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Topics - Unit 33

#61
SWBF1 Modding / Modding Contest 2012 Voting!
November 08, 2012, 10:21:51 AM
Okay we have probably all had enough time to savour the entries submitted.
It is time to vote, the winner shall receive a shinny award!
#62
Requests / Wunderwaffe DG- Model Request
November 02, 2012, 02:49:30 PM
Saucy!
Could I request the next gun? It might be the most challenging to model yet though...

It's called the Wunderwaffe DG-2.
[spoiler]
[/spoiler]
#63
General / Disney Buys Lucas Film, Episode 7 in 2015.
October 30, 2012, 01:33:53 PM
You heard it folks, this could either go horribly wrong or pretty good. Turned out well for Marvel right?

QuoteDisney, which already owns brands such as Pixar, Marvel, ESPN and ABC, announced it is paying $4.05bn for the production company.

It confirmed it is making Star Wars Episode 7, which is scheduled to be released in 2015.

Kathleen Kennedy, the current co-chairman of Lucasfilm, will become its president and will report to Walt Disney Studios Chairman Alan Horn.

Lucas will be creative consultant on new Star Wars films.

"It's now time for me to pass 'Star Wars' on to a new generation of filmmakers," he said after the deal was announced.

http://news.sky.com/story/1004857/disney-buys-lucasfilm-and-plans-new-star-wars
#64
SWBF1 Modding / [WIP] Nightmarish Assault
October 09, 2012, 11:46:57 AM
Nightmarish Assault

Okay guys myself and Buckler have been working to put my side mod into AN EXCITING MAP
What is this map you say? Oh it's a CC reskin!

"Nightmarish Assault: CC Ghost Hunt"

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=798

BEHOLD MY GHOSTLY WRATH!

The two teams are the Sand Troopers and Ben Kenobi and his ghosty friends.

Sand Trooper Team
Soldier: Standard.
Shock Trooper: E11 Rifle replaces pistol.
Engineer: RT97c Heavy Blaster Rifle replaces Grenade Launcher.
Scout: Standard.
Heavy Weapons Guy: Krayt HPL replaces shotgun (Fires quick succession missiles at close targets).

Ghost Team (All of which are mostly invisible to human players)
Poltergeist: Standard.
Poltergeist: Homing Rocket Launcher.
Poltergeist: Spy Rifle replaces pistol.
Poltergeist: Rapid Firing Sniper Rifle.
Poltergeist: Hyper Death Cannon
#65
Requests / [Completed] Anyone up for some HEXing?
October 06, 2012, 03:02:49 AM
Hey there. I've been making a couple of sides for public release soonish, but I would like to make the models shinny, despite being quite familiar with the process involved my attempts cause the munger to crash.

So instead of wasting time working out what's wrong is anybody up for making some models shinny?

I'll post pictures if you require further encouragement.

(I've done all the necessary .tga edits)
#66
SWBF1 Modding / 2012 Modding Contest
September 03, 2012, 08:52:11 AM
This year I felt that we needed another jolly modding contest, in which any member may submit a mod (of their own creation) of any kind for the dealine which is Halloween. Incidentally, this is also the theme of the contest, those entering should attempt to create their mod around the theme of "Halloween".


two seconds in photoshop ololol



RULES and STUFF
[spoiler]
Quote.All entries must be submitted before or on the day of the deadline.
.Combined efforts of multiple modders are fine and dandy.
.You may enter more than one mod, for example your submission could be a custom common with a side mod.
.Your mod may be as large or small scaled as you like.
.The mod shall be judged in some way or another by either poll or a select panel.
.You may not submit something that you have already  released.
.However you may submit something that's already in the works, as long as it's relevant to the theme.
.SUBMIT YOUR ENTRY TO THIS HERE THREAD
.The winner shall be rewarded with a forum award [and respect]!
.Any member may enter(Unless it conflicts with your religious beliefs, but come on it's just a bit of fun)

[/spoiler]




ENTRIES SO FAR
Sleepkillers' "BESPIN: ZOMBIECITY"
http://www.swbfgamers.com/index.php?topic=5408

Serejas' "Fairy Tale"
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=781

Regents' "Nightmarish Assault"
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=798
#67
Scummies / Off to Crete
August 03, 2012, 08:41:52 AM
Going from early tomorrow morning for ten days of beach shenanigans.
I may be able to check in here a few times via iPod, but we'll see.


Don't explode the site or anything.
#68
Here's the story, if you like that sort of thing.

QuoteOnce upon a time there was a fairly inhospitable rock known only as Miranda. The atmosphere of this particular planet was the sort that will cause a human beings' lungs to regurgitate from their throat, which is a lovely image really. For this reason the Empire decided to test their shinny new terraforming machine on the planet, and promise cheap homes for colonists.
Unfortunately, the Imperial Scientists decided to throw in a new gas concoction known as THE PAX.
It was meant to calm the local population and make them more productive in work, it had the opposite affect.

They went mental and became an ultra-agressive hoard of terrors.

You are one of the few survivors of the PAX, can you survive in the dark, or even reach the hidden sanctuary?



http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=696
#69
SWBF1 Modding / [WIP] Bespin: Cloud City
July 27, 2012, 08:07:04 AM
What with that Zombie map in the "Oh let's mess around a bit and release it later stage" I am going to have a go at creating an exciting flying city, as a sort of hybridisation of B:CC and B:P.


I am currently in the process of drawing up a city plan... basically somewhat reminiscent of CC, with some landing areas for ships, but I'm basing much of it from the concept art book I have.
The base platform shall be one of the Bespin Platforms maxed out to a much larger size, upon which the city will be build.
In addition there will be other gas mining platforms around for players to explore if they manage to get a ship (and will make excellent sniping spots).


This is an immense project and will probably take a good while... I also need to find another modder to do all the boring stuff like regions and that.



Current progression
70%!
#71
Released Maps and Mods / Units' Common.lvl
July 09, 2012, 04:11:27 AM
Units' Common.lvl

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=664

QuoteABOUT

***************************************************************************************
Hey there you.

This common.lvl modification covers various aesthetic HUD and in-game features. For instance, all Weapon Scopes (All 4 of them) have been made far more realistic, the reticles are slightly more helpful and more extravagant. The HUD now contains aurebesh and the Victory/ Defeat screens are also aurebesh.

There's some minor tweaks that you'll probably never notice too (the CP icon now has Aurebesh).


***************************************************************************************
INSTALLATION

To instal, replace your current common.lvl; which is found under:
SWBF -> Contents -> Resources -> lvl_PC -> ENG

Always backup your original files. If this breaks your game and burns down your residence, I claim no legal responsibility.

**************************************************************************************
CREDITS

Unit 33.

*************************************************************************************
GLOSSARY

HUD: Heads Up Display. THE STUFF THATS ON THE SCREEN

Aurebesh: Star Wars Language/Font

*******************************************************
#72
SWBF1 Modding / Unit's Common.lvl [WIP]
July 08, 2012, 01:59:09 PM
Well recently I realised editing the common level is a laugh.

So I thought I'd make a thread detailing what I'm doing with it.


So far I have made some saucy Scope Replacements and made the HUD more Star-Wars-y with some Aurebesh.

[spoiler]



[/spoiler]

[Credits go to me]
#73
Requests / The Imperial Legions (Taking Ideas.)
June 30, 2012, 06:03:36 AM
So recently I've ran out of skin ideas... I am specifically looking for none-Clone/Storm Trooper related stuff (unless it's a drastically large change).

If you know of any characters or costumes etc. from another video game series or other media that could be interesting (and sits within the realms of possibility) then go ahead and post your idea (preferably with images).
If you've got a completely original idea which is somewhat more than just a color swap of an existing skin then also post your idea in some amount of detail.

I would really appreciate any ideas you people have.

On completion of the skins I will upload it in a asset pack and later use it in the upcoming modifications I have going.

Ta!
#76
Released Assets / "Snake" from Metal Gear Solid
May 20, 2012, 05:13:16 AM
Metal Gear Solid Snake

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=575


Oooh. Credits go to: Unit33, Konami, Kojima, Lucas Arts and Plasma for the skin assets for JK:A which I primarily used.
#77
Requests / Request: Kama on Han Solo model.
May 07, 2012, 10:27:33 AM
EDIT Just realised that due to the 3 Dimensional nature of Han's waistcoat, this may prove more difficult than previously considered.

Yes. This is a simple edit I'm sure a few of you will be capable of doing so I haven't posted it in Tirpiders' thread. (Also I would feel bad having him do even more things for me at this moment in time).
Of course, it would make use of the SWBF1 compatible kamas ggctuk released.

With this simple model edit I will make the following skins:
.Rick Deckard
.Roy Batty (I foresee a Blade Runner mod :D)
.Malcom Raynolds
.Fox Mulder
.The Tenth Doctor
.Jack Harkness

This is all assuming the kama can be skinned to appear like part of a trench coat.

Someone did a similar thing in SWBF2, but the assets have not been released as far as I know.
[spoiler][/spoiler]
#78
SWBF1 Modding / [WIP] The Facility (Zombie Map)
April 30, 2012, 03:07:39 AM
THE FACILITY

Recently I have learnt how to edit ODFs having it dawn on me that I didn't have to use HEX to edit them (yes I'm an idiot  :wacko:).
I have begun testing various weapons and I have pleanty of skins and models to throw at this mod, Snake will be creating the map itself.

Arc Caster 2.0: Lightning bolt[will be changed to a beam-like effect] is long ranged and jumps to up to 10 enemies (may be incresed)

.Winchester-type Rifle: Essencially has similar properties to a Sniper but less acurate and lacks a scope.

.High powered Pistol: 6 Shooter, fairly good damage. It's the ultimate pistol whipping device!

.Healing Gun: Quite a bit of ammo, moderate at healing and is used at short range. It can heal the user too!

.Repulsion Gun: Works like a Force Push with ammo limitations and some kind of crazy Special Effects.

.Shotgun: Pretty much the standard DarkTrooper shotgun with a little "push" behind it.

.Rocket Launcher: Fires two quick succession missiles which lock onto enemies.

I'll post the pictures of Survivors, Zombies and Weapons in action later.

Time until release: Probably a couple of weeks.
#79
Requests / [SOLVED] Healing Gun
April 21, 2012, 04:56:47 AM
It does indeed work, the bots even use it properly!
[spoiler][WeaponClass]
ClassLabel = "repair"

[Properties]
IconTexture = "IMP_fusioncutter_icon"

MuzzleFlashEffect = "repairkit"
Discharge = "small_smoke_effect"

GeometryName = "imp_weap_inf_fusioncutter"
HighResGeometry         = "imp_1st_weap_inf_fusioncutter"

RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"

AnimationBank = "tool"
FirePointName = "hp_fire"

WEAPONSECTION = 1

ModeTexture = "HUD_weap_repair"
//ModeTextureColor = "42 235 42 100"
//ReticuleTexture = "reticule_00"

ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"

TargetEnemy = "0"
TargetNeutral = "1"
TargetFriendly = "1"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

LockOnRange = 3.0
LockOnAngle = 30.0

PersonHealth = 60
VehicleHealth = 60
BuildingHealth = 60
BuildingBuild = 30
BuildingRebuild = 20
DroidHealth = 20

//RecoilLengthLight        = "0.15"
//RecoilLengthHeavy        = "0.1"
//RecoilStrengthLight      = "1"
//RecoilStrengthHeavy      = "1"

FireSound = ""
//FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = "imp_weap_inf_reload_med"
ChargeSound = ""
//ChangeModeSound = ""
OverheatSound     = "com_weap_energy_depleted"
OverheatSoundPitch  = "0.5"
OverheatStopSound   = "com_weap_energy_refilled"
WeaponChangeSound = "imp_weap_inf_equip_sm"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "imp_weap_inf_pistol_mvt_jump"
LandSound           = "imp_weap_inf_pistol_mvt_land"
RollSound           = "imp_weap_inf_pistol_mvt_roll"
ProneSound          = "imp_weap_inf_pistol_mvt_squat"
SquatSound          = "imp_weap_inf_pistol_mvt_lie"
StandSound          = "imp_weap_inf_pistol_mvt_getup"
[/spoiler]


I was just wondering within the realms of possibility and I thought...

How about a healing gun?

I have two suggestions for how it might work:

1.Works like the health/ammo dispenser but doesn't drop in an arc so it can be fired over a distance, it would also have a different model than the health kit... I guess?
It would fire one shot at a time, like a sniper launcher... with a lot less ammo.

2.Other-wise is there a way of in-cooperating the healing abilities of the Medical Droid into a weapon; it would appear like the beam-cannon?

This would amount to an improved "Medic Unit" replacing Pilots on maps where there are no vehicles.