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Topics - Red04SWBF

#1
Hey! So I'm here again for a while it seems. ::)

This time I bring up once again an issue that seems it has been mentioned a few years ago but that has given me a lot of headache. Specifically, when I started converting the SWBF2 maps, there were two in particular that I was not able to convert (Geonosis and Kashyyyk). Looking back in time SleepKiller mentioned that perhaps some maps simply couldn't be converted due to some bugs, whether related to MSH or other files. However, he was able to port Geonosis: Dust Plains to SWBF1.

Apparently after several failed attempts I have realized that perhaps the error is in the terrain itself, since instead I tried to move all the objects on the map without modifying the terrain (just leaving the default .ter file created in BFBuilder for the first time and not doing the hex editing) and the map runs correctly ingame. Then I get to the point where I seem to find a clue: doing HEX editing step to make it usable, I tried ingame when the first 2-3 seconds after spawning suddenly the map crashes. When I re-munged my assets I realized these lines appeared below terrain munging (64bitMunge.bat console):

...
Munging Geo2.ter
Warning: Discarding additional water layer 1 != 15
Warning: Discarding additional water layer 6 != 15
Warning: Discarding additional water layer 10 != 15
...

I don't get what exactly means. AFAIK I guess this map does not use water particles or similar.

NOTE: I have also tried munging the terrain with SleepKiller's tool, following every step before munging the entire map files, but didn't work.
#2
Red04's Star Wars Battlefront Launcher

Here is one of the most recent projects I have started this year. It is a SWBF1 launcher application for Windows with some extra functionalities, including a small tool for AddOns and Mods (second is WIP yet).

You can download and read more about it in my main GitHub page:

https://github.com/Red04akaCC4398/SWBFLauncher

If you try it and you find any errors, please let me know.
#3
Many people requested me about my Map Pack assets and finally I step forward releasing them. Since three years of its release and a hard work behind all the process I think it's worthwhile to share my work with all the SWBF1 modding community and giving more possibilities for new projects and ideas.

I think I've said it before, but I want to thank again the people who helped me making this possible. Without you we might not have enjoyed these SWBF2 maps in this game.

I hope you take profit of them! ;)

Download

Credits/Special thanks to:
  • Pandemic/LucasArts - SWBF1 and SWBF2 modding tools and assets, and XSI Softimage mod tool.
  • Ginev - Modding and XSI Softimage help.
  • Gistech - Modding and XSI Softimage help.
  • Led - Modding help and Map Pack uploader in SWBFGamers.
  • Marth8880 - SWBF2 ripped sound effects and streams.
  • Phobos - Modding help.
  • RepComm - XSI Softimage help.
  • Sereja - XSI Softimage help.
  • Sleepkiller - SWBFII Map Conversion Tutorial [WIP] and XSI Softimage help.
#4
General / If servers are a problem... What then?
August 04, 2019, 03:03:15 PM
Hi all,

I don't host neither pay for any server in SWBF1, but I know how useless it is for the people who have to pay each month for a server where only 1 or 2 players join each week and don't get the most out of it either because some they prefer to start the game in another server or call others to fill such a server. I'm going to give you an example: it's as if I joined a crowded server and suddenly I invited a few (or directly everyone) to play on another server, and you're the server owner. It wouldn't bother you? Of course, but I would also think that it is "something unstoppable" because we cannot force people to join a specific server, we're many scattered IPs in one place on the Internet. :XD:

What seems nonsense to me is that there's people who don't assume the above phrase and prefer to go Plan B, which is nothing else than blaming the neighboring server because it always has the most players. What I come to say is... Everyone is free to play wherever, whenever and however they want, and although it may seem incredible to some, you cannot force anyone to play on a specific server, but you should not target to someone who's hosting a server and invites others to 'play' and 'have fun'.

And this isn't a matter of forcing, it's a matter of coexistence between groups of people, which has already been somewhat reduced by this nonsense.
#5
I've modified a MSH unit model with XSI Softimage, what I have done has been to remove some parts from one of the override texture by node selection (it seems that the parts were joined together), and once this is done I have selected the DummyRoot and exported it. But testing in-game, the model appears deformed:



Is there any way to correct this?
#6
General / Cannot upload in Downloads section
May 06, 2019, 02:42:17 PM
I'm trying to upload my Map Pack in the downloads section, but for some reason doesn't happen. I got the following error:

Quote"You need to enter a download title."

Any ideas why it doesn't upload? I entered the title as it says. If it helps, the file size is 255.5 MB.
#7
Hi again!

Not long ago I fixed an issue related to sound munging and thanks to it I can munge sound ambients and effects. I've seen that it is also possible to include sounds from the stock game (for example the missing sounds from a vehicle), but I've tried and it doesn't work. To carry out this process I've tried with a tutorial of Rends that there's in GameToast: http://www.gametoast.com/viewtopic.php?f=27&t=4750&hilit=sound+tutorial.

I assumed that this tutorial would work for SWBF1, but having modified even the soundmunge.bat and munge.bat files to be able to munge any stock sound nothing happened. What I did for that last step is the following:

1) Unzipped the PremungedSoundConfig to ...\DataSnd1\_BUILD_PC\sound folder. As it includes the modified munge.bat file I haven't had to change anything.
2) Modified the soundmunge.bat from DataSnd1. Here's what I wrote inside following the Rends Tutorial model:
[spoiler]@if %1x==x goto noplatform
@if /i %1==pc set BANKOPT=-template
@set PLATFORM=%1
@rem Munge global, shell and side specific sound data

@call soundmungedir _BUILD_%PLATFORM%\sound\cw sound\cw _SOURCE_%PLATFORM%\sound\cw %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound cw
@call soundmungedir _BUILD_%PLATFORM%\sound\gcw sound\gcw _SOURCE_%PLATFORM%\sound\gcw %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound gcw
@call soundmungedir _BUILD_%PLATFORM%\sound\global sound\global _SOURCE_%PLATFORM%\sound\global %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound global
@call soundmungedir _BUILD_%PLATFORM%\sound\shell sound\shell _SOURCE_%PLATFORM%\sound\shell %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound shell

@rem Munge world specific sound data

@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\bes sound\worlds\bes _SOURCE_%PLATFORM%\sound\worlds\bes %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound bes
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\end sound\worlds\end _SOURCE_%PLATFORM%\sound\worlds\end %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound end
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\geo sound\worlds\geo _SOURCE_%PLATFORM%\sound\worlds\geo %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound geo
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\hot sound\worlds\hot _SOURCE_%PLATFORM%\sound\worlds\hot %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound hot
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\kam sound\worlds\kam _SOURCE_%PLATFORM%\sound\worlds\kam %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound kam
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\kas sound\worlds\kas _SOURCE_%PLATFORM%\sound\worlds\kas %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound kas
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\nab sound\worlds\nab _SOURCE_%PLATFORM%\sound\worlds\nab %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound nab
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\rhn sound\worlds\rhn _SOURCE_%PLATFORM%\sound\worlds\rhn %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound rhn
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\tat sound\worlds\tat _SOURCE_%PLATFORM%\sound\worlds\tat %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound tat
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\yav sound\worlds\yav _SOURCE_%PLATFORM%\sound\worlds\yav %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound yav
@call soundmungedir _BUILD_%PLATFORM%\sound\worlds\Snd1 sound\worlds\Snd1 _SOURCE_%PLATFORM%\sound\worlds\Snd1 %PLATFORM% . _LVL_%PLATFORM%\sound _BUILD_%PLATFORM%\sound Snd1

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit
[/spoiler]
3) Included the corresponding SFX files to the ...\Sound\worlds\Snd1, modified the same SXF file and REQ era file, and then I munged.

Does anyone know how to munge sounds from the stock game correctly? Or have I forgotten something?
#8
SWBF2 Modding / Mustafar sound stream files
February 06, 2019, 10:55:27 AM
Anyone knows where could I find these sound stream files?

Amb_MustLavaDist01_bck.wav
Amb_MustLavaDist01_fnt.wav
Amb_MustLavaDist01_PL2.wav


I've downloaded a pack of ambient stream sounds from SWBF2, but inside I haven't found these.
#9
I recently started exploring sound modding in SWBF1. To start I looked at some related tutorials, more specifically the Psychofred documentation and I also downloaded a tutorial from Ginev that contains an example folder with some sounds inside. To put it into practice I have created a project called DataSnd1 of the same purpose, very similar to Ginev's, and I decided to start with what seemed to me easier: create a region in ZeroEditor, the necessary files in Sound\Worlds\Snd1, add the WAV sound stream files (both are at 44100 Hz) and finally make the necessary modifications according to the tutorials. Here's a screenshot of the region created in ZeroEditor where I should hear the ambient sound within this spherical space:

[spoiler][/spoiler]

I also modified the LUA missions, then I munge but when I tried the map I didn't hear the ambient sound. I tried to find out why it doesn't work, I think everything is OK. I've even changed the original sampling frequency to 44100 Hz believing that it would work fine.

Is it possible that I have neglected something? If someone can help me here I leave the code of the files that I've edited so far (.asfx is empty and not included in the main .req since in this test I haven't used any sound effect).

Common\Scripts\Snd1\Snd1a.lua (Mission LUA GCW)

[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.Snd1.objectives.1");
AddMissionObjective(IMP,"orange", "level.Snd1.objectives.2");
AddMissionObjective(IMP,"orange", "level.Snd1.objectives.3");
AddMissionObjective(ALL,"red", "level.Snd1.objectives.1");
AddMissionObjective(ALL,"orange", "level.Snd1.objectives.2");
AddMissionObjective(ALL,"orange","level.Snd1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("DC:sound\\Snd1.lvl;Snd1gcw");
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:Snd1\\Snd1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\Snd1.lvl","Snd1");
OpenAudioStream("sound\\Snd1.lvl","Snd1");
--OpenAudioStream("sound\\tat.lvl","tat1");
--OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
--OpenAudioStream("sound\\tat.lvl","tat1_emt");
OpenAudioStream("sound\\Snd1.lvl","Snd1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer



[/spoiler]

Common\Scripts\Snd1\Snd1c.lua (Mission LUA CW)

[spoiler]--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.Snd1.objectives.1");
AddMissionObjective(REP,"orange", "level.Snd1.objectives.2");
AddMissionObjective(REP,"orange", "level.Snd1.objectives.3");
AddMissionObjective(CIS,"red", "level.Snd1.objectives.1");
AddMissionObjective(CIS,"orange", "level.Snd1.objectives.2");
AddMissionObjective(CIS,"orange","level.Snd1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("DC:sound\\Snd1.lvl;Snd1cw");
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:Snd1\\Snd1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\Snd1.lvl","Snd1");
OpenAudioStream("sound\\Snd1.lvl","Snd1");
--OpenAudioStream("sound\\tat.lvl","tat1");
--OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
--OpenAudioStream("sound\\tat.lvl","tat1_emt");
OpenAudioStream("sound\\Snd1.lvl","Snd1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(CIS,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_tat_amb_end",2,1);
SetAmbientMusic(REP,1.0,"rep_tat_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_tat_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_tat_amb_end",2,1);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(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
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
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer



[/spoiler]

Sound\Worlds\Snd1\Snd1.req (Main REQ Sound File)

[spoiler]ucft
{
    REQN
    {
        "str"
        "align=2048"
"Snd1"
        "Snd1_emt"
    }
    REQN
    {
        "lvl"
"snd1cw"
"snd1gcw"
    }

}
[/spoiler]

Sound\Worlds\Snd1\Snd1.st4

[spoiler]streams\amb_JediCouncil01_fnt.wav Snd1_amb_JediCouncil01
streams\amb_JediCouncil01_bck.wav
[/spoiler]

Sound\Worlds\Snd1\Snd1_emt.stm

[spoiler]streams\Amb_JediCouncil01_PL2.wav Snd1_amb_JediCouncil01[/spoiler]

Sound\Worlds\Snd1\Snd1cw.req

[spoiler]ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    }

    REQN
    {
    "config"
"Sound_Prop_File_Referenced_Here"
    }
}
[/spoiler]

Sound\Worlds\Snd1\Snd1gcw.req

[spoiler]ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    }

    REQN
    {
    "config"
"Sound_Prop_File_Referenced_Here"
    }
}
[/spoiler]

Sound\Worlds\Snd1\Sound_Prop_File_Referenced_Here.snd

[spoiler]SoundStreamProperties()
{
    Name("Snd1_amb_JediCouncil01");
    Group("ambientenv");
    Inherit("ambientfx_template");
    Stream("cor1");
Gain(0.8);
    SegmentList()
    {
        Segment("Snd1_amb_JediCouncil01", 1.0);
    }
}
[/spoiler]
#10
Hi all. Fixing Polis Massa from my Conversion Map Pack I have found that the space outside the hangars around the map doesn't progressively decrease health from the units (this is supposed to happen as in SWBF2, but the problem is that IDK how to do it in SWBF1). I remember that someone said that it was possible to create an Effect Region, but no idea. Does anyone know how or is there a tutorial related?
#11
I had discovered another bug while fixing Kamino: Cloning Facility from SWBF2. It's about the lightning effect. When passing through a corridor inside a concrete MSH, the effect of the lightning is seen through the walls. This shouldn't happen since in Kamino SWBF1 (Tipoca City) this doesn't happen. I've tried to find out where the problem comes from but I haven't found anything to solve it.

Any idea / solution?
#12
Hey all. As some of you know about 4 months ago I finally managed to launch Red04's Conversion Map Pack. Although the maps worked correctly in SWBF there were still things to be polished and I made a list of bugs that were in each of the maps. I've gotten to work again to solve each of these bugs and present a new version.

Yesterday I fixed Coruscant: Jedi Temple completely and today I continue with Dagobah. Everything is fine... until I find this!

[spoiler][/spoiler]

I saw that the texture of the leaves (specifically from dag1_prop_barrier_1.msh) were misplaced. The left screenshot shows a converted Dagobah map where in theory these animations should be, while on the right it's in my conversion, which there are rarely at the bottom instead on the top. Does anyone know how to move these textures/animations to put them in the right place?

Edit: Something similar has happened with a Felucia lamp post, no idea what could cause it :P

[spoiler][/spoiler]
#13
Hey! I had in mind for a while and finally I was able to create my first YouTube channel. It's called Red04SWBF and obviously its content will be dedicated to the first SWBF games. My plan is to upload a video every weekend related to SWBF, for now I advance that the first videos will be focused on the campaign mode of SWBF1 and SWBF2 respectively, and there will be some videos based on maps and mods of SWBF1 in the middle.

I have already uploaded my first video today: https://youtu.be/KsL4-SdqqJo

Before finishing, I'm aware that the quality of videos is not very good, but I've done my best to render them with a good resolution (my screen doesn't have a resolution of 1080p so I decided to capture 720p).

And as always, if you liked my first video or later ones, like or subscribe! ;)
#14
Released Maps and Mods / Red04's Conversion Map Pack
April 06, 2018, 07:14:18 AM
Red04's Conversion Map Pack
Updated on January 6, 2021

Hi all. It may be a little early to do it (at least that's what I think) but I've decided not to extend the wait any longer. The moment has come to show up my only project so far: Red04's Conversion Map Pack! As the name says, it is a pack of SWBF2 maps converted to SWBF1. I'm aware that there have been modders that had already managed to convert maps from SWBF2 to SWBF1, but I've tried to focus exclusively on giving a more elegant touch to details that aren't of high importance but which in my opinion make the maps more attractive at the time to play (for example, adjust the minimaps to the in-game scale, name the CP or show the flythrough movie, although unfortunately I haven't managed to do it :P ). The project started in 2017 but I couldn't finish it, and then I decided to start from scratch this year. The result has been that I've reached to convert the maps at time, but still with errors that must be solved (below you can take a look at the list of bugs). I also don't rule out future updates of the map pack.

I hope at the moment you enjoy trying all maps!!! ;) :D

Main features:

  • Includes 10 SWBF2 converted maps: Coruscant, Dagobah, Death Star, Felucia, Kamino (SWBF2), Mustafar, Mygeeto, Polis Massa, Tantive IV and Utapau.
  • The converted maps are based on the conquest mode from SWBF2.
  • All maps are playable with the two main eras from the game: CW and GCW.
  • The minimaps have been adjusted to the scale of the map scene (although not exactly).
  • All CP's have been labeled as the SWBF1 stock maps.
  • Multiplayer support included (mapinfo.txt).
  • Includes a ReadMe file for the installation.

Knowing bugs:

[spoiler]
Coruscant:
  • There are some collision holes.
Dagobah:
  • There are some collision holes (tree roots).
  • There's a hole in the water of the right pond (near one of the shores).
Felucia:
  • There are some collision holes (mainly in some giant plants).
  • AI is unable to take some spawned vehicles.
Kamino:
  • Two of the doors from the cloning center open accidentally.
  • The lightning effect is seen inside the cloning centers.
  • Some interior/exterior sound regions don't mix correctly.
Mustafar:
  • There are some collision holes.
  • Some collisions are misplaced.
  • Some effects are missing.
Mygeeto:
  • There are some collision holes.
  • Some collisions are misplaced.
  • Some effects are missing.
  • AI is unable to take some spawned vehicles.
Polis Massa:
  • There are some collision holes.
Tantive IV:
  • Some collisions are misplaced.
  • Some effects are missing.
  • Some reflect areas don't work properly.
Utapau:
  • AI is unable to take some spawned vehicles.
Others:
  • The flythrough movie hasn't been added for each map to show up in the Instant Action menu due to an issue with the RAD Video Converter.
[/spoiler]

Screenshots:

[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]
[spoiler]

[/spoiler]

Download links:

Download v1.2 (Mirror)

Previous releases:
Download v1.1
Download v1.0 (RAR file)
Download v1.0 (ZIP file)

Now the Map Pack is compatible with Ferocious Battlefront mod!
You can download the patch here (only for version 1.1).


Credits/Special thanks to:

  • Pandemic/LucasArts
  • Ginev
  • Gistech
  • Incognito
  • Led
  • Marth8880
  • Phobos
  • RepComm
  • Sereja
  • Sleepkiller

I also want to thank all testers who tried Coruscant. :)
#15
SWBF1 Modding / RAD Video Tools (.avi to .bik) issue
March 04, 2018, 04:24:51 AM
Hey, today I'm trying to add a flythrough movie to one of my SWBF1 conversions to polish minor aspects of the AddOn map I'm preparing (among others).

I understand that it's possible to do it, and to make it I've checked at the tutorial that is in the Psychofred's documentation, just in the following post: http://www.swbfgamers.com/index.php?topic=4692.msg45265#msg45265

I downloaded RAD Video Tools and tried to convert a .avi to .bik just like it says in the tutorial. I've also followed the steps with the configurations that are shown. But by clicking the "Bink" button I see this error:

QuoteError opening: Battlefront 2018-03-04 12-54-11-938.avi

Any idea if it can be opened without this error?
#16
Hi there!

Since the last time I was working on my map conversion project from SWBF2 to SWBF1, I've managed to convert almost all the elements of some maps, like Coruscant: Jedi Temple. In fact, the only thing I need to do is add a decent minimap and fix some collisions. And maybe I could add a video file to preview the map (I saw a tutorial about that here and I think I don't dislike the idea).

So I started to fix the collisions of Cor1_bldg_Security_room.msh and Cor1_bldg_Server_room.msh and to verify it had taken effect I decided to test the map before continuing. And I see that in the Great Hall this beam of light appears (the screenshot is attached below).

Also, I realized that it only appeared when I fixed these two collisions, but not before doing so. I've tried to find where this light comes from (even in the layers) but no idea. I've also tried to do it again by repeating the same procedure of fixing collisions with XSI Softimage but I haven't managed to do anything. Still there. :confused:

Does anyone have an idea with what may be related? And could it be removed?

EDIT: I've fixed it. Only I needed to remove a file called halo_yellow.fx. :slap: :D
#17
General / A comeback
February 09, 2018, 07:32:24 AM
Hey all,

I'm happy to rewrite a post on SWBFGamers after being gone for about 4 and a half months. During all this time I've remained linked to SWBF both online and offline, and I've tried to work on a map conversion project that is currently paralyzed due to the lack of resources and experience in modding I have.

I know there are some who know I said I wasn't going to come back... But I need help and resources for modding. If there was something that I shouldn't say to someone in particular before I went off, I apologize.

I hope my return in this forum will be accepted by all. ;)
#18
SWBF1 Modding / Geonosis: Dust Plains conversion error
September 03, 2017, 02:39:01 AM
Hi. I'm still working on the conversions, and for the moment I've been able to convert 5 maps without any problems. But yesterday I encountered another problem, this time on a particular map.

When I munged "Geonosis: Dust Plains" and I tested in SWBF everything works fine until after about 5 seconds crashes and the game closes automatically. I had tried to figure out where the problem is, and to do so I had removed all objects from all layers and left the terrain and CPs. The result unfortunately was the same.

I've also searched in SWBFGamers.com about the topic and found this quote from jdee-barc that could tell me where the problem is:

Quote from: jdee-barc on September 27, 2011, 03:32:09 PM
BF2's Geonosis was never able to be converted to BF1 because the terrain somehow was incompatible with  the BF1 terrainmunge, always crashing it. One workaround to this is to use DXripper that will capture a frame that gives an out put of all models and the terrain as a model. But this is tedious as you have to export it, import it to xsi, export it tomesh. replace all objects on it. and you can't have ineditor textureblending in models.

Could this issue be related to the terrain of the map?
#19
SWBFspy (Internet), GameRanger, and GoG / AR Event#5
August 19, 2017, 08:39:32 AM
~AR Public Event #5~

The AR clan is going to organize its 5th public event on Sunday, 3rd September 2017. The event will take place in SWBF1 within the clan's public server at 2 p.m. (EST) / 8 p.m. (CET).

Here's the original description of the event taken from our clan website:
Quote from: New AR EventIt's been a while since our last event. So it's finally time again to announce a new AR

event!

Starting on September 3rd at our usual time 8pm (7pm UK and 2pm EST)

Everyone is welcome to join us and get the server a bit more crowded these days :)



I'm looking forward to meeting you all then!

Any player will be welcome to AR Event.

See you on 3rd September!
#20
I'm still working on my map conversions from SWBF2 to SWBF1. When I tested the Dagobah map yesterday, two things happened:

-There was no water on the ground. I know there are files related to the map water but I don't know if they are well placed in the BFBuilder project file.




-Do you know the area where there's a cave and inside it a CP? Well, it is covered by the same ground. I've already reviewed the MSH of the cave and I don't know why it doesn't work, apparently has the terrain cutter to produce the necessary hole.




Any way to fix it?