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Topics - SolarStorm327

#1
Is it possible to have a playable probe droid that you can spawn in as from the unit class selection menu or is it only possible through deploying it as a remote controlled droid? I've gotten the AI to spawn in as it through a local team, but whenever I have it setup as a selectable unit class, it crashes my map after loading it.
#2
I've been attempting to add Giftheck's port of the PS2 Imperial blaster pistol model to my custom imperial side. However, with the way the model is set up, it replaces both the stock model and texture. I don't want it to replace the stock pistol model so I can have some classes use the stock pistol model while others use the PS2 pistol model. So I've tried renaming it to the name of its original texture name (that being "imp_pistol_inf") just for starters. Since I've added that model to my side, I've been getting this error:


ERROR[levelpack req\imp_inf_rifleman_desert.req]:Expecting bracket, but none was found.
File : munged\pc\imp_pistol_inf.model.req(1)...

ucft <--
ERROR[levelpack req\imp_inf_rifleman_desert.req]:Expecting bracket, but none was found.
File : munged\pc\imp_pistol_inf.model.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings

ERROR[levelpack IRS.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_rifleman_desert.lvl.req(1)...

ucft <--
ERROR[levelpack IRS.req]:Expecting bracket, but none was found.
File : munged\pc\imp_inf_rifleman_desert.lvl.req(1)...

ucft <--

   2 Errors    0 Warnings
#3
Requests / Rhen Var: Citadel & Harbor ambient streams?
October 14, 2020, 12:33:19 AM
Does anyone happen to have the ambient streams from BF1's Rhen Var: Citadel & Harbor maps?
I've been looking for those particular streams on GameToast, but only found the BF2 ambient streams.
#4
Released Assets / Clean Ep2 Jet Trooper texture
August 15, 2020, 03:05:03 PM
A clean version of the rep_inf_htrooper texture that I made in photoshop.
#5
Is it possible to give the AI the shoot dead body behavior that the rebels have to other factions (e.g. the CIS)?
#6
I've been attempting to make a custom fin animation for the Republic's IFT-X hover tank based on the fin animations from the 2002 Clone Wars video game. I have the animations changed and completed, but when I export the animations, only half of the animation bones are exported.

I'm using the Autodesk Softimage Mod Tool 7.5 software with ANDEWEGET's XSI ZETools plugin.
#7
I've discovered the other day that there are turret/aimer nodes for the gun on the back of the LAAT (so it's not just a protrusion on the back of the gunship just for show).
These nodes are "rear_gun_1" and "hp_gun_3"

I added another flyer section onto the republic gunship and made the rear gun functional. However, I bumped into a small problem; the gun is backwards (i.e. it points in the opposite direction of where you are aiming).

Anyone got any ideas of how to reverse the way it points so that it points where you aim?
#8
I've been messing around with creating custom vehicle engine sound properties in Audacity based on Battlefront's layered engine sounds (e.g. eng_interceptorTank_hi_lp, eng_interceptorTank_med_lp, and eng_interceptorTank_low_lp).

With enough experimenting, I figured out how to my own layered engine sounds and thought I'd share the process I used to make those sounds. This process is fairly short and easy to accomplish. The end result vehicle engine sounds can be used for both Star Wars: Battlefront (2004) and Star Wars: Battlefront II (2005). This tutorial should be useful for those who want to make their own vehicle sound effects for their own mods and maps.

Requirements:
-Audacity (Freely obtainable audio editing software)
-A looped 22050Hz .wav file of your choosing
(NOTE: the sound file doesn't have to be 22050Hz, but this is what I used in the process)

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To create the "low" engine sound; drag your sound file onto Audacity, highlight it, go under "tracks", click resample, resample your sound to 1000Hz (you may need to manually type it in). When you're done, export the .wav file as eng_yourVehicleNameHere_low_lp (I like to stick to naming conventions used by Battlefront's sound files).

You can create the "med" engine sound using the same process as the "low" engine sound. The only difference here is resampling the sound to 8000Hz.

The creation of the "hi" engine sound uses a different process through the "Vocal Remover" effect. Resample your sound to 44100Hz, highlight your sound, and copy & paste your sound track to make a second track. Click the down arrow next to your top sound track's file name and click "Make Stereo Track" to merge the two tracks together (this is needed to apply the vocal remover effect). With your new stereo track; highlight it, go under "Effect" and click "Vocal Remover" at the bottom of the list. Adjust the "Frequency Band" from 600.0Hz to 8000.0Hz and click OK. Click the down arrow on your stereo track and click "Split Stereo to Mono" and remove one of the two tracks. Export your sound accordingly.