Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Snake

#361
Hey guys as most of you know I'm working on the Easter Mod. I have to try to get it done before easter but I need some help with stuff soon.

#1. How do I get music(The music in the WIP thread) in-game? I know the lines and stuff (I think) but what formet and how do I get it to that format?
#2. I tried making more than one .msh files for the bunny so I could change the skins (I did the same with all the .tga files). The original is bunny.msh I did bunn9.msh (Blue Bunny) bunn3.msh (Green Bunny) etc. It crashed in-game and wont show up in msh viewer. Any ideas why? And if so can anyone tell me how to make different skins of the same model? I thought of maybe using an OverideTexture line like in the Arc Trooper, would that work?

That's all for now! Pleas let me know SOON!
#362
SWBF1 Modding / Easter Mod (W.I.P.) *New Pics*
March 28, 2010, 07:06:28 PM
Hey guys im working on an easter project, It is going to be pretty cool, I hope i can get it done by easter, Here's some pics:

*NOTE* open this music in another tab before looking at pics!!!!!!! :D My ultimate theme music












I ADDED MORE PICS! Just for you! :D
#363
Hey peeps, I'm working on the U.S.S. Honor map but I need to put some custom sides in, How exactly do I do that? Is it with the locolizing tool or something? I'd really appreciate help on this if anyone can give me some instructions.
#364
There are some people who have just started modding SWBF1. I thought I'd make a tut on editing some stuff. Mostly just to explain things. If an admin thinks this is not worth the post it's fine if you delete it  :)

First off, let's go through the top of the Character. For this I will be using a Clone Trooper .odf.

[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_trooper.msh"

The ClassLabel shows what this unit is. All characters should be soldier.
The GeometryName is the name of the .MSH file. The .MSH is the model of the character. It has .tga files connected to it which makes the skin.

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Properties is an important part of the character. It has effects, weapons, sounds, speed, health and some other things.
The three things after [Properties] are effects. You can change effects by making a folder in your Sides folder (ex. REP) and naming it effects. Go to Assets> Shipped Common Effects and copy and paste the effects you want in the effects folder you made. Make sure you get any .tga files and .msh files that go with it.

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

The Label and Unit Type are just more things like the ClassLabel above. It tells the game what kind of unit this is.
IconTexture and map texture are for the MiniMap. Same with the MapScale. That shows the size of the arrow on the minimap.

GeometryName       = "rep_inf_trooper"
GeometryLowRes         = "rep_inf_trooper_low1"
FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"

This part is very important. GeometryName is the name of the .MSH (Like above) without the .msh on the end. The GeometryLowRes is for when you are far away. **NOTE** The LowRes and Geometry are NOT the same. If you put for example rep_inf_trooper as GeometryLowRes it will look really weird in-game. You have to have two separate models. FirstPerson is exactly what it says, the first person model (The arms and hands). First and ThirdPersonFov, well that doesn't really do anything important, I have not tested with that. AnimationName is how the trooper is animated. For some reason pandemic made all troopers all_inf_snowtrooper. I would not recommend changing this for troopers unless you know what you're doing.

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

This is all stuff about the view. You can have fun with this but it also does not do much important.

MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

This stuff is not very hard to figure out, MaxHealth is of course, the maximum amount of health the trooper can get. Acceleration is the acceleration. It helps go with the animation so if you increase this and the MaxSpeed the walking animation won't work, he will be sliding along. MaxSpeed, MaxStrafeSpeed, MaxTurn speed, is obviously for different speeds. MaxSpeed is the speed of walking. MaxStrafeSpeed is the speed of when you are using the right and left keys to move. MaxTurnSpeed is the speed of turning......(duh)

WeaponName1       = "rep_weap_inf_rifle"
WeaponAmmo1       = 4
WeaponName2       = "rep_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "rep_weap_inf_haywiredetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "rep_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

This is for weapons. The max amount of weapons is 5. Sometimes it won't show up so I wouldn't add more than 5. WeaponChannel is how it is secondary or primary. You can remove these to make it one channel.

AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch   = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70

Hopefully you're catching on by now that Pandemic made it pretty simple to tell what's what in modding. This is i think the accuracy of a shot. I have not tested with these lines yet. But I know it doesn't do much.

HurtSound            = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound            = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"

These are sounds, These can be changed by going in Assets> Sound Config Files. These don't do much but they are fun to play with.

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10

This is the probability of what the unit drops when it dies. Like health, ammo or both.

Hope this helps for newbie's, I might be making more later. My xfire is aatcsnake if you have questions.
#365
SWBF1 Modding / [SOLVED] FreeCam singleplayer glitch
March 26, 2010, 11:19:25 AM
Hey guys, I was messing around with freecam on singleplayer but I needed to go back to chase camera. I didn't want to restart swbf1 so i tried pressing random buttons. I found that the "M" Key is like a resume key. It lets the game play but you are still in freecam. That can also help for taking fun videos. You can also control your character after pressing m while staying in freecam. If you want to go back to chase camera just press esc and then Chase Camera. :D hope that helps! I don't know if this has been discovered before but I figured alot of people would like to know this.
#366
It's finally done!!  :cheer: The ApeX Gaming Mod 2.0 is finished. I will release the ApeX Mod 2.0 assets (Not mine), the ApeX Mod 1.0 and ofcourse the ApeX Mod 2.0 itself. The only thing I can take credit for in the mod are the skins and the republic shotgun(Which took like 20 seconds but i didnt use modeling.)

Name: ApeX Gaming Mod 2.0
Type: Character/Weapon/Skin Mod
This contains: rep.lvl
Compatible with: SWBF1
Download Size:
How long this took me: About 2-3 weeks
Program used: BFBuilder/BFBuilderPro/BF2 Mod Tools
Contact: Xfire is aatcsnake
Pics: **WARNING** These pics contain extreme beastliness  :P







Description: I made this because I missed the old ApeX Gaming Mod. I wanted it to be a little less overpowered though but with cooler weapons and characters.
Download Link(s):
ApeX Gaming Mod 2.0: http://www.mediafire.com/?wvqgjny1yw5
ApeX Gaming Mod 2.0 Assets: http://www.mediafire.com/?xgyynzyztgy
ApeX Gaming Mod 1.0: http://www.mediafire.com/?myrmtjzicdn
Credits:
psych0fred for the at-xt hovernaught light attack speeder kwing and n1 fighter. Pandemic for the Boba Fett model, Me for the ApeX style skins, kinetos impetus for the sky corps trooper, psych0fred again for the orbital strike and seismic mine, rogueknight for the dp-23, vyse for the vibro sword, Gogie i think for the mandalorian skins, and Pandemic for the regular clones envolved and ofcourse everyone who helped and supported me in the making of the mod. I think that's all, if i missed any let me know!

Special thanks to God (Duh), Pandemic, Lucasarts, and psych0fred
--NOTES--
-The vibro sword doesn't show up in-game but it still works.
-Collision damage on all units
-I ALLOW EDITING! Just make sure you give credits for the skins. You CANNOT CANNOT CANNOT CANNOTuse ApeX or ApeX Modding/Gaming logos or skins without my approval!
#367
SWBF1 Modding / [W.I.P.] ApeX Gaming Mod 2.0
March 23, 2010, 03:47:58 PM
Hey guys I got some awesome new skins and weapons for this go-around of the ApeX Gaming Mod 2.0.

Here's the pics so far:


In the background are the N1 Fighter and the K-Wing both made by psych0fred and the Bothan made probably pandemic and the Sky Corps with a little ApeX Style added is made by Kinetos Impetus the M16 made by Taivyx
There will be more pics on the way, I have some more units done but they need some work so I will take pics of them later.

----------EDIT---------
Here's new pics!


That is the Mandalorian made by Gogie and Caleb1117 and the Light attack speeder made by psych0fred and the clone is the clone commander made by pandemic with an ApeX skin :D I have one more unit to show you! It's made by psych0fred and it may seem lame at first (For a place in ApeX Mod) but it has beast weapons  ;)
I will also get close ups of the clone and mando.


----------EDIT---------(AG)
ApeX Gaming Mod is Released!
Topic Here: http://www.mpcgamers.com/smf/index.php?topic=1969.0
#368
Requests / Need some modeling done for me :)
March 17, 2010, 12:00:34 PM
Hey if anyone can model for swbf1 and has a good bit of time on their hands could someone make some space ship hallways, like Star Trek or Star Wars. Anything that would go good in a space ship. (I could also use links to models already made like this)
#369
SWBF1 Modding / [W.I.P.] U.S.S. Honor
March 14, 2010, 05:56:12 PM
I just started a map to make a ship called U.S.S. Honor. I don't know how to make a space map (If thats possible in swbf1 id love some help) and so I am making the interior of a huge ship with hallways and various rooms from swbf2 and swbf1 maps. I can't work on it right now because the middle button of my mouse doesnt work so i cant raise and lower things. So it is basically impossible to line up everything correctly. Once we get a new mouse or somehow I figure out a way to change the raising key to something else I will be able to work on it.
#370
Hey guys I think there is a bfbuilderpro update I need to get, I'm helping my friend learn to mod and he gets a script error and I remember fixing that but I can't remember how, then I remembered the update (Maybe its something else) but does anyone know where to get it(A Direct Link Plz)? I looked on secretsociety maybe i missed it, if so send link please :D
#371
Hey guys, I have swbf2 but for some reason it always says something doesn't transfer during the setup, like halfway through the installation. I don't understand :( I will be more specific when I get home to see what it says exactly.
#372
Other Games / Halo 1 for PC
February 11, 2010, 07:11:11 PM
I heard from a friend that there are mod tools for halo 1 (Probably is) but he said it is possible to bring halo to swbf1, I have never seen it done, does anyone know how or where to download the halo tools?
#373
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:


#374
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.
#375
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?
#376
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:
#377
SWBF1 Modding / A couple of my ol' mods
January 28, 2010, 01:39:11 PM
Here's some video's of random mods, new and old. Courtesy of Xfire videoing.

ApeX Modding's Jawa Attack Mod v 1.0



=AaTc= Knight of the Prince



=AaTc=Improved Commando Droids



=AaTc=ElEmEnTaL



=AaTc= Cad Bane Mod v 1.0



=AaTc= Commando_Clones



=AaTc=SpiderMan Mod



=AaTc= Special Forces



=AaTc= Iron Man Clone



=AaTc= Gay Gamorrean



=AaTc=Jade' Pirate Mod



=AaTc= Republic Volunteers 2



=AaTc=Full Imperial Mod



=AaTc= Republic Mandalorian Mod


#378
Other Games / Need For Speed: Carbon - PC
January 20, 2010, 12:21:44 PM
Hey guys, I have already beat the game of NFS: Carbon but it still is fun to mess with cops and has great graphics so I want to do some different things on it. Is there a program for making cars on NFS? :tu:

#379
SWBF1 Modding / Custom Objects .ODF/.MSH
January 17, 2010, 08:34:07 PM
I know theres a program for making them, i couldnt find the download, maybe i just missed it but does 3DSMax make images compatible for swbf1? and how do you add custom signs with like paint shop pro

#380
SWBF1 Modding / AaTc Underground Map
January 15, 2010, 01:07:42 PM
Hey guys, my map is awesome. But it keeps crashing i removed all the animated stuff i could find, could it be the geonosis control room table? That's really the only other thing.