Recent posts
#21
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Unit 33 - March 21, 2024, 01:04:22 AMQuote from: Ty294 on March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:Looking very sharp! Excellent
This one I have the images in backward order, the new on is on the top.
#22
Released Assets / Unit 33's Imperial Jumptrooper
Last post by Unit 33 - March 20, 2024, 11:49:05 AMUnit 33's Imperial Jumptrooper
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1663
Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.
Credits:
- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1663
Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.
Credits:
- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon
#23
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 20, 2024, 07:55:37 AMHey again
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation
i am using custom sound files ye, here is my script
But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation
i am using custom sound files ye, here is my script
Code Select
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is cREPed from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2
SetAttackingTeam(ATT);
AddMissionObjective(CIS, "orange", "level.hoth.objectives.1");
AddMissionObjective(CIS, "red", "level.hoth.objectives.2");
-- AddMissionObjective(CIS, "red", "level.hoth.objectives.3");
AddMissionObjective(REP, "orange", "level.hoth.objectives.1");
AddMissionObjective(REP, "red", "level.hoth.objectives.3");
AddMissionObjective(REP, "red", "level.hoth.objectives.4");
SetTeamAggressiveness(REP, 1.0)
SetTeamAggressiveness(CIS, 1.0)
SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
-- ReadDataFile("sound\\hot.lvl;hot1gcw");
ReadDataFile("dc:sound\\hot.lvl;hot1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_speederbike",
"rep_inf_basic",
"rep_fly_jedifighter",
"rep_inf_macewindu",
"rep_inf_jet_trooper")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_hover_mtt",
"cis_hover_aat")
ReadDataFile("SIDE\\imp.lvl",
"imp_droid_probe")
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",14)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "cis_inf_battledroid",14)
AddUnitClass(CIS, "cis_inf_assault",3)
AddUnitClass(CIS, "cis_inf_pilotdroid",4)
AddUnitClass(CIS, "cis_inf_assassindroid",4)
AddUnitClass(CIS, "cis_inf_droideka",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 16) -- 0 droidekas
SetMemoryPoolSize("CommandHover", 2)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("MountedTurret", 48)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fREPen cables
SetMemoryPoolSize("EntityLight", 120)
ReadDataFile("dc:HOT\\hot.lvl")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death");
-- Local Stats
SetTeamName(3, "Local")
AddUnitClass(3, "imp_droid_probe", 4);
SetUnitCount(3, 4)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(3,ATT)
-- Attacker Stats
SetUnitCount(ATT, 28)
SetReinforcementCount(ATT, 250)
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
SetTeamAsFriend(ATT, 3)
-- Defender Stats
SetUnitCount(DEF, 28)
SetReinforcementCount(DEF, 250)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
SetTeamAsEnemy(DEF, 3)
-- Sound Stats
OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
OpenAudioStream("sound\\hot.lvl", "hot1gcw");
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .75, 1);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .5, 1);
--SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .25, 1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);
SetOutOfBoundsVoiceOver(2, "Repleaving");
SetOutOfBoundsVoiceOver(1, "Cisleaving");
SetAmbientMusic(REP, 1.0, "all_hot_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "all_hot_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"all_hot_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "imp_hot_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "imp_hot_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"imp_hot_amb_end", 2,1);
SetVictoryMusic(REP, "all_hot_amb_victory");
SetDefeatMusic (REP, "all_hot_amb_defeat");
SetVictoryMusic(CIS, "imp_hot_amb_victory");
SetDefeatMusic (CIS, "imp_hot_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit");
SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);
end
But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
#24
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
Last post by Ty294 - March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:
This one I have the images in backward order, the new on is on the top.
This one I have the images in backward order, the new on is on the top.
#25
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 20, 2024, 01:18:16 AMYou might want to try out the search functionality of this forum
Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.
Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776
Quote from: Miraak49 on March 19, 2024, 05:12:55 PMthe first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)Are you using custom sound files?
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.
#26
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Miraak49 - March 19, 2024, 05:12:55 PMWell thats strange as i didn't modified those or the terrain at all, anyway since i was not sure yet about how to cover it as you suggested
i thought that maybe my source files were bad so i tried and edited the .wld file directly in a text editor (to add the vehicles) and it worked perfectly fine, no terrain issue
So the issue does arrise only when i try to save the map in ZeroEditor for some reasons even if i don't touch terrain at all...
Btw i have 2 other minor "issues" maybe u can help me
do you know how can i add a loading screen animation to the map ?
the first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)
i thought that maybe my source files were bad so i tried and edited the .wld file directly in a text editor (to add the vehicles) and it worked perfectly fine, no terrain issue
So the issue does arrise only when i try to save the map in ZeroEditor for some reasons even if i don't touch terrain at all...
Btw i have 2 other minor "issues" maybe u can help me
do you know how can i add a loading screen animation to the map ?
the first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)
#27
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by Red04SWBF - March 19, 2024, 04:03:07 PMMake sure you open the map in ZeroEditor and save it. If you munge it directly it won't take effect (at least that's how it worked well for me when editing the maps).
#28
SWBF1 Modding / Re: Terrain Issue on Hoth
Last post by {AR}MetalKiller - March 19, 2024, 01:37:34 PMThese "holes" in the ground can occur around terrain cutters.
However, If you used the stock map this shouldn't happen (if you didn't change anything on the terrain).
Terrain cutters are the purple boxes around certain objects.
As the name says they cut the terrain for you to create tunnel entrances or in this case a ditch.
You cannot view this attachment.
If the terrain level is not inside the purple boxes those "hole" effects may appear.
A trick is to cover the object that has the terrain cutter.
One drawback of ZE is that it's not a WYSIWYG Editor, meaning the Rendering ingame might be different (especially terrain levels).
However, If you used the stock map this shouldn't happen (if you didn't change anything on the terrain).
Terrain cutters are the purple boxes around certain objects.
As the name says they cut the terrain for you to create tunnel entrances or in this case a ditch.
You cannot view this attachment.
If the terrain level is not inside the purple boxes those "hole" effects may appear.
A trick is to cover the object that has the terrain cutter.
One drawback of ZE is that it's not a WYSIWYG Editor, meaning the Rendering ingame might be different (especially terrain levels).
#29
Star Wars Battlefront 2 (2005 Original) / Re: PSP TFU 501st Stormtrooper...
Last post by Giftheck - March 19, 2024, 01:30:08 PMYou're right, this is an old post. You had to dig for this, and you could have instead started a new topic in the relevant board. I'm going to lock this.
#30
SWBF1 Modding / Terrain Issue on Hoth
Last post by Miraak49 - March 19, 2024, 01:01:54 PMHey so i am basicaly new to modding this game, but i have already explored around alot and managed to do alot of editing just fine
So i wanted to add CW era to the Hoth map, originally i wanted to directly include that in the base map, but i couldn't get sound working for CW and the menu would not be able to load the CW version (i edited missionlist.lua from shell.lvl with the builder but when trying to start the CW version of hoth i would just get a black screen) so i decided to do it with the AddOn system instead.
So i took the stock map from the BFBuilder assets, applied my side lua scripts, even managed to get CW era sounds working there
Then i edited the map with ZeroEditor (also tried the fixed/HD version) to replace the vehicles (like replacing ATAT with MTT by editing the spawn point) and it worked fine too
But for some reasons the terrain got screwed in some places (some parts are missing)
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
This only seems to appear around the trenches, rest of the map is fine
what can i do to fix/avoid that issue ? (i noticed that after saving the map, the wld file size was reduced to 69kb from 72kb and that the hoth.tga was replaced by a lower res variant, don't know if it's normal)
So i wanted to add CW era to the Hoth map, originally i wanted to directly include that in the base map, but i couldn't get sound working for CW and the menu would not be able to load the CW version (i edited missionlist.lua from shell.lvl with the builder but when trying to start the CW version of hoth i would just get a black screen) so i decided to do it with the AddOn system instead.
So i took the stock map from the BFBuilder assets, applied my side lua scripts, even managed to get CW era sounds working there
Then i edited the map with ZeroEditor (also tried the fixed/HD version) to replace the vehicles (like replacing ATAT with MTT by editing the spawn point) and it worked fine too
But for some reasons the terrain got screwed in some places (some parts are missing)
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
This only seems to appear around the trenches, rest of the map is fine
what can i do to fix/avoid that issue ? (i noticed that after saving the map, the wld file size was reduced to 69kb from 72kb and that the hoth.tga was replaced by a lower res variant, don't know if it's normal)