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Messages - Dread_

#1
SWBF1 Modding / Re: Zero Editor crashes when I click
February 22, 2017, 08:30:02 PM
Maybe try all the options for the Zero Editor Runtime Error
#2
Hey!
Is there a way to add interior lighting to a model created in Blender, like the Bespin: Cloud City buildings? Is it just an msh.option command or was the lighting effect for those objects or to be precise the bes2_bldg_interior1.tga texture added in XSI? Because when I Import and Export a Bespin 2 building in Blender, like  bes2_bldg_mall, I don't get the same lighting effect in game, the interior is just dark (shadowvolume). Any contribution would be appreciated  :shrug:
#3
 thank you anyway, guys :cheers:
#4
I see! Well to be honest I've never used any specific collision names before and up until now everything's been working just fine. But I found a solution, I added an msh.option file with -donotmergecollision and the problem's gone, the rest of the building still has a collision geometry, but the doorways, where it used to be, are fully accessible now.
#5
Yeah in the picture below you can see what I got running rendercollision in SPTest. And what do you mean by standard model collision names?
#6
No neither. Just whipped it up in blender, well I used an object from bespin2, the bes2_bldg_mall.msh, I believe it deson't come with a collision geometry or an sv mesh, correct me if I'm wrong :shrug: even if it does, it's pretty weird the original door also has that problem?
#7
@Ltin Yes Sir

@Ginev yea well i didn't really cut the door out of the plane/face, instead I created the frame, using 4 edges, then connected the frame with the other walls to the left and right, but yea it's just like you say, I enter the building and then an invisible wall just pops up out of nowhere and I'm trapped. I really don't know what the problem is, since theres nothing to select in Blender and all the other doors work just fine, I even have that problem with a door that's been there in the first place...
#8
Hey,
I created a model in blender, an accessible building, you can acces it, but you can't leave it! Well not through the entrances I created, I edited a previous model and deleted previous faces to create a door, now whenever I test it i can walk through the door, but then an invisible plane/face Pops up and I can't get out of the building, any ideas what happened here? Help would be appreciated. :cheers:
#9
Yeah I checked that. Apparently the MSH file converted from the VRML file was too large, one look at the file size made me realize that something somewhere must have gone terribly wrong:D It was about 16.500 KB :slap: Would be useful to know what the actual limit of ZE is, tho.
#10
Hey Folks!

Created a model in Blender, used the MSHViewer to convert, tried to open it via ODF in ZE but the operation causes the editor to crash. Yes the ODF is set up correctly. I'm not familiar with ZE's requirements for custom models, in terms of compatibility. Any help would be appreciated. Thanks in advance.
#11
SWBF1 Modding / Re: Impacts on map
September 25, 2015, 02:05:01 PM
@Ginev: thanks for the contribution, did you actually got the problem solved, like are you using the edited .fx on any of your maps? I am familiar with the PE, just never thought of actually having to edit the explosions there, but I guess that and Sereja's answer show why the original .fx from BF2 don't appear in game.

@Sereja: you mean having invisible .msh that are set up as autoturrets via odf which are placed around the map, or the area you want the explosions in? Would you mind expanding on that a Little bit further? thanks for the idea, anyway :cheers:
#12
SWBF1 Modding / Impacts on map
September 24, 2015, 01:20:25 PM
What's Happening, guys,

I was wondering whether I can use the geo_prop_splash and the attached effect from BF2 in BF1, cos in game no effects are showing up, but they use the same data-type .fx and .odf, so why's nothing showing up? Is it because the effect is an explosion and not something like a waterspout or a flame, like do you have to Loop it or something to have repetitive Impacts on the map, inseatd of just one single explosion without any more following or do you have to include it in the world.fx file? Sorry really confused here...Help would be appreciated!
#13
Released Maps and Mods / Tatooine: Remote Station
February 16, 2015, 09:21:53 AM
Name: Tatooine Remote Station
Type:   Custom Map
This contains: tat4 (map Folder)
Compatible with:  SWBF1 only
Download Size: 16,2 MB
Program used: BFBuilder, ZeroEditor, Blender
Description: This battle takes place on Tatooine, at a remote station out in the canyons. The map is pretty small, but the layout is somehwat...labyrinthine you could say, which makes up for the size. I have used the stock odfs and meshes apart from 3 custom models, which unfortunately are leftovers from the days I was messing around with Blender, so go easy on me in that respect. I haven't used custom sides, even though i created them, cos I thought it would be easier to Focus on the map having the stock sides.
Credits: LucasArts for the Mod Tools


local link
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1263




Download Link: http://www.file-upload.net/download-10307568/tat4.rar.html)
#14
Welcome Center / Some guys should know me....
November 17, 2009, 12:00:38 PM
hi all,
I dont know if u remember me ,but im that guy who submitted that map Ord mantell forgotten groves.
The most time i'm playing SWBF1 but also battlefield 2.I also have SWBF2 but... i recomend SWBF1.
Im working now for 2days on my new map.Its a tatooine map with custom sides.
i'll send some screenshots soon.
And then I very like Music especially Metal (but no heavy,power Metal)