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Messages - KommissarReb

#31
SWBF2 Modding / FATAL: Could not open mission.lvl
June 19, 2019, 09:40:00 AM
I'm trying to create a custom map for Star Wars Battlefront 2 but when I attempt to playtest it the game crashes to my desktop with a popup error: FATAL: Could not open mission.lvl

I went into the AppData/lLocal/VirtualStore/Program Files (x86)/LucasArts/Star Wars Battlefront II/GameData/Addon to find my map file (which is called "KJH") and in it's data/_LVL_PC folder there is nothing in it. How do I go about creating the necessary files? I looked up http://swbfmodding.wikidot.com/getting-started#toc12 and https://www.swbfgamers.com/index.php?topic=3042.0 but didn't find any answers to this problem.
#32
Quote from: African with 2 Kalishnakov on June 18, 2019, 10:07:42 AM
Duuuude. That's so awesome. Longtime tank nerd here so...

That looks exactly like the tank in Indiana Jones and The Last Crusade, which I assumed was a fake tank, but am happy to find that it's not. Great scene. Basically that whole movie is one great scene tho.
Thanks for the feedback! The tank from Last Crusade was supposedly a "Mark VII", but they used a Mark VIII. In real life Mark VIII tanks didn't have a turret on the top, just a viewport with cannons on the side sponsons.

One thing that didn't make much sense to me about the tank scene in that movie was why the villains didn't just get a Czech tank from their country over a British WW1 tank from a country that had limited resources, seeing as a problem with The Liberty/International series was the tank was built with rivets, which were deadly to the drivers when they ricocheted inside anytime the tank was being shot.
#33
Released Maps and Mods / Re: Nal Hutta: Wastes
June 18, 2019, 10:54:09 AM
Quote from: African with 2 Kalishnakov on June 18, 2019, 09:54:09 AM
Can't wait to play it! I will definitely give it a try. The battlefront one modding community has definitely slowed down alot. But I think alot of people still play the Mods. In fact: "That's... why I am here."


Btw I'm going to post this in my battlefront clan's discord If you're ok with that.
Absolutely! I don't mind the notoriety  ;)
#34
I posted a video on YouTube showcasing my version of Sereja's Mark VIII tank . It differs from the way it came in that it fires what I tried to be as close to tank rounds as possible with smoketrails. The smoketrails are blue because I didn't feel like making a gray recolor of the bluelaser, since you have to use the lasso tool in Gimp.  :dry: I might do that later though.

I plan on adding this in a map I'm making. I was considering doing a map Blood Gulch-themed one with both sides having access to some tanks and other vehicles. What do you think of my version so far?
#35
Released Maps and Mods / Re: Nal Hutta: Wastes
June 15, 2019, 09:31:55 AM
Quote from: Triops on June 15, 2019, 08:15:38 AM
Hi KommissarReb;
the link of your downlad is not working. :(
greetings triops
It looks like it hasn't been approved yet. Here's another place you can download it: https://www.moddb.com/games/star-wars-battlefront/addons/nal-hutta-wastes
#36
Released Maps and Mods / Nal Hutta: Wastes
June 14, 2019, 01:37:52 PM
Well here goes my first map; Nal Hutta: Wastes! I realize I'm super late to the BF1 map making party, as that seemed to die down a few years ago, but here's my first map for Star Wars Battlefront!

I apologize for not providing screenshots. Here's a YouTube video I posted showcasing the map from the Republic side:

Features:
1 - Custom units
2 - Playable and killable Jedi and Sith (for balance they can't capture command posts)
-Sith Inquisitors have Force Lightning
-Jedi Knights throw objects at targets with the force (remodeled wrist rockets essentially with unlimited ammo)
3 - Playable Gamorrean Guards (Nem'ro Loyalists are allied with the Sith Empire)
-they have basic soldier weapons, but have axes instead of pistols
4 - Fa'athra's Gangsters (Appear as Rebel soldiers and Twi'leks, but have different weapons)
5 - Nem'ro the Hutt and Fa'athra the Hutt
6 - Custom killable heroes. I gave them 1000 HP each and they (along with some Fa'athra gangsters) are the only units to wield Sniper Rifles. Fa'athra's gangsters have Grahurr; a wookiee with 1000 Hp and a vibrosword to go with his bowcaster.

Installation:

Put the nh1 folder in to your LucasArts\Star Wars Battlefront\GameData\AddOn folder

KNOWN BUGS:

1. Some objects float above the ground. No matter how many times I would ground objects or even
sink them into the ground they always float above the ground. I don't know how to fix this.

2. Cantina Music doesn't work. I spent weeks trying to get all the voices to work, and it came at
the cost of the Cantina music because maps apparently have sound file limits.

3. I didn't localize the names of the speederbikes for the command posts.

4. Units tend to stand in place rather than go out and capture command posts. Sereja dubbed this
as "unit meditation", a problem that probably was the result of barriers in my map as well as
the map's large size. Before making this map, I wasn't expecting this problem and don't know
how to fix this either.

5. The Mandalorian's wrist flamethrower looks like it's shooting in the air instead of in front. I'm not sure if this is because I changed the firing animation from "rifle" to "sbdroid", or if it has to do with the fact that I hastened it's firing speed.

6. Although the units that use the rebel voices shout acknowledgements, you can't hear their death sounds or shouting commands.

BUILD TIME: May 27th, 2019 to June 14th, 2019

CREDITS:

Sereja: For the Luke Skywalker models, Aayla Secura model,
the DH-17 blaster pistol, Vibrosword, flamethrower assets, and Imperial Officer model
tirpider: Jango Fett model, Han Solo (Stormtrooper)
Unit 33 & Snake: Sith Inquisitor ponytail (I had to recolor the rest of Mace Windu myself)
Users on SWBFGamers: For advice whenever I couldn't figure out how to do something.

I apologize if I forgot anyone.
#37
General / Re: Discord????
June 13, 2019, 06:39:32 AM
I tried joining the server here: https://discord.me/swbfspy# but it won't let me; the cursor turns into a "no" sign and the button is grayed out. How can I join?
#38
I'm trying to create two different banners for my custom map using the blue Naboo Theed banner. I added the nab2_prop_lamppost1 files in my map and changed the look of the flag, then created a second .odf and added 'OverrideTexture      = "nem_prop_banner"' to the bottom (I copied the .tga, photoshopped the other banner on it, then saved it as "nem_prop_banner.tga). However when I put nem_prop_banner in my map, it still uses the texture of the original .tga. I've tried using HexEdit to edit the .msh file, but it claims I don't have permission to change it even though I am the admin of my laptop and I tried changing it on my desktop (files I try changing usually won't allow me to if they're in a folder).

Is it possible to use a free 3d program like Wings3d to create custom models so I can have my second banner? Or does Softimage have functions Wings3d doesn't that I should know about?
#39
I want to change the color of the water on my map to brown like Nal Hutta's water from SWTOR. I watched , but he never elaborated what specific values change the color, or which numbers translate to which color for "RefractionColor" or "ReflectionColor".
#40
Thanks for the help guys! The CP is now hidden from the map.  :tu:
#41
What I'm going for is to create a spawner for the local team like the hidden command post in Jabba's Palace that spawn's Gamorrean Guards in random places. I've created a command post and moved it along with it's capture region outside the play area, but the minimap still has the command post in it. How do I make it hidden from view and make it so the AI doesn't bother attempting to capture it?
#42
Thanks. The side's names work now.
#43
Quote from: Giftheck on May 29, 2019, 01:19:13 PM
You need the cape animations. For the Vader cape that would be imp_inf_vader_cape.zaabin and imp_inf_vader_cape.zafbin, found in the IMP/munged folder.

Thanks! That did the trick.
#44
After making some custom units, this map that I'm making is now crashing and I get this error in BFront.log:

QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\AnimatedAddon.cpp(41)
AnimatedAddon: can't find animation

I changed the look of some units, but it won't tell me where the problem is. I successfully made the Clone ARC trooper look like a Rebel Vanguard, the Clone Pilot look like a Rebel pilot, and I made a custom Sith Hero that use Darth Vader's cape instead of Count Dooku's. I copied the necessary .msh files to do this.

Would anyone know how to fix this? (I started searching with the search tool to see if anyone else solved this problem already, and nobody has)
#45
I am currently making a map where I want to change the CIS team's name to "Sith Empire". I tried adding level/nh1(level name)/cis and level/nh1/rep where "cis" is "SITH EMPRIE" and "rep" is "GALACTIC REPUBLIC". There is a local team which I've named "FA'ATHRA'S GANG" under "locals" in the localization tool. In the mission .lua I changed the CIS team name to "Sith Empire" and the Republic name to "Galactic Republic", but when I start a game all teams are named "FA'ATHRA'S GANG" and they're all the local team color yellow.

Can anyone tell me what I'm not doing right and how I can name the two major teams what I want them to be called?