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Messages - SleepKiller

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SWBF1 Modding / Re: [WIP] Naboo: City of Theed
« on: November 19, 2017, 01:55:31 AM »
Yes well as I said I was ignoring the EU in that argument. Perhaps I worded that wrong and I should have explicitly said I was ignoring anything other than the films. In that context you have still weakened my argument by pointing out a couple things I forgot from the films, but I believe the key points still hold.

SWBF1 Modding / Re: [WIP] Naboo: City of Theed
« on: November 18, 2017, 08:52:32 PM »
Oh dang! I just got out Star Warsed!! You got a point there my friend!
However, since Clone Wars is now Clones vs Droids wouldn't the Clones have control of the palace?  :P
Not necessarily, let's take the situation Sereja's map is providing and explore it. (I'm going to ignore the EU here and go solely off the films.)

So first we know the Republic had many member worlds and unless the Republic had foreknowledge of an attack against a single planet (assuming that planet was of little strategic value) it is likely it would succeed. The Republic hardly would've had the numbers to maintain a substantial garrison on each member planet.

And in the case of Naboo from the films we know their own security forces were no match for "a battle hardened Federation army". Which would suggest that they would not have been able to offer substantial resistance to an even better equipped Separatist army. (Of course it's possible after the first invasion Naboo went through widespread reforms to maintain an army and defences to prevent another invasion from succeeding. Although given they oppose the creation of a galactic army in the second film it seems unlikely, but still it is certainly possible.)

And remember that Naboo was remote enough that the Senate was hesitant to believe accusations that the Trade Federation had invaded and occupied the planet. This backs up that the Separatists could invade the planet (or at least key portions of it, such as it's capital city) before the Republic could respond.

Nute Gunray also (as depicted in Attack of the Clones) held a severe grudge against Padmé Amidala for besting him and it is believable that he would use his influence to have the planet invaded as a form of revenge.

Overall I believe the situation Sereja depicts of the Republic liberating the planet has a greater thematic basis than them defending the planet. (Although the inverse situation is possible to come up with as well of course.)

Tech Support / Re: Bugged transport
« on: November 16, 2017, 05:39:56 PM »
You need to turn AntiAliasing in your video options up to 8x.  That is what the consensus seems to be when this issue comes up with hover vehicles.
Using V-Sync also fixes the problem I believe and may be more acceptable for people that can't use MSAAx8 at an acceptable frame rate.

Released Assets / Re: The Force Unleashed (Wii) Stormtrooper
« on: November 09, 2017, 08:25:35 AM »

Your 3D assets are truly the best around here, I still do wonder why you ain't a Master Modder.
I'm pretty sure he is, you just can't see it because his moderator status takes precedent is all.

SWBF2 Modding / Re: A HLSL Shader Toolkit for SWBFII - WIP
« on: November 09, 2017, 01:26:18 AM »
After a while struggling with it the toolkit now has an implementation of the game's "normal" shader which (outside of mods) does most of the rendering. This brings the total rewritten shader count up to 21 out of 30. There are still some large shaders (like water and normal mapping) left but the toolkit is well on it's way to completion.

SWBF2 Modding / A HLSL Shader Toolkit for SWBFII - WIP
« on: November 01, 2017, 05:05:30 PM »
I posted a bit about this in the WIP forever... thread recently but now in order to hide from tracking down a bug I've decided to make a proper WIP thread. How nifty!

This is another one of my fun hobby projects relating to SWBFII, which for some reason I find endlessly enjoyable to mess with. The idea is fairly straight forward writing shaders in assembly sounds hard and painful, writing shaders in HLSL sounds hard and painful. But since HLSL is easier to read and write itself I thought it would be nice to be able to edit the game's shaders in it. Thus enters this project to create a build process to compile and munge HLSL shaders and use them in SWBFII instead of the stock assembly ones.

The build process is all but complete and now I am just slowly porting the shaders one by one to HLSL. I've never programmed in HLSL (I'm a GLSL man personally) before and I'm not a graphics programmer (I barely qualify as any form of "programmer" tbh) by any means so it is a challenging process for me. But regardless of that I have been making good progress on it reasonably consistently and I kind of felt like seeking out what interest there was in the small SWBFII community for this. Although I am just making it because I want to edit the shaders myself it's still helpful to know how many (if any) people are interested in it. Hence a WIP thread.

Screenshots would be dull since at this stage if everything is progressing fine and working correctly you can't tell the difference between my rewritten shaders and the game's stock ones. So have some code to look at instead of here.

Although I did have some fun with the rain shader a couple days ago. Isn't it pretty?

3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
« on: November 01, 2017, 07:50:21 AM »
The stock stormtrooper weighs in at 1651 polys without gear and 1877 with the sandtrooper gear, which is within the recommended 1500-2000 tris the documentation suggests.
Ah my mistake. I was basing my figure off what the munged model's LOD says, which must include all the degenerate triangles as well.

It does but it still produces the sliding animation issue (which you've said is currently not fixable), I haven't yet figured out which factor works best for it though.
Ah I see. I would start with a low one like 2 and work up from there. Whatever gets the player's model and a couple others around it rendering properly without sliding is what I would go for. Then you'll just have to accept that lowres switching around the player is a thing that will (like for the past 13 years) happen.

3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
« on: November 01, 2017, 07:36:31 AM »
I just have to tweak the envelope and the hp_fire positions a bit then these are ready for release. They're a little high-poly for SWBF1 (sitting over 2000 tris) though it it highly possible to reduce polys on these to make them more compatible. They're good for SWBF2, though.
Wait, what? Isn't the stock Stormtrooper in SWBF1 over 2000 triangles anyway?

Also does this not actually work correctly as I thought it did?

SWBF1 Modding / Re: [WIP]..Forever (Maps/mods showcase)
« on: October 31, 2017, 06:10:20 AM »
I'm in the process of creating a "shader toolkit" for SWBFII so that I (and others) can write shaders for the game in HLSL directly instead of the assembly format Pandemic used. I used that to edit the rain shader.

Once it is ready it will absolutely be released and documented for people other than me to tinker with. Currently though I still have a lot of the game's shaders to rewrite in HLSL for it to be truly useful.

SWBF1 Modding / Re: [WIP]..Forever (Maps/mods showcase)
« on: October 30, 2017, 11:58:02 PM »
Some colour fun with editing the rain shader in SWBFII.

Released Assets / Re: Scripts to replace BFBuilder
« on: October 26, 2017, 04:24:25 PM »
Thanks, Sleep Killer! :cheers:
It does work fine exept some weird thing: I tried the clean .bat and it definitely clean something out of my PC, since I got now more then 5GB of the new free space  :o. Just, hope it wasn't delete something important... :confused:
I'm glad to here they work. That story of the clean.bat is alarming so I just checked (multiple times) all of the clean.bat's it edits and I can't see anything that would ever let it delete anything outside of the _BUILD_PC and _LVL_PC folders of the project.

Hopefully Windows has just cleaned up some temporary files or something as a coincidence. Let me know if this doesn't appear to have been the case and I can take another look through the scripts and their changes just to safe.

Released Assets / Re: Scripts to replace BFBuilder
« on: October 26, 2017, 02:02:44 AM »
Is this intended to bypass some of the bugginess of the BFBuilder application?
Exactly so. These scripts should be stable and reliable across all versions of Windows. (Well Windows 98 and up to be exact.)

Star Wars Battlefront / Re: Making maps without BFbuilder.
« on: October 26, 2017, 01:36:02 AM »
So yes, my BFBuilder is die... :bye:

As we are all know, if BFBuilder gives an error - it's impossible to fix if you are not a professional progammer.
 Now, I can't create any new map  :o, and adding new sides :(. I can still finish my current project by clicking on munge and clean bat files, and edit it by zeroeditor, but nothing more.
So the question is: is it possible to create new map and new sides by just copy and reaname already exist maps and if so wihich important files responsible for that ?
I can't help with renaming already existing maps (Though it should be as simple as editing the name entry in addme.lua no?) but I can help with creating new ones. I've made some scripts for you and posted them here, they should let you make new worlds and new sides for your maps. Let me know if you run into any problems with them or if I misunderstood the problem in the first place.

Released Assets / Scripts to replace BFBuilder
« on: October 26, 2017, 01:32:07 AM »
Seeing the need of sereja I spent some time today to create these. They're simple scripts that can create functioning world project folders and add new sides to those project folders.

To install drop them in root folder of your modtools installation. (That is the one with Assets, BFBuilder.hta, Data, DataTemplate, etc in it.)

Usage is simple, double click on add_world.bat to launch it, it will ask you to enter some information about the new world. (Type it in and press Enter.) After which it will create the project folder for you. To add a side to the same except launch add_side.bat.

The scripts are written in batch and VBscript, so I believe it should run on virtually any computer capable of running the modtools. I however make no promise that they're perfect but they seem to get the job done. If you do run into problems however feel free to let me know.

No matter what I've done i cant seem to get Battlebelks launcher to do what its supposed to do. I just want to run the game in my screens native resolution which is 1920x1080. I've patched the game to 1.3 and put the 2 files the launcher and the INI file in the GameData folder and edited the ini file to set the resolution.


Specs : Windows 10
             4.0ghz Intel 4790k
             GTX 970
             12GB Ram
             Battlefront "Non Steam Version" patches installed 1.2 1.3   
Are you trying to use the 1.3 executable with the resolution changer? If so, that is likely the reason why it isn't working. The patch will likely only work for the 1.2 executable not 1.3. Revert back to it if you know how or install the SWBFSpy battlefront.exe.

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