2016, 02:16:27 PM
Your objects have to have terrain cutter objects in them. These are cubes that go underneath your mesh in Mod Tool and they cut the shape through the terrain.

How do I know if they do or don't have Terrain Cutter Objects in them? How do I use it?

Quote from: Ginev on March 31, 2016, 02:44:32 PM
Dino do you know how to use XSI Softimage?Do you know ho to model things?If not that will be a problem.Maybe i can make some terraincutter for your map.Just tell me how big the hole must be.A picture for the place where you want the hole will be even better :)

No I do not have or know how to use XSI Software; I do not know how to model things.

Quote from: Phobos on April 03, 2016, 11:32:16 PM
Here's what I did for NOTLD since it's easier than psych0fred's method described here
http://www.secretsociety.com/forum/display_message.asp?mid=762

1) Copy the ODF/MSH/TGA assets for yav2_bldg_arena_tunnel from the BFBuilder\Assets into your world project folder, disable read only
2) Hex edit ... ...

What do you mean Hex edit? Is that found within the Zero Editor Pro or something/someplace else?
#12
So you know on HOTH there are tunnels on the outpost and at Echo Base where the Snow Speeders spawn.

I am trying to make a tunnel in my map. but the tunnel objects that are used to make the tunnels can't go through the wall; half of the object goes through the wall and the other half sticks out and you can't walk through. Does anyone know how to do that?

Thank you.
#13
What time will the events commence on Sunday and Saturday?
#14
 :cheers: I'll make it happen. Rebels/CIS for me.
#15
Other Games / Re: MPC's xFire List!
December 28, 2009, 04:54:21 PM
Just call me...d1noperson2000  :)