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Messages - KommissarReb

#16
SWBF1 Modding / Letter limit for custom sounds to work?
October 23, 2020, 09:11:01 AM
A map I'm making right now has 5 letters in the name. I remember reading somewhere it can only have 3 if I want to add custom sounds that don't come from the game or other stock maps. My map's name is "krcar", so would I have to make my map again with a name that has only 2 or 3 letters to get custom sounds working?
#17
How would I get this on my PS2? My little brother and I love playing BF1 on PS2 (we can't get it to work on PC), and we've already played the stock maps to death. I personally would love to play my custom map with him, but I wouldn't know how to get it working on PS2 (if it would work at all that is).
#18
SWBF1 Modding / Can't get custom turret to work
October 14, 2020, 06:24:54 AM
Has anyone ever gotten a custom turret to work? I made my custom turbolaser based off of the Kamino/Bespin AA turrets and minigun blaster turrets in Battlefront 1, but when I try to place the .odf in my map it won't appear. Also I get this weird bug where the barrels and turret gears don't appear as the correct size or correct location (see this if you open it in XSI and compare it with what you see in SWBFviewer).

I will attach a link to my turbolaser WIP so you can see what I did so far and tell me what I need to do to get it working.
#19
Triangulating it fixed it! I wasn't aware that I had to do that.

Now I just need to get the model to move properly instead of staying in a T-pose when standing idle, moving, shooting, etc. I'm following Sereja's tutorial here, but I'm stuck at the part under 3.) "Animation Template Merging" where he says to click Polygon and crop the stormtrooper model (I'm assuming he was referring to "override_texture" and not "sv_snowtrooper"). I take it there are no video tutorials on how to do this?
#20
I'm trying to make custom buildings and playermodels, but I keep getting this weird problem in BFViewer where the textures go all crazy. Not to mention any model that had this issue like the playermodel I'm showing doesn't work in-game, whereas I was able to successfully make a usable weapon model without this problem.

COuld someone explain to me where I went wrong?
#21
I'm making a playermodel for a humanoid unit in Softimage 7.5 and the way I've been butting textures on him was taking .tga files I've been making and putting them on him. I've read that it's possible to use an "unfold" feature to take the textures off of him and turn them into a texture map, but I've been unable to find such a feature. Is this (https://sites.google.com/site/swbf2modtoolsdocumentation/basic-modeling-in-xsi) method of adding textures the only way to do it? Or can I take the textures I have on my model and make a texture map out of them somehow?
#22
I'm making a model in XSI 7.5 and made a weapon made up of multiple primitives instead of one big shape. But now I'm wondering if I should make all of my future models out of one big shape out of fear the game will lag if it has to draw all of those shapes in game. I read Bamdur's tutorial which helped me realize I needed things like dummyroots to get the models working, but I'm not sure what the best and easiest way to make custom models is.

Could I get away with making models out of multiple shapes, or do you recommend something else? I also don't know how you take a single .tga full of mix-mashed textures and know how to properly apply that to a model.
#23
I have yet to see a good map that pits the Rebels against the Republic or CIS. I'm all for it as long as you make the map itself look good and fun to play. There are too many maps out there that have good sides, but lazy map design.
#24
I need to vent about something.

I've noticed a lot of people whining that Padmé didn't "run" from Anakin in Episode II after he told her that he slaughtered a whole Tusken Raider camp indiscriminately. They try to draw parallels between that scene and her reaction to him killing jedi initiates (younglings) in Episode III shortly after becoming Darth Vader.

Why haven't these people considered the fact that those jedi younglings were "good" as in they are on her side and will grow up to be helpful librarians, custodians, frontline support troops, and guardians, as opposed to the Tusken Raider children which are just going to grow up to be terrorists like the adult Sandpeople? Has it ever occurred to these critics that maybe Padmé isn't going to cry over the fact that the guy she's dating just chalked off a whole clan of "enemy combatants" that were good for nothing but killing potential taxpayers? I'm just surprised she didn't go on to tell them that the Separatist Council secretly orchestrated his mom getting kidnapped so he'd go and "end the war" (even though those of us who know how the story ends we know that'd be useless).

Actually, this reminds me of a scene from Babylon 5:
Quote
Mr. Morden: "Ambassador. You wanted to see me."
Londo Mollari: "Yes! What have you done?!"
Mr. Morden: "Only what you asked me to do. You had a problem with Quadrant 37, we took care of it for you."
Londo Mollari: "Yes, but you killed ten thousand Narn!"
Mr. Morden: "I didn't know you cared. Ten thousand, a hundred thousand, a million, what's the difference? They're Narn, Ambassador, your sworn enemy."

-- Ambassadors Morden and Londo in Babylon 5:"Chrysalis"
Maybe part of the problem is Padmé fooled the audience in thinking she's more innocent and naïve than she actually is.
#25
I arrived (un)fashionably late to the party, but better late than never right? I know I said I'd never try this game out, but my curiosity got the best of me. I want to try this game out because I don't see it as great as what I'm familiar with, but maybe worthwhile to give a go. My Origin ID is the same as my username here: KommissarReb (I've also linked it to my profile)

Feel free to add me as a friend. I want to play Battlefront 2015 to see if I can eventually unlock that Death Star Trooper and have a good time. I tried the game out seeing that EA lowered the price and bundled all the expansion packs, and would like to know when the best time to play is (I live on the US East Coast).
#26
Quote from: Sereja on July 11, 2019, 10:47:22 AM
If it crashes after selecting, most likely it`s a weapon problem. You need to check units .odf.
I changed the unit's weapons to the basic ones, but also made a side test map where I took the navy trooper's files and the imperial officer's files and made a republic trooper look like the navy trooper and the officer replace the ARC troopers, and it crashed upon selection with the error in my second post.

Here's a zipfile of my test map where I tried changing the Clone Trooper and ARC Trooper to the Navytrooper and Imperial Officer respectively: https://www.dropbox.com/s/y94qc6alsz9sti1/Reskinned%20clones%20not%20working.zip?dl=0 Maybe someone can download and see what I did wrong?
#27
Quote from: wsa30h on July 11, 2019, 06:54:46 AM
did you try removing one unit at a time to see if it is a specific unit or equipment that causes it to crash ?
I did this with the Navytrooper for example, and it said this: [spoiler]Message Severity: 3
.\source\AnimatedAddon.cpp(36)
AnimatedAddon: can't find geometry[/spoiler]

Don't know why that came up when I believe I added all the necessary files.
#28
SWBF1 Modding / Can't play as Sereja's Imperials
July 11, 2019, 05:25:32 AM
In a custom map I'm making, the game crashes whenever I select custom units I made that use Sereja's Imperial Navytrooper, Imperial Officers, or the Probe Droid that came with BFBuilder. When I play as other units I made such as the Imperial Armytrooper (model is the unused AT-AT Commander) or the Imperial Gunner that was ported from BF2 (which also came from a Sereja map), my map plays fine and I see the AI gets to play as the units I mentioned before. The game just crashes whenever I select those units from the spawn menu.

BFront.log contains this: [spoiler]Opened logfile BFront.log  2019-07-11 0808

Message Severity: 2
.\source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront (Classic 2004)\GameData\AddOn\car1\Data\_lvl_pc\movies\car1

Message Severity: 2
.\source\EntitySoldier.cpp(6112)
Soldier imp_inf_Officer3 has geometry collision How do I fix this? could this be what's causing the problem?

Message Severity: 2
.\source\Weapon.cpp(1774)
Weapon "all_weap_inf_flamethrower" missing fire point "hp_fire" This isn't missing. I don't know why this came up

Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format! I made the "detail" texture the geo1_bump.tga
[/spoiler] Has anyone else had this problem and could tell me what to do to fix it?
#29
Welcome Center / Re: Greetings, companions
June 29, 2019, 05:26:40 PM
 Welcome to SWBFgamers! I too play Battlefront II as well (although I play BF1 more)

Always nice to see new faces around here!! :cheers:
#30
The novelty is in the cross-era factions all being on the same map at the same time. BTW it is possible to have up to 5 local teams. Here's how: http://www.swbfgamers.com/index.php?topic=4625.msg44794#msg44794

The problem is the map itself is a bit bland. Not much to see in the way of scenery. For your next map I strongly recommend thinking of a setting that would be interesting or cool, then spend some time making a map based on it and having all 4 factions on the map at once. You could also spice things up by having Republic and Rebels vs CIS and Empire (or Republic & Empire vs CIS and Rebels).