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Messages - Giftheck

#2116
Released Maps and Mods / Re: Mygeeto: War Torn City
January 21, 2010, 02:08:41 AM
Yeah, those names just replace the standard "Loading" string.
#2117
I'm sorry to have to say this, the idea was nice, but I'm so drained from the BF1 mod, I no longer have the strength to finish this mod. So I am shelving it until further notice.
#2118
SWBF1 Modding / Re: Main Play Mod 6.5
January 20, 2010, 02:09:01 PM
Okay, so here we go with a status update:

- Split up the Clone legions into separate LVL files. It's less cluttered for me that way. Heroes and Villains also have their own seperate LVL files too.
- Yavin IV: Temple has been added back into the mod. Instead of modifying the Temple CP, I've modified the Overlook CP to give the Alliance a Light Attack Speeder and the AT-PT if they capture it.
- I've chosen a few custom maps to remake the mission files. They include: Corsucant: Streets, Coruscant: City, Felucia: Marshland, Kashyyyk: Wookieland, Kashyyyk: Beachhead, Mustafar: Refinery, Mygeeto: War-Torn City (possibly reconverted), Kamino: Cloning Facility (reconverted by me), Utapau: Sinkhole (considering reconverting this myself to fix collision issues), Coruscant: Jedi Temple (Possible reconversion dependant on whether I can get certain props re-exported with the proper names for their collisions - I've got some fixed already such as the Library), Death Star: Interior, possibly a space map if I can find BF2 source files for space maps.
-Many new SFX have been brought in for various weapons. For instance, the AT-ST's main guns sound correct now.
- Jon415, UNIT33 and Hardcore are the beta testers.

I'll see about a trailer sometime soon.
#2119
Released Maps and Mods / Re: Mygeeto: War Torn City
January 20, 2010, 08:12:09 AM
I don't see a weapons mod :?
#2120
Released Maps and Mods / Re: BF1 Yoda
January 18, 2010, 02:59:20 PM
Can I use this in the main game as is without having to modify the common.lvl? Plus, hwo did you do it? Can you release a tut?
#2121
SWBF1 Modding / Re: Main Play Mod 6.5
January 18, 2010, 02:32:18 PM
Navy Commando on Bespin:



Not much new on the scene. The Campaign version of Mos Eisley no longer has Rebels, but sticks a bit closer to the briefings. Now you have to fight the locals instead, including the Jawas which are armed with ARC Casters :O
#2122
Requests / Re: Yoda's Skeleton
January 18, 2010, 02:13:54 PM
Would I need to add this to common.lvl to get it to work with the Main Play Mod?
#2123
Requests / Re: Yoda's Skeleton
January 17, 2010, 12:45:01 PM
I know how to make custom animations. As I pointed out in another thread, I copied the format of the Ewok animation/skeleton setup, (like using only the base pose and 9poses), referenced the zafbin in the .REQ file, referenced the skeleton name in the ODF, and the game doesn't accept it. It crashes.
#2124
Requests / Yoda's Skeleton
January 16, 2010, 01:48:12 PM
I'm aware that somebody managed to port Yoda's actual skeleton over to BF1. What I don't know is how it was done. So I'm asking, how would I go about just porting Yoda's skeleton over? I have before just used the Ewok skeleton instead, but it stretches Yoda's legs and neck.
#2125
Requests / Re: Rancor And Acklay ported to SWBF 1?
January 16, 2010, 09:57:06 AM
What I mean is, I tried getting other units to work, such as Yoda, and all I wanted was the skeleton. It doesn't seem to work, because it just crashes upon load (which might suggest it can't find what it's looking for?). All I had in the 'animationset' was the basepose. Considering the unit works with the stock basepose, and the Ewok basepose, perhaps it's something specific to BF2's animation .msh files.
#2126
Requests / Re: Rancor And Acklay ported to SWBF 1?
January 15, 2010, 02:08:45 PM
Well, I am not sure BF2 unit anim files are compatible with BF1. I've tried using standard, conventional names for replacing animations, skeletons, and they just crash the game upon load.

Bottom line, I think unless you re-export the animations as BF1-compatible, it ain't gonna work. Sorry.
#2127
Released Maps and Mods / Re: Online Compatibility Mod
January 13, 2010, 02:00:31 PM
Cool. Anything for the Clones yet?
#2128
SWBF1 Modding / Re: Main Play Mod 6.5
January 13, 2010, 11:23:18 AM
I was just thinking of modifying the Alliance Attack Speeder and the AAT to do this.
#2129
SWBF1 Modding / Re: Main Play Mod 6.5
January 12, 2010, 06:41:23 AM
The Alliance Hover Tank is in. At the moment, with it set up like the BF2 vehicle, it's waaaay too overpowered (can take an AT-ST down in about 10 seconds). So to tone it down the vehicle won't be having explosions for the lasers. Heck, I might just do that for all ground vehicles except for the massive ones (AT-TE, AT-AT, Hovernaut and MTT)
#2130
SWBF1 Modding / Re: Main Play Mod 6.5
January 10, 2010, 08:56:59 AM
Thanks!

I just got a few more kinks to iron out first, but perhaps a beta might be ready some time in the next couple of weeks.

Some minor aspects regarding the campaign will have changed too. For instance, you'll face smugglers in Mos Eisley's Campaign mode instead of Rebels. You'll probably face Kota's Militia in the Dune Sea.