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Messages - Giftheck

Pages: [1] 2 3 ... 149
1
Welcome Center / Re: Hello everyone
« on: October 20, 2020, 02:19:44 AM »
Welcome!

2
That's definitely an instance where you have n-gons in your model (faces with more than 4 sides). Triangulate it before exporting.

3
Released Assets / DLT-19 and DLT-19X Blaster Rifles
« on: September 21, 2020, 03:34:24 PM »
It seems I never uploaded the updated DLT-19 and DLT-19X Blaster Rifles. Let's correct that error, shall we?

Spoiler (click to show/hide)

DOWNLOAD

Credits:
-Pandemic Studios for the original models and textures

4
Star Wars: Battlefront came out on this day, 16 years ago! My, how time has flown by! Happy birthday to Star Wars: Battlefront!  :cheers:

5
SWBF2 Modding Tutorials / [TUTORIAL] Custom SFX implementation
« on: September 20, 2020, 02:57:57 AM »


I'll be referring to the mod folder as MOD or DataMOD in this tutorial, but it'll be whatever you have named yours.

So, first off, there's two file formats you'll need to implement custom SFX:

Quote
SND - this is the actual configuration file that stores what samples are called, pitch, volume, etc.
ASFX - this is where the samples called by the AU are stored.

Create a folder inside DataMOD/Sounds/worlds and name it whatever you want (most likely the three letter MOD name)

Inside that, you'll also need two folders - effects, and samples.

Basically, this is what the folder will look like:

Quote
-base REQ file (the MOD id)
--REQ file for effects and streams called for CW (MODcw)
--ASFX file for effects and streams called for CW (MODcw)
--Same as above, but for GCW
--SND files - doesn't have to be for both, and you can have as many of these as you like. The best practice here is to have an AU file for shared SFX (in this instance it would be the LEGO brick explosions upon death) and a separate one for each era. These can be called whatever you want but for simplicity's sake I'll go with MODcw, MODgcw, and shared.

First, you'll need your sound effects placed into the effects folder. These sounds, ideally, should be saved as 22kHz mono wav files.

Next, you'll need to set up the REQ files. Open MOD.req. This is what needs to be inside:

Code: [Select]
ucft
{
    REQN
    {
        "str"
        "align=2048"
    }
    REQN
    {
        "lvl"
        "MODcw"
        "MODgcw"
    }

 }

Now open MODgcw.req. This is what needs to be inside that:

Code: [Select]
ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    "MODgcw"
    }

    REQN
    {
    "config"
    "MODgcw"
    "shared"
    }
}

Same would go for MODcw.

The bnk section will look for ASFX and SFX files. However, SFX files are not useful in this instance since we're not making a new common.bnk, these sounds are to be munged and loaded directly from the sound.lvl

The next step is top open up the ASFX file in Notepad. It should be blank. All this will be is a list referring to the .wav files. All that needs to be is thus:

Quote
effects\whatever_the_sound_is_called.wav

You can also add -resample pc 22050 (changing 22050 to whatever you want) but if the wavs are already 22khz this is not needed.

Now comes the 'fun' part - the AU files. Open shared.snd. Windows will try to open these in Windows Media Player, but they are, in fact, just text files, so you open these with Notepad also.

This is the 'fun' part because you have to figure out which settings are appropriate for the sound you want to implement.
In this instance I find it much easier to just find one of the stock AU files, open it, look for a sound that is similar to the one you're looking for. In this example we are going to implement a custom death sound SFX.

So find imp_unit.au in the sound/gcw folder Any of the sounds that inherit from "imp_inf_pain_vo" will be fine to copy into your au file.

IE:

Code: [Select]
SoundProperties()
{
    Name("imp_inf_com_chatter_death");
    Group("imp_inf_pain_vo");
    Inherit("pain_chatter_template");
    PlayInterval(0.0);
    PlayIntervalDev(0.0);
    PlayProbability(1.0);
    SampleList()
    {
        Sample("IICOM419", 0.33);
        Sample("IICOM420", 0.33);
        Sample("IICOM421", 0.33);
    }
}

Now, generally, the settings don't need to be messed with. You will need to change two things though:

-The 'name' of the sound
-The samples called in the list.

Name is easy. Just change it to whatever you want to. You can then paste that name into your ODF files' DeathSound line.

The sample list is a tad more complicated.
You have these values bracketed under it:

Code: [Select]
        Sample("IICOM419", 0.33);
        Sample("IICOM420", 0.33);
        Sample("IICOM421", 0.33);

Sample is obvious as this refers to the file names as defined in the ASFX file. The number defines the 'weight' of the sound - basically, it randomizes the sound called. The number should always be 1 divided by the number of samples in the list, rounded to 2 decimal places.
Let's say this is what's in the ASFX file:

Quote
effects\LEGO_FALLAPART1.wav
effects\LEGO_FALLAPART2.wav
effects\LEGO_FALLAPART3.wav
effects\LEGO_FALLAPART4.wav
effects\LEGO_FALLAPART5.wav

You'll want all of those to be called into the AU, and all equally 'weighted'.
So your sample list will end up looking like this:

Code: [Select]
        Sample("LEGO_FALLAPART1", 0.2);
        Sample("LEGO_FALLAPART2", 0.2);
        Sample("LEGO_FALLAPART3", 0.2);
        Sample("LEGO_FALLAPART4", 0.2);
        Sample("LEGO_FALLAPART5", 0.2);

That should conclude the setting up of the ASFX, SND and REQ files, but if you try to munge now, you'll get nothing. Unlike the SWBF1 mod tools, the SWBF2 Mod Tools aren't automatically set to allow for munging of custom sounds. So, there is a bit of tinkering left to do before you're ready.

Open up the soundmungedir.bat file
Find this line:

Code: [Select]
for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
Paste this under that line:

Code: [Select]
for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
You will also need to do this for the original Data folder (BF2_ModTools\Data)

Next find BF2_ModTools\data\ _BUILD\sound\munge.bat, open that, find this line:

Code: [Select]
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
Under that, pop this in:

Code: [Select]
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
Lastly, you'll need to edit an entry in soundmunge.bat inside your DataMOD folder. Find this line:

Code: [Select]
@call soundmungedir _BUILD\sound\worlds\snd\%MUNGE_DIR% sound\worlds\snd sound\worlds\snd\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound snd
Change snd to whatever your base REQ file is (which assumedly is your MOD id)

The last step is calling it in your LUA. Find this:

Code: [Select]
    ReadDataFile("sound\\tat.lvl;tat2gcw")
Then add this above

Code: [Select]
    ReadDataFile("dc:sound\\MOD.lvl;MODgcw")
One other thing is that it seems the Sound folder won't copy over to the addon folder, at least not when I test munged, so you will have to do that manually.

Munge, test... and if your sounds work (there is a chance that a sound will not play if it's not in the correct format but usually the munger catches that), then that's it!

(NOTE: I am not able to test the munged sounds directly myself since I cannot get munged maps to even run in SWBF2 - however, the steps I have outlined produce a functioning sound file)

6
Released Assets / Shoretrooper
« on: September 19, 2020, 01:04:00 PM »
Here is the Shoretrooper I used in Scarif: Beach. Not much to say on this one, it's mainly based off icemember's though I did make a few choice adjustments to it.

Spoiler (click to show/hide)

DOWNLOAD

Credits:
-icemember - original models

7
SWBF1 Modding / Re: Star Wars: Battlefront: Main Play Mod Reboot
« on: September 19, 2020, 11:15:39 AM »
So, it's been a minute, and I've been very, very busy. I recently released a different large-scale mod influenced by the DICE games, several PSP-onverted-to-SWBF2-then-to-SWBF1 maps, and two original maps (Theed: Supremacy, and Scarif: Beach). But I haven't yet updated this mod.

Well, that's changed now, because I'm back on this mod. A lot of the work has already been done, it's just adding maps at this point. And what better maps to start with than my two new maps? Scarif: Beach and Naboo: Theed Supremacy will be playable (with Theed: Supremacy serving as a replacement for stock Theed), and things I have done with the DICE-inspired mod will be brought over - such as the new Kashyyyk: Docks map.

It'll be some time because I'm about to enter my third and final year of university, but this mod will be finished.

8
Released Maps and Mods / Re: Scarif: Beach
« on: September 16, 2020, 11:30:36 AM »
Thank you :)

I'm guessing you were playing on Hard, I've been told by somebody else they had a much easier time playing on Medium as Hard was too difficult to win as the Rebels.

If there's a next version, I'll see about altering the reinforcement drain based on difficulty level. I'll see about adding a couple of U-Wing Door Gunners as well. However, I thought the maximum number of people who could board a ship was 5.

9
Released Maps and Mods / Re: Scarif: Beach
« on: September 13, 2020, 01:44:25 PM »
The link appears broken, at least on my end.

Seems ModDB is down at the moment.

I uploaded it to ModDB through Google Drive, so here's the Google Drive link: https://drive.google.com/file/d/1gx5OP5grWo1iMVfpwE07pL-13AvM-a9n/view?usp=sharing

10
Released Assets / Re: Giftheck's TIE Striker
« on: September 06, 2020, 04:26:06 AM »
Long time no post on this one! After feedback from Scarif: Beach, I have redone the collision on the TIE Striker and it seems to be working as intended now. The main post contains the new link to it.

11
SWBF1 Modding / Re: [WIP] Scarif: Beach
« on: September 03, 2020, 09:33:51 AM »

12
Released Maps and Mods / Scarif: Beach
« on: September 03, 2020, 09:31:34 AM »
Here's my Scarif map for SWBF1.

Spoiler (click to show/hide)

DOWNLOAD

Alternate link
Credits:

Spoiler (click to show/hide)

13
SWBF1 Modding / Re: [WIP] Scarif: Beach
« on: September 01, 2020, 02:18:30 AM »

14
3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
« on: August 30, 2020, 04:23:11 AM »
WIP silo model for Scarif, based on the model from SWBF2015. *II've modelled the high poly above, used that to make the mid poly (which will be the one I use ingame) and I'll be texturing this in Substance.

High poly:



Mid poly:


15
SWBF1 Modding / Re: [WIP] Scarif: Beach
« on: August 29, 2020, 09:30:41 AM »
Here's a video of the Empire side.

https://www.youtube.com/watch?v=VocSvc6UtCI

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