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Messages - {AR}MetalKiller


I am trying to create a wall that surrounds a town with several kinks and edges with angles between 15 and 45 degrees (something like Picture 1).
Preferably with the grid alignment in ZE enabled.
For arguments sake, let's say a wall segment is a cube with dimensions of (1, 1, 1).
Aligning wall objects without rotation is straight forward, as they are aligned along the x or z axes (Picture 2).
However, rotating the object breaks the alignment as the model coordinates are not a multiple of 1 anymore but rather something like (0.85, 1, 0.35).
As shown in Picture 3 there will always be a gap or the objects have to overlap, which causes Z-fighting (flickering) issues.

Side note: I created connector objects that solve the transition from no-rotated objects to rotated objects.

I know that most SWBF maps get around this problem by having just 90 degree edges or using a model that has the kinks already in them.
I really would like to keep the assets generic and reusable and not create one big model.
Any ideas how to get around this problem?
Or do I have to manually align the objects with the grid alignment disabled?

Picture 1:
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Picture 2:
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Picture 3:
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Note: I am using blender and SK exporter to create the models.

Thanks for any help  ;)
QuoteYeah, I just created an account to post this lmao :D.

Worth it ;)

QuoteWhich version of Wine are you guys using on that Linux machine?

We are still on Ubuntu 14.4 as the owner is afraid of a dist upgrade :D . Hence we use wine 3.6.


I used the latest release (wine-5.12-15725-g5158be50b9b) which also crashes with /norender, but works without it.

Thank you very much for your response!
I'll try my best to convince the owner to upgrade.

The /norender option works on a local Windows machine.
To me, it makes no sense that it crashes with this option, since in theory it requires less resources and uses fewer features than the render mode.

Thanks anyway!
We update the thread if we find out more.
I made an edit in the original post to avoid confusion.

We want to host a dedicated server for the steam version (through the battlefront executable).
The /norender option is definitely in the executable.

The AR clan tries to host a server for Steam.
Since we host on Linux we use wine.
Starting the Battlefront executable (from GOG) with the following options causes a page fault:
wine Battlefront.exe /win /norender /autonet dedicated /noaim /resolution 200 200 /nosound /gamename "..." rhn2a 200 200

The interesting thing here is that the server starts without the /norender option.
wine Battlefront.exe /win /autonet dedicated /noaim /resolution 200 200 /nosound /gamename "..." rhn2a 200 200
But as we use wine, the server takes >5min and 100% CPU usage over the whole time period (granted we don't have such a powerful machine).

Attached you find a crash log, but I doubt that it will help.

Any idea why the /norender option might cause a crash?

Note: Wine was the only thing running on the server.


EDIT: Remove misleading text.
SWBF1 Modding / Re: Hoth Caves Assets
March 02, 2023, 12:10:09 PM
I used blender to create the model. However I am no artist.
Also, it is missing collision on the roof.
Feel free to use or improve it.

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SWBF1 Modding / Re: Hoth Caves Assets
March 01, 2023, 07:39:27 AM
Getting closer step by step ...
I helped myself by creating a custom model  :D
SWBF1 Modding / Hoth Caves Assets
February 28, 2023, 08:54:56 AM
Hi folks,

I am looking for a certain asset on HOTH: CAVES. The accessible bacta tank.

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Does anyone have this asset or a similar one?
Haven't found anything in the downloads section.

SWBF1 Modding / Sound Regions and Streams
February 11, 2023, 07:15:55 AM

recently, I added sound streams to my map and used multiple sound regions to play those on the map.
However, I am noticing some strange issues when stepping into the region.
It seems that the sound streams need to buffer before they can be played.

1. Stepping into 1st sound region.
2. Sound stream of the region plays (as expected so far).
3. Stepping outside the 1st sound region
4. Stepping into 2nd sound region.
5. Sound stream of region 1 plays for a couple of seconds.
6. Sound stream of the 2nd region plays.

This issue repeats for every region the player steps into.
Event for the sound that already should have been loaded.
Is the game loading the sound files from disk every time?!

Most of the sound files are ~30 seconds and have ~1-3 MB.

Any ideas what is causing this, or how I could solve this?
SWBF1 Modding / Re: BFBuilder Script Error
February 04, 2023, 08:21:39 AM
The error is fixed.
It was caused by the script contents.
Since I had multiple issues in my script I can't pin down all problems.
However, at least one is clear.

The following function call was not working:
SetOutOfBoundsVoiceOver(2, "Allleaving");
SetOutOfBoundsVoiceOver(1, "Impleaving");

It should be:
SetOutOfBoundsVoiceOver(ALL, "Allleaving");
SetOutOfBoundsVoiceOver(IMP, "Impleaving");

I assume the error just says that the audio file can't be found in the respective data file.
SWBF1 Modding / Re: Missing foliage
January 30, 2023, 08:18:59 AM
Sorry to bump this topic, but after I had the same problem on another map I revisited the old map and found a fix.
The solution is fairly simple, I just did not uncomment the prop section in the requirement file.

        -- "mapname"              <-- Comment had to be removed manually
SWBF1 Modding / Re: BFBuilder Script Error
January 29, 2023, 02:43:12 AM
Thanks for the hint.
SWBF1 Modding / BFBuilder Script Error
January 28, 2023, 05:28:44 AM
Hi folks,

I just ran into a problem in the BFBuilderPro (same in BFBuilderPro2.0).
The error message can be found in only one unrelated post here in the forum.

Here is the error:
An error has occured in the script on this page
Line: 1
Char: 1
Error: Subscript out of range: '[number 19]'
Code: 0

DO you want to continue running scripts on this page?

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Does anyone have an idea what is causing the error or where I should start searching for?

The subscript index was 18 before (after editing the wld file), so I assume it has something to do with the wld file.
I can still edit the file by opening the zeroeditor separately and opening the wld file.
Munging also works via the batch file.
However, I don't know if it is possible to create a custom SIDE without the BFFuilder UI.
Can I just copy the SIDE folder into my mod map?

Thanks for any help.
Released Maps and Mods / Re: ALDERAAN: CASTLE
December 27, 2022, 08:11:50 AM

just some minor fixes to the map:

- Added/Moved barriers for better AI pathfinding
- Added some walls which allowed to get inside objects or under the map
- Reduced bleed (2 CPs are enough to stop bleed)
- Rebalanced unit selection (fewer snipers)
- Minor changes to the minimap


@Admins or Moderators: Let me know if I should modify the original post or if it is OK to create another post.
SWBF1 Modding / SWBF Tools
October 08, 2022, 05:23:48 AM
Hello there,

I want to share with you an idea that I had for a long time now (probably even when I first started modding).

There are quite a few modding tools for non-static data such as a resolution-fix launcher, ingame console launcher, name changers, ... .
Most of these tools probably use the same mechanics, and their creators reinvent the wheel all over again (I am guilty as well).
Not that there is something wrong with that, but we could use our time more effectively and be more productive developing more tools for this great game.
Maybe even lowering the barriers for new modders.

For a couple of months (when I had some time left) I worked on yet another launcher ::) and some tooling around it, that is able to render things on top of battlefront and interact with the game.
I am not going into details since it will take some more time until it is finished.
The working project title is SWBF Tools.
Here is a screenshot (with mocked data).

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The menus can be enabled/disabled with a key press.
Separate windows (widgets) can be enabled for certain topics.
In the future, I want to make the interface scriptable using SWBF's Lua API.

I imagine that there are quite a few use cases:
  • Editing the username between switching servers
  • Showing the list of players when playing
  • Show some general information
  • Ingame console
  • Private chat between 2 players
  • Trigger script functions
  • (Anti-cheat)
  • ...

What is your take on it?
Do we even need such a thing?
What are some other use cases?

Cheers, see you around.  :wave: