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Messages - Giftheck

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Requests / Re: Lego Star Wars III CW Assets
« on: February 16, 2020, 03:28:06 AM »
That sort of question is better off being asked at some place like ZenHax or Groinkick, I think.

For the first one, it's doable but I've never seen it done.

For the second, it's not possible. Those models are way too high-poly to work in the first game. Personally, I think the Stormtrooper model is not that great anyway, it's the overused SWBF3 one with a modified helmet. If we could get high poly models into SWBF1, I'd go with Gogie's Stormtroopers - they are far more accurate.

The next part of this update drops this week, with the following known additions thus far:

-Ajan Kloss, Takodana and Jakku are added to both Capital Supremacy and Instant Action

-Nerfs to Anakin and Palpatine.
-Changes to Vader's choke.
-AI Droidekas added to Co-Op and Instant Action

-BB-8 and BB-9E added as heroes.

CT is expected to drop tomorrow, with the update dropping Thursday.

SWBF1 Modding / MOVED: are there any swamp trooper assets ?
« on: January 28, 2020, 08:21:57 AM »

So with Schme I can make only low rez or change for lower rez for models too if I want ?

No, that's not how it works. It won't make an actual lowrez model. What it will do is take a highres model and make it so that it can be used with the lowrez skeleton and animations. But the poly count won't drop.

Oh right you can't specify a custom skeleton, so it forces the lowrez in SWBF1. At least I think so, sorry.

Custom skeletons do work, and I've seen it done with people either definining a custom lowrez skeleton, but... it does present its own set of issues.

Released Assets / SWBF1 shell.mvs extracted .bik files
« on: January 24, 2020, 05:40:47 PM »
Here are the movie files from SWBF1 PC. They're all in .bik format, so you'll need the RAD Video Tools to view them. These appear to be all the movie files used in the PC version, though there was a strange massive file that couldn't be read when I looked at the movies after the extraction process completed. Looking through the files I have included, I believe this is everything used in the PC version.. I have also included the stock shell_movies.mcfg file.

It's a hefty file, at 814MB. Included are the following:

-Main menu movie files (all of the main menu's visuals are movies)
-Planet preview movies
-Galactic Conquest movies
-Historial Campaign movies

The PC version lacks the tutorial movies of the console version.


Special thanks go to Dark_Phantom, since it was his tool and efforts that made this possible, I just used it and renamed the files accordingly.

I'll give it a whirl when I get the chance! This will come in handy for a mod I haven't actually announced on here.

SWBF1 Modding / Re: Sereja's new Kashyyk map and Yoda
« on: January 21, 2020, 12:40:00 PM »
It's a fantastic map and, to my surprise, features a well-proportioned Yoda. For a SWBF1 map, this astounded me, because every other version of Yoda I've seen featured him using an Ewok body, causing his appearance to look distorted. And here he is, looking good and moving with such quality animation. This is an innovation that needs to be in more mods, whether as a new heroic leader or as part of a revamped Hero Assault mode. Could we make this happen?

Sereja might have done some really great work on Yoda (his heroes are almost always great in that respect), but he isn't the first one to use a proportionally-correct Yoda in SWBF1, and an asset of one has been released already here on SWBFGamers.

SWBF1 Modding / Re: Heroes deflecting blasters
« on: January 16, 2020, 02:04:48 PM »
If this is on, and a Jedi can deflect blasters, can they still die?

If they are near an explosion, or get landed on or run over by a vehicle, or get blown down a pit, then yes.

But they cannot get killed by anything directly fired at them.

SWBF1 Modding / Re: Heroes deflecting blasters
« on: January 16, 2020, 10:22:58 AM »
Only through modding, or using old pre-1.1 side files. If you're modding, add this in to the saber ODF

Code: [Select]
CanDeflect = "1"

SALLY waz here

By default, there is no place to munge FPM models to, so when you munge, it skips them. You need to add a place for them manually.

Go into your DataModID/_LVL_PC folder, and create a new folder called FPM. Inside that, create a new folder called REP. After munging, there should be a lvl file in there with whatever name you gave your REQ file. Copy that into Data/_LVL_PC/FPM/REP.

Now your FPM should appear ingame.

SWBF1 Modding / Re: BF1 Demo Mysteries/Restoration/something
« on: January 09, 2020, 05:40:06 PM »
The fact that the attacker/defender roles were meant to switch dependant on who is attacking and who is in possession of a planet makes sense: certain positions on maps are clearly defender positions (like the aforementioned Rhen Var: Harbor). The fact that this dunctionality can still exist in the final game is promising too.

I'm surprised the final LVL files work practically as-is with this version of the game though the fact the AT-AT disappears on Rhen Var Citadel suggests there was still some code optimization to be done.

Requests / Re: The "I Have An Idea!" thread
« on: December 31, 2019, 02:37:38 AM »
I have an idea!

A massive-transport vehicle, able to hold 10 to 20 units, with absolutely no weapons, but high HP. I think something like this was shown in the battle of Naboo in TPM.

It would be great for XL/30+ unit battles, but, maybe it already exists, or doesn't exist for a good reason.

Unfortunately I think vehicles are limited to 5 seats.

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