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Topics - Giftheck

#281
Does anybody have a solution to a problem in Softimage Mod Tool 7.5? Basically, any time I try to import or open any file, it spews out this message:

"Failed to save scene before system failure"

It then crashes. I've attached a screenshot to this post of the dialog itself just in case.
#282
General / Gametoast is gone?
April 19, 2013, 03:23:13 AM
I get an "Account Suspended" page when I try to go to GameToast, even after clearing all active logins. So it seems GameToast is gone.
#283
General / RIP LucasArts
April 03, 2013, 11:14:43 AM
LucasArts, the developer famed for Star Wars Battlefront, the reason we are all here, is no more.

http://kotaku.com/disney-shuts-down-lucasarts-468473749

Quote"After evaluating our position in the games market, we've decided to shift LucasArts from an internal development to a licensing model, minimizing the company's risk while achieving a broader portfolio of quality Star Wars games," LucasArts parent company LucasFilm said in a statement. "As a result of this change, we've had layoffs across the organization. We are incredibly appreciative and proud of the talented teams who have been developing our new titles."
#284
I'm having problems using ZeroEditor. Ever since I did a clean install of both Battlefront and the BF1 Mod Tools, I cannot get ZeroEditor to work at all. It comes up with the "You must have Star Wars Battlefront installed" error each and every time. It's possible that it's because I installed BF1 to a different path the second time around, but I've searched through my registry and there's nothing that hints where ZeroEditor is looking. Is there a fix available?
#285
Public Square / Yahoo! E-mail Addresses
October 02, 2012, 11:34:38 AM
I know when we were using MPCGamers, any user with a Yahoo! e-mail address was banned. I was told that was because people were using Yahoo! addresses to spam the site. Is that restriction still in place here? It's just, I'm not being forwarded any e-mail notifications from my Hotmail account to my Yahoo! account, despite the fact that I am receiving the e-mails via Hotmail, and that Yahoo! doesn't list the address as a blocked address (the e-mail isn't even moved to the spam folder), so I'd like to basically cut out the middle man.
#286
A while back, the assets from Battlefront's predecessor, The Clone Wars, were posted on GameToast (here for those of you who were unaware). In it, there is a much better Obi-Wan model than the stock BF2 model:



(Textures notwithstanding, those could easily be revamped)

My request is this: can anybody reconvert this Obi-Wan model to work with the stock skeleton? The hands might also need manipulating so they are curved as if he were holding something, like the other stock BF models.
#287
I have a problem with BFBuilder (and all deviations of it). Although it otherwise functions as it should, BFBuilder's "Load project" menu does not list anything other than the Mod1 and Mod2 that came with the mod tools. It does not seem recognise any project I create if I exit.
#288
Released Assets / Phase II Prototype unit
January 14, 2011, 11:00:42 AM
Those of you who have been into the Skins showcase thread in the Modelling forum as of late might have seen me working on the Phase II prototype units (as seen in the Clone Wars, season 3), so here they are.

It should work in both BF1 and BF2. Although there is a warning saying I haven't tested the unit fully I have tested it in BF1 and it seems to work OK.

If you use, give credit to me and those in the readme as well (as though you were using each separate thing as addon)

Screens:






Download

Credits:

Special thanks go to Darth D.U.C.K. for creating the addon kama, antenna and Phase I fin meshes, to kinetosimpetus for Season 3 pauldron, and to AQT who helped me with hex-editing problems. Thanks to Deviss for the holster addons, and for his advice on hex-editing addons.

A plain unit has been included so you can create your own troopers.


-----------------
edit by buckler:
Megauplaod shut down, updated link is here:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=488

see below for tirpider discussion of re-indexing one of the models



#289
What would you like to see? Me, I'd like to see something that combines the best bits of the three portable games. To this end:

-Better heroes. Renegade Squadron took two steps back, Elite Squadron took one step forward. I would like the heroes to be as fluid as they are in BF2.
-More maps. This is a given. Maps that need to be included are Kamino, Mygeeto, Geonosis, Felucia and Utapau.
-Make the maps less linear than Elite Squadron. For instance, if a five-CP setup is necessary, then the Ion Cannon needs to be the only neutral CP.
-Space and ground need more of an impact on each other.
-Bring back reinforcements. Have them start higher (probably 500-1000) but go down when the capital ships are destroyed.
-More Personaliation options. I'm aware the PSP probably can't handle individual customization so we should have five sections: body, head, cape, gear, markings. And of course there would be restrictions (No putting a Bothan's head on a Wookie's body  :rofl: ). And more options as well. For instance, we should have Clone Trooper Mark 1 helmet, Pilot Mark 1 helmet, Mark II prototype helmet and so on for the Republic, Rebels should have more alien types (like Twi'lek, Togruta, Zabrak etc). Cape and Gear would depend on faction as well. For instance, Rebels would have backpacks as their gear, and they might have robes or something for capes. Republic and Empire would hav kama and pauldron. CIS would be trickier. markings is obvious but again dependant on faction.
-Preset classes should have preset appearances. IE the Heavy Trooper for the Republic side should be the Bacara model.
-Special classes should make a return. Especially the Droideka.
-Classic Conquest modes. This was something I think was brilliant on the PC version of BF2. They should have two versions of this, one for BF1 (with five unit selections and AI-only heroes) and one for BF2 (six classes, last two need points to unlock, and heroes can be played by the player).
-Hunt Mode.
-Award weapons need to make a comeback, as do several weapons absent from the previous games (Invisibility, Time Bomb, Commando Pistol, Concussion Grenade etc)
-Make the damned AT-AT fully pilotable!
-Release some mod tools so we can create our own maps.

Anything I missed out?

Yes, I am aware I started a similar topic months ago, but it was last posted in months ago, and it dealt with what we'd like to see if a multi-console Squadron game was released.
#290
3D-Modeling, Animation and Texturing / Skins Showcase
December 30, 2010, 06:08:19 AM
This here can be used to post all of your skins that you are working on or have completed. So to kick things off:








edit by tirpider: tagged title
#291
Finally, here are the BF2 units ready for Battlefront 1.

The pack has been updated.

Download

Some screens:
[hide]


[/hide]

Changes from V1:
-Removal of Wookie until dreads problem can be fixed
-Addition of the Galactic Marine model and a Shock Trooper with kama (thanks to DarthD.U.C.K. for the kama)
-Addition of the Cold Assault Trooper

Glitches and errors:
-All kama may be one-sided, despite me hex-editing the models to allow for double-sided textures with hard-edged transparency (I'm not sure if it will work). Sorry, guys, but if it doesn't work as planned, then the one-sided skirts are better than no skirt and to be frank you won't be looking at a unit's legs anyway while you're playing. I haven't tested this out for myself though. The Cold Assault Trooper is the only model exempt since it is made from the stock Snowtrooper.

Special thanks go to Darth D.U.C.K. for creating the addon kama meshes, to AQT who created the static-caped Episode III sniper and heavy trooper, and who helped me with hex-editing problems. Thanks to Deviss-Rex for his advice on hex-editing addons, and to whoever made the Clone Commander skin.

WARNING: I have not tested these units fully.
#292
We know of the abilities of the Bothan Spy before the unit got dropped. But what were the Imperial Officer's abilities? I hear he had an 'unmask' ability to counteract this. However, there doesn't seem to be a corresponding ODF file in the Imperial folder. So what exactly was the Imperial Officer meant to do? It was talk that has been going around ever since before the days of the release of Star Wars Battlefront, when the hype was high.

DarkAngelDTB, the maker of the models for Star Wars Battlefront, confirms the Imperial Officer was to be able to call in an airstrike and also to be able to remove Bothan disguises. How he would do the last is still unclear as there was never an ODF in the folder, unless that was the purpose of 'imp_inf_spyrifile'


#293
Welcome Center / I am back
December 08, 2010, 01:19:15 PM
I was ggctuk, however my account before was banned. I wasn't bad or anything, but I was unaware they had set up a new thing where Yahoo e-mail addresses were banned. Now I've found a way to get past it (If I could I would have changed the e-mail address on my old account - Jedikiller has tried to unban my old account but the ban sticks, even though he gave me a temp e-mail address, and even though I cleared my browser history, thinking it may cause problems) by using my hotmail address (and I can forward my mail from my Hotmail address to my primary address situated at yahoo.co.uk so I'm fine for receiving e-mails since all my mail will come to my one account). Anyhow, I have decided to abandon the old account - to me it can be permanently closed now. Sorry about my lack of inactivity, as you know I had given up on modding, but I decided to come back. That is all I can say for the time being.
#294
EDIT: THIS MOD HAS BEEN CANCELLED. PLEASE SEE MY NEW MOD, STAR WARS: BATTLEFRONT LEGACY WHICH CAN BE FOUND HERE: http://www.swbfgamers.com/index.php?topic=10332.0

It gives me great pleasure to announce the successor to my Star Wars Battlefront Main Play Mod - "Star Wars: Battlefront Expansion". Here is everything I have posted on Gametoast these past few days:

QuoteI am announcing my return to the Main Play Mod some time in the next few   months. I thought I should give a heads-up on all sites I have   previously announced its cancellation on... or that was the plan. MPC   Gamers has suspended my account indefinitely. My crime? Did I suddenly   announce that I had mass-pirated BF1 and BF2?No. Did I have a Yahoo!   e-mail address? Yes. I must be a spam bot.  :lol:  :faint: (NOTE TO MPC GAMERS: I was a bit miffed I hadn't been told at the time. I've got over it but I left the quote in for lulz :D)

Anyhow,   I hope to be able to finish this mod even if I have to cut back on   things I wanted to do with it (such as modding Naboo Plains which is no   longer possible). I might even add GCW Geonosis and Kamino, and CW Endor   and Hoth. We shall see. For now I'm simply reviewing what I have done   so far with the mod and seeing what I can change and how, and this is   what I have come up with:

Five unit limit, as confirmed by   Teancum, is hardcoded, so I'd have to find a way to work within that and   yet create something new. I played BF2 the other day and that gave me   the idea to amalgamate the Soldier and Heavy classes, leaving me to   create an all-new "commander" class. I am also considering amaglamating,   to an extent, the Pilot and Sniper classes to create a commando class.   I'd love your opinions on this move, as I am not yet sure as to how I   should lay it out.

There would still be a 'pilot' class but I would give some of its loadout to the Commander unit instead (mainly the primary weapon and health/ammo packs would go to the commander). So what I've come up with so far:

Standard Unit Layout:
-Soldier (Blaster Rifle, with unlimited ammo and overheat, Rocket Launcher, Thermal Detonator (sticky), Mines)
-Pilot (Commando Pistol, Fusion Cutter, Time Bomb)
-Commando (Sniper Rifle, Blaster Pistol, Recon Droid, last weapon dependant on faction)
-Special (dependant on faction)
-Commander (dependant on faction)

Republic:
-Clone Trooper
-Clone Pilot
-Clone Commando (DC-17M Sniper Attachment, DC-17M Rifle Attachment)
-Jet Trooper (EMP Launcher, Commando Pistol, Thermal Detonator)
-Clone Commander (Chaingun, ARC Caster, Thermal Detonator, Health/Ammo Pack)

CIS:
-Super Battle Droid (Wrist Blaster instead of Blaster Rifle)
-Droid Pilot
-BX Droid Commando (Clone Disguise Kit)
-Droideka (Twin Repeating Blasters, Personal Shield)
-IG MagnaGuard (Electrostaff, Radiation Launcher, Thermal Detonator, Health/Ammo Pack)

Rebels:
-Rebel Soldier
-Rebel Pilot
-Bothan Spy (Disguise Kit)
-Wookie Smuggler (Bowcaster, Grenade Launcher, Thermal Detonator)
-Rebel Commander (Shotgun, Blaster Pistol, Thermal Detonator, Health/Ammo Pack)

Empire:
-Stormtrooper
-Imperial Pilot
-Imperial Officer (I'll see if I can get an unmask ability working)
-Dark Trooper (ARC Caster, Commando Pistol, Thermal Detonator)
-Stormtrooper Commander (Shotgun, Mortar Launcher, Thermal Detonator, Health/Ammo Pack) - I'll see what I can do to get him to have a personal shield, if I can get him to have it, he'll have that instead of Thermal Detonators, as will the Rebel Commander)


Of course, this would remove the Incinerator Trooper class I had in previous mods, however I do not necessarily think that is a bad thing to do - it eases up some of the map pressure in GCW.

I've been setting up the Republic side over the past few days (some of you will have seen my Boss Clone Commando skin in the Glamour Shots thread in the SWBF2 Modding section). Now I'll work on the CIS side, then the Alliance and Empire. I may have a way to work the Scout Trooper into the game. If, on Endor, I swap the Stormtrooper Commander for the Imperial officer (same loadout as the Stormtrooper commander) I can then have the Scout Trooper as Endor's 'Commando' class.

I'm also going to see about changing a few maps. I did some preliminary work on this when this was Main Play Mod V7 - I altered the shipped Bespin Platforms, Kashyyyk, Naboo, Rhen Var Harbor, Tatooine and Yavin IV maps. The outcome is mixed: The modifications to Bespin Platforms, Kashyyyk, Naboo: Theed and Yavin IV went pretty much without hitches. I have not yet tested Dune Sea, nor have I tested Rhen Var Harbor. Naboo: Plains crashes inexplicably so I have decided to drop the modification of that map. I was trying to reconvert the Jedi Temple but there are so many collision problems it's unreal. I had some of the collision fixed via hex-editing, however in some objects the names of the collision objects were too short to change. I wanted to also try reconverting Utapau and possibly Mygeeto. Mustafar does not need to be reconverted since the scum-strike version of Mustafar works perfectly. I'd also like to modify Rends Coruscant Streets and City to work with this mod, however this time I do not wish to do it without his blessing (which I will probably not get). Naboo Prototype, the map I converted from the BF2 source released by Teancum, will be included as well.

To leave you for the moment, I will be posting this: It's Clone Commando Boss, and he will be the Commando unit on Geonosis.