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Messages - Triops

#16
I think, I would not have to pay, when I receive a SMS (in Austria). I have never had roaming fees for sms, but I fear there would be costs for swbfgamers.
#17
I would be very interested in this :tu:.
Would this be possible for Europeans like me, too? I ask, because there would be many costs for SMS to Europa. (I don't know how expensive tolls for sms in U.S. are )

Have a nice time
Triops
#18
SWBF1 Modding / Re: [WIP] Maz Kanata's Castle
June 13, 2018, 12:57:47 AM
Hi Idren,
Are you still working on your map?
Your map could get really nice.
The world needs more maps for swbf1.  :)
#19
Hi,
are the weapons for swbf1 or swbf2 you have problems with?
#20
I am very relieved that it seems to work now.  :cheer:
Good, that Led reminds us that there are some things to take into account for using this program.
#21
I am sorry, Led.  :(
Maybe a new computer/system would help.

I forgot that it is more complicate to to use the Particle Editor as I had in my mind.
After creating the the directory _LVL_PC... An now it worked on my new Computer with win 10.

#22
Hi Sereja,
It would be a desaster for me and all swbf1 mod interested people, if you would stop you modding activities. :o
I haven't dealed with the particle editor for more than a year and the best result I got were jumping gray squares without texture, although they seem to be in the right folder.-So I an not very competent for answering...

I tested your version and my version and  I got an error, too.
It says that the "test1 module" is not working. Because I have a problem, too, I don't think, that you have a virus. I think the problem is a Windows-update. I had the same problem with BFBuilder after an Update.(http://www.swbfgamers.com/index.php?topic=12650.msg117766#msg117766)

I tried on win7, too, but it doesn't work eighter (maybe there was an update, too). Sorry if I contradict Led, but I don't think a new computer is the solution.

I can imagine Sleepkiller could help you. Sombody who is able to write an unmunge program could have the knowlege to solve this problem.
I wish you the best Triops
#23
Quote from: 411Remnant on January 05, 2018, 01:19:49 PM


I think the detpack does not work as well as it should and that's not your fault. I think the way it is right now doesn't work as intended or is a little unconventional since the ai also doesn't use it like you probably intended it to.(Like the ai will use it as a mine and since it doesn't detonate unless you set another one, most of the time the detpack will blow up if an ai unit decides to place around the perimeter or its hard to use it yourself if your trying to blow someone up) Ive tried to use it and while I see the work around you had to make it pretty similar to the battlefront 2 version, I don't think its quite there yet. I think you would probably be better off making a new mine or grenade based on the EA iteration and at least that way its easier to use/make, plus the ai would use that better I would think.


hi, i havent read your post till now: The trigger of the detpack is not working like the detpack in swbf2 with the left mouse button. You have to press the "r" key to make it explode. If you  press the left mouse button, it only makes a small explosion because you can only use one pack at a time and the old dissapears like if you use to many mines. I find it unsusal, that the same key which reloads you first weapon triggers a second. But its is important to have your weapon loaded as often as its possible  ;)
#24
SWBF1 Modding / Re: Size and distance in SWBF1!
April 17, 2018, 03:36:05 PM
Hi, Linux, interesting topic!  ;) Its interesting, too, that the editor of an American game and xsi uses meters. (Europeans like me can be glad  :D )
Are you sure you can't make terrains bigger than 2x2 km ?
Gridsize 1024x1024 is working on my system: 1 Grid  corresponds to 8 meters, so its over 8x8km then.
Do you use potencies of 2. like 1024x1024 or 512x512?



#25
Hi,
Does every msh file cause this error on your system?
I had this error with one of my own msh files. After triangulating it I was able to view it.
I think the main problem is, that the msh file, which you want to view is not done perfectly(f.e. bad clusters...). (I think although the game engine can perhaps handle it, it can make problems on the viewer then) Sorry of my English.


Edit 30.3.18 18:00  :
I opened the gamorean msh file showed on your picture and it was working on my viewer...
#26
General / Re: Gametoast currently down
March 05, 2018, 02:31:43 PM
Hi Red,
I have access to gametoast. (Location: Austria, Paris time 23:30)
Gl Triops
#27
SWBF1 Modding / Re: force game to use sides in hires?
February 18, 2018, 11:44:22 AM
Quote from: Gistech on February 16, 2018, 09:04:27 AM
You can munge using Sleepkiller's model-edit which will allow you to use models with greter detail than stock. However, the model memory in SWBF is managed in a completely different manner to SWBF2, so if you were hoping to use really high-def models you're going to be disappointed.

Thanks, Gistech for reply.
Concretly I want to use the BX-Commandodroid by kinetosimpetus (made for swbf2 and downloaded from gametoast.com) in a swbf1 map.
I saw, that the size of this msh-file is almost 2 times bigger than common stock files in swbf1. I tried to reduce the polygons and used the schmee program (like Sereja wrote in an tutorial)  but I only got very strange lowrez entites as you can see in the photo and the link.  https://youtu.be/j50M_Fucf0U

Are there no lowrez files for sides in SWBF2 any more? and
do you know what f.e.
SkeletonLowRes      = "cis_inf_sbdroid_lowres"
is? I dont see any file in the assets of swbf1 which has _lowres in it. -only _low1.

Have a good time  triops
#28
SWBF1 Modding / force game to use sides in hires?
February 16, 2018, 12:34:11 AM
Hi,
When I tried to implement a custom side, I only saw one of this class in high resolution.
I tried to raise the amount  of the aimer (  SetMemoryPoolSize("Aimer", 250)  ), but this doesn't seem to work.
Is there a possibility to force the game to switch the sides not so often to the "lowres version"?
#29
Released Maps and Mods / Re: Serejas_Quarzite_Subtram.rar
February 02, 2018, 12:33:54 AM
Very nice little Map (-of course its from Sereja  ;) ), where you have to fight heavily for CPs. 
For those who want to know from which Star Wars film it is: Its from the film series: "star wars the clone wars".
I found a link on youtube:




Big thanks to Sereja for publishing another astonishing map
Triops
#30
Thank you very much for your extensive release of your superb City of Theed assets, Sereja.   :cheer:
It am sure not only me can learn from your knowledge again: f.e. from your odf- and other files.  :moo:
Have a nice Sunday
Triops