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Messages - SolarStorm327

#1
I've seen a playable probe droid done in Bantha55's Hoth: Empire Strikes Back map. But from what I could telling playing it, it was just a normal soldier class with the probe droid model applied to it. I'm guessing the reason why trying to have a remote droid-style probe droid on one of the main 2 teams causes the game to crash has something to do with the shell for the class selection menu and/or maybe something to do with the hover physics of the remote droid. That might also be why only bots on local teams can spawn as a remote droid-style probe droid like on the Chain Isles map for BF1. That's just my guess though after attempting several times to get the Probe Droid playable. :g:

As for XSI, I haven't had much luck with it in the past. Complete noob with XSI (I'm more of a Blender user). Even if I could do something about it in XSI, I still have the issue of the exporter only exporting 2 animated bones of the skeleton (found that out while I was trying to invert the 9-pose fin animations of the republic & imperial fighter tanks to be like how it was in the 2002 Clone Wars video game so I was only able to have one working fin on those tanks  :( ). Might be unrelated to what you're suggesting in XSI, but that's an issue I feel like might crop up or have something of similar consequence on my end.
#2
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.
#3
Requests / Re: Republic Commando Assets
August 14, 2021, 01:09:20 PM
I believe you can find some from the DEVISS SWBFdepot assets pack (at least the Republic Commandos & Trandoshan PMs and weapons)

http://www.swbfgamers.com/index.php?topic=13735.msg124586#msg124586
#4
I was able to hex edit the model and change the texture, but I still got the same error. I went into my side's MUNGED folder under _BUILD/sides and patched up the appropriate .model.req file so it would munge properly. Then I got an error saying this:



ERROR[levelpack IRS.req]:munged\pc\imp_inf_rifleman_desert.lvl is not a binary UCF file!ERROR[levelpack IRS.req]:munged\pc\imp_inf_rifleman_desert.lvl is not a binary UCF file! [continuing]
  2 Errors    0 Warnings



I deleted both the corresponding .lvl and the .lvl.req file (the latter seeming to be generated from the previous error since none of the other .lvl files in that MUNGED folder had a .lvl.req from my observations). Then I got another error after munging again saying this:



ERROR[levelpack req\imp_inf_rifleman_desert.req]:munged\pc\imp_pistol_inf.model is not a binary UCF file!ERROR[levelpack req\imp_inf_rifleman_desert.req]:munged\pc\imp_pistol_inf.model is not a binary UCF file! [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



I initially thought it was because of the HexEditor plugin that I was using for NotePad++ so I used XVI32 instead. I ended up getting the same error trying to munge it again. So I figured I'd try importing and exporting the model through ANDEWEGET's XSI ZETools plugin in Softimage Mod Tool 7.5; still had the same error. I can view the model through SWBFViewer, but I can't get it to munge. I did, however, hex edit the stock CIS pistol model to use the texture instead and was able to get that to munge properly. Why I couldn't get the PS2 imp pistol model to munge, I have no idea. It just seems to be the model itself that was causing the errors.  :confused:
#5
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
#6
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.
#7
Released Assets / Re: Clean Ep2 Jet Trooper texture
August 17, 2020, 03:01:35 PM
Quote from: Giftheck on August 17, 2020, 11:24:02 AM
Oh, I see what you mean now. When somebody says 'clean', I assume they mean it has no markings.

I understand. I'm glad I was able to clarify. I just thought the minor detail change would make it more fitting for maps like Kamino.  :happy:

Quote from: NB20026 on August 17, 2020, 06:49:11 AM
There was clean white or only medic and gunner?

Just the medic and gunner in the mod tools. I'm not aware of any clean white clone trooper textures outside of early builds of BF1.
#8
Released Assets / Re: Clean Ep2 Jet Trooper texture
August 16, 2020, 08:56:02 PM
I was going for a more pristine look for the rep_inf_htrooper.tga (i.e. without the dirt and grit). I experimented with layer blending using rep_inf_htrooper.tga and either rep_inf_medic.tga or rep_inf_gunner.tga (both being clean versions of the stock ep2 sharpshooter and blue arc trooper textures).
#9
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.
#10
Is it possible to give the AI the shoot dead body behavior that the rebels have to other factions (e.g. the CIS)?
#11
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.
#12
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?
#13
General / Re: Memories on the Battlefront
July 23, 2020, 11:12:02 PM
What first comes to mind for me was accidentally discovering the glitch regarding puking a river of health and ammo dispensers in Jabba's Palace with a friend.

We were in the rancor pit when my friend got snatched by the rancor. I told him to respawn and as he did, we watched as a stream of dispensers unexpectedly came out of his character as he was getting munched. Gave us both a good laugh.
#14
Speaking of flyby videos, there's a flyby video on the Xbox version that depicted a day version of Kashyyyk: Islands.
#15
Minor detail, but I noticed that the blaster sound for the clone troopers was different in the E3 gameplay compared to the March 2004 build. It is in the REP_snd folder though (thanks Dark_Phantom!).  :tu: