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Messages - SleepKiller

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Released Assets / Re: swbf-unmunge - v1.1.0
« on: February 18, 2018, 07:08:12 PM »
I've looked at the troublesome section in the munged file, tried some things I thought of that could be causing the problem and I've come completely blank for now.

Your best bet may just be to re-import the file into XSI and fixup the damaged sections manually.

Released Assets / Re: swbf-unmunge - v1.1.0
« on: February 16, 2018, 06:28:28 PM »
Can you try re-exporting the .tga files for the model through gimp? (Simply open it and export it again.) I know some programs have issues reading .tga files written out by DirectXTex.

Released Assets / Re: swbf-unmunge - v1.1.0
« on: February 15, 2018, 10:25:45 PM »
YES! Console support is actually a lot more useful than you might think, especially for those of us who work on console-based mods.

On a different note if I sent a few specific PC map lvls to you could you take a look at them? These were old files I got permission for from the Conversion Pack days, and I'd like to use them in the Xbox mod. The problem is these files (well, really one map in particular) don't output the .wld file, and so I can't rebuild the assets.

That being said I've been able to recover a few maps with this tool, which is amazing. Honestly you've done so much to revitalize things.
I'm glad to hear that it's been useful to you!

I'll happily to take a look at files that aren't handled correctly. Feel free to send me them and I'll try to look at them when I have the time.

Released Assets / Re: swbf-unmunge - v1.1.0
« on: February 14, 2018, 03:08:57 AM »
There is a new minor release out. It includes fixes that improve the output of extracted models (such as fixing the normals on hardskinned meshes, which I believe was causing the darkening LitFam posted above) and some cool new stuff.

The big highlight for me that I worked on was adding support for Xbox files (both models and textures) and PS2 textures (while also fixing up PS2 model extraction). As a small example attached below is a screenshot one of the DLC heroes extracted from the Xbox DLC files.

I mean the ability to extract the console files is almost completely useless but I had a lot of fun implementing it. See the full changelog and download the new release on GitHub.

General / Re: What happened to MPC Gamers?
« on: February 12, 2018, 09:04:18 PM »
I'd be curious to know if Jedikiller or someone has an archive of the site, though I have to admit I'm not sure if that is possible with a forum.

It is interesting though, looking at some old captures of the site on the Internet Archive/Wayback Machine:
Sure, since Led formed SWBFGamers out of MPCGamers in a way SWBFGamers is an archive of it. For instance here is the first topic linked in the side bar of the web archive link you posted http://www.swbfgamers.com/index.php?topic=1695.

SWBF2 Modding / Re: Need a little help...
« on: February 12, 2018, 05:33:13 PM »
Why not the modtools exactly? Did you mess with your data folder and want to save some redownload time? How can you have Zero Editor but not it's config files?

You'd use Zero Editor to edit a command post, along with some mandatory scripting for gamemode purposes in the mission's script. You can certainly do both these things by hand in a hex editor, in that it is not impossible, but it would be extremely cumbersome to the point of being impossible.

SWBF1 Modding / Re: Mustafar conversion issue.
« on: February 11, 2018, 05:41:32 PM »
My guess is the directional light is supposed to be overridden in there. And since SWBF1 only has the concept of one directional light (the sun) you're seeing this. As a workaround for SWBF1; find the light and region it's bound to by looking in the .lgt file and then once you have the region name from within Zero Editor change it to a shadow region, turn sun intensity down to 0 and just instead tweak ambient colours in the region until it looks roughly how it should.

Released Assets / Re: swbf-unmunge - v1.0.1
« on: February 07, 2018, 04:38:33 PM »
That's an issue with the model and not the textures. Import the model into Mod Tool then re-export it and the issue will vanish.
Any idea what exactly is at fault here? Material colour? Vertex colours? I'll try to remember to take a look at this sometime soon.

SWBF1 Modding / Re: Imperial Blaster Pistol from PS2 VER
« on: January 30, 2018, 05:15:26 PM »
What Seriously?! I'll take a look at it again and see whats wrong...
You did read my post right? Because it sounds to me like you may not have set the platform switch correctly.

SWBF1 Modding / Re: Imperial Blaster Pistol from PS2 VER
« on: January 30, 2018, 05:37:01 AM »
In addition to what Gistech said (the model may just need some manual touchups, although I wouldn't expect it to not show up at all). You should make sure you've set the '-platform' and '-version' switches correctly. With them set incorrectly you can get bad output for some files.

SWBF1 Modding / Re: Imperial Blaster Pistol from PS2 VER
« on: January 29, 2018, 05:58:57 PM »
Huh, interesting to know!

If you have the game files, swbf-unmunge can extract models from the PS2 version but not textures. You can use that to get the model at least.

SWBF2 Modding / Re: SWBFII Skin Randomizer Script
« on: January 29, 2018, 05:53:27 PM »
Well this is embarrassing, the event callback was supposed to be capturing the name of the class to set the properties of. I refactored this a couple times while settling on a design so that'll be how I missed it. Still that is a pretty big flaw to miss.

I've updated a the gist with a fix and you can see the difference here. Thanks for making me catch that, I prefer to not leave horribly broken code floating around.

Anyway yes it updates classes, not instances of a class. This is because my understanding there are certain properties (GeometryName) that can only be updated at respawn. This also does mean that you're limited to using properties that only update with respawn. Perhaps I should've clarified this aspect of the design in the documentation.

Although it could be extended quite easily to also support properties that don't need a respawn to update. If you (or anyone else) is interested in that just let me know.

If it is model-edit causing it I can only take guesses as to what is causing it. Since most people report that it works perfectly. One guess would be the edit's it makes to the segment chunks, if I recall correctly editing them didn't actually affect the game's willingness to the draw them, so it is possible that is what is causing it. (This is backed up by the screenshots which seem to suggest individual segments of the model are failing to be drawn.)

I have posted a new version of the tool with the segment edits removed. I haven't tested it but it should continue to work same as before. (You can find it on the GitHub page.) Let me know how it goes.

Star Wars Battlefront II / Re: I need binkw32.dll
« on: January 20, 2018, 02:31:03 PM »
The documentation that comes with the modtools is a great place to start. It's all in the 'documentation' folder of the modtools, the intuitively named 'Getting Started.doc' is probably the best place to start. You can also find it all online over here https://sites.google.com/site/swbf2modtoolsdocumentation/getting-started and GameToast has extensive community made resources as well over here http://gametoast.com/viewtopic.php?f=27&t=13806.

I can't remember if Visual Munge has any DRM or not, if it just asks you to point it to where you have SWBFII installed then just point it to any folder you want munged files ending up. Let me know how it goes for you.

Once you have a PC map building of some kind then check out these build scripts for the PS2 version over here http://www.gametoast.com/viewtopic.php?f=64&t=21948. I've never used them myself but they seem like exactly what you're after.

SWBF2 Modding / SWBFII Skin Randomizer Script
« on: January 20, 2018, 01:55:12 AM »
Someone flicked me a question about a skin randomizer they had found for SWBFII and how it could be expanded to support more than two skins. Having just gotten back from being away from home for a couple weeks I've taken the time to look through what they sent me and quickly make a skin randomizer that should do what they want.

After a player (or ai) spawns in as a class a new skin is randomly picked for that class for the next time that class spawns. Usage can look as simple as this.

Code: Lua
  1. EnableRandomizedSkins{
  2.    cis_inf_sbdroid = {
  3.       {
  4.          { property = "GeometryName", skin = "name of a model" },
  5.          { property = "GeometryLowRes", skin = "name of a low res model" }
  6.       },
  7.    },
  9.    rep_inf_trooper = {
  10.       { property = "OverrideTexture", skin = "name of a texture" },
  11.    },
  12. }

You can find the script over here. It is documented with usage instructions and detailed comments on how the code works. However it is completely untested (hence why this isn't in Release Assets), however it should work but even if it doesn't it should still serve as a fine starting point for anyone looking to implement something like this.

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