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Messages - tirpider

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1
SWBF1 Mod Factory / Re: Elite Corps - A BF1 Skin Project
« on: Today at 03:05:20 PM »
There has to be a way to give them a color theme like what you have done with the Imperials.

Sort of a mix between modern soldiers and clan skins to give them a connected/team look.

I've always felt the rebel sides were to varied in appearance. Like a pile of mercenaries.

2
General / Re: New "Star Wars Rebels" Animated TV Series 2014
« on: Today at 02:59:32 PM »
I know all my posts about "New Star Wars" stuff have been very negative sounding, but I have to admit, I do look forward to it.

My jaded views of what I feel went wrong, color my anticipation.... ah.. that's something we all have, regardless of era or faction, it's antici...(say it!)...pation

No one here will experience that same sci-fi triple feature at the drive-in to see what new dramas in space will invade their lives and have their mom read the novelization of the movie to them as bed time stories before seeing the flick.  That's my experience.  But I won't get to see the new drama with young eyes because of it.

We all win, and we all lose in some regard.

and baack on topic...

One thing I really hope turns out is the McQuarrie art.  And they would have to work really hard to mess up the clone to stormtrooper transition. (new stormies, YAY!)

3
General / Re: New "Star Wars Rebels" Animated TV Series 2014
« on: Today at 01:51:42 PM »
It better incorporate the hero's journey or I'm flipping a table.

4
Very well deserved.

Unit is awesome, and we all know it!

5
SWBF1 Mod Factory / Re: Health type?
« on: May 19, 2013, 07:08:53 PM »
Some damage effects target different health types, so that is there to identify which type the unit is.

Valid entries (that I can find examples of) are :
person
animal
vehicle
droid
mine

6
General / Re: SWBFgamers Openspy Night?
« on: May 18, 2013, 07:07:21 PM »
and our lovely time at the local cantina. :P

The table shot first.. I swear!

7
General / Re: SWBFgamers Openspy Night?
« on: May 18, 2013, 06:53:43 PM »
I had previously run SK's batch file and was able to join servers after that. I have taken no steps to un-do it's effects.

Today, I dl'ed the SWBF1 Online Patch Kit and used the patched client to(successfully) join the ModNight server.

Before that I had joined the one above it with my unpatched exe. (After, I can still join and leave that server at will, regardless of what exe I use.)

Currently, I cannot joint the ModNight server that says Snake, Shazam!, and myself are still on.

Refreshing does nothing, of course.

8
General / Re: SWBFgamers Openspy Night?
« on: May 18, 2013, 06:39:55 PM »
Just took this after your post:
Spoiler (click to show/hide)

After initially crashing to the desktop after the map change, I've restarted SWBF several times, even joined and left other servers.

-edit
You can see it was a high powered competition :P 
I enjoyed it.  Spent a lot of time flying into pits and walls of doom.

9
General / Re: SWBFgamers Openspy Night?
« on: May 18, 2013, 06:27:06 PM »
hehe

I love how  can try to get back in now while it's still showing my 30 kills and 31 deaths...

Lots of ways to die in that map.


Gonna try to get the server un-stuck? or are our games just hosed?

10
SWBF1 Mod Factory / Re: Elite Corps - A BF1 Skin Project
« on: May 18, 2013, 02:36:50 PM »
heh, Clones.

I believe most (especially the bf2 ones) are already override compatible. I haven't inventoried them to be certain, though.

I'll crank the machine back up and go over them.  Some only have partial support and just need some nulls moved around to make it apply to the whole model.

One major caveat when working with the OTC units, if the original had cloth in bf2, then the OTC will either have a replacement or nothing in it's place. 

On the clones, this will result in hexed on Kama's (which other folks have done as well) and won't be much of an issue.  But for units with big capes or full skirts (lots of Jedi have cloth in weird places), I don't really have a replacement for those pieces yet.

Regardless, I don't alter the UV's so you could skin them as normal and it would look the same on the OTC variants.

11
SWBF1 Mod Factory / Re: Elite Corps - A BF1 Skin Project
« on: May 17, 2013, 06:04:52 PM »
Awesome... This is exactly why I started the OTC project.

If you get to a point where you need the OTC treatment on a BF1 or 2 asset, let me know and I'll try to get it up as quick as I can.  (The project has been paused while I rebuild some old tools, but wont be complete till they are all done.)

12
SWBF1 Mod Factory / Re: Render Type 7 (Animate)
« on: May 17, 2013, 04:09:39 PM »
I guess the blinky lights on the control panels are scrolls too?
http://www.xfire.com/videos/5fb9f5
http://www.xfire.com/videos/5fb9fe

edit:  I guess so, based on comments in the link you posted

Most look like scroll, but the far left green screen on the hoth device seems to be radiating out from the center... that would be at least 4 regions scrolling out.. hmm  I'll cut into it to find out exactly.

But the buttons and stuff, yeah.. all scrolls across a gradient with the sudden blinking being controlled by speed and shifting intensity of the gradient.


Well, blinking lights on panels, most likely scrolls. They do not need too complicated animated tga edition. I can't watch xfire video, but here my video, that may better explain, how those code works and look's like:
http://speedy.sh/YJspb/animcode.rar

Well, that solves it.  We can animate the effects via the .fx files, but not the textures on msh files (other than scrolling, which is still cool.)

Thanks for the insight, guys.  This puzzle was making me crazy.

13
SWBF1 Mod Factory / Re: Render Type 7 (Animate)
« on: May 17, 2013, 03:18:58 AM »
Fun, but not quite.

The black and white one looks like either the shadow volume didn't hide properly, or the alpha channel didn't render right.
The rainbow Cloud City.. I just don't... heh
I'm thinking you were right in the comments about that being a memory thing.


This is the example I saw (in bf2 though)
http://www.xfire.com/video/17df9f

He and others explain it in this GT thread.
http://www.gametoast.com/forums/viewtopic.php?f=36&t=21039

After applying their recipe (same numbers, even) to my test models, I get no effect in BF1.

Like them, I have greped through the entire set of bf1 and bf2 assets looking for a msh that uses it.. not one to be found. 

The example explosion image provided (a_sparks3.tga) in that thread is part of an effect (ord_explosion.fx) found in common.lvl with no msh attached to it.

He says he applied his example to a msh, and not an effect, and a search of their site reveals talk of animated textures, but no examples other than Scrolling textures that they call animated.  So now I'm just looking for proof it exists outside of a demo video.  (Hoping it isn't a bf2 only thing.)

I don't know squat about how effects work, but I'm thinking the workaround might be to have a permanently attached effect with the animation.

I don't have a project in mind for this (maybe a blink animation for the models with faces.. I don't know.), just exploring the render types and trying to find out how they work.

14
SWBF1 Mod Factory / Render Type 7 (Animate)
« on: May 16, 2013, 11:16:53 PM »
Has anyone managed to get the Animate render type to work in-game?
Has anyone seen an animated texture in-game, even? (Animated, not scrolling.)

I have seen video examples of it working in BF2, but nothing in BF1.  Not on a msh model, at least.

My test models (a rock and a player unit) appear to have animated textures when placed in Zero, (their surfaces blink and flip rapidly,) however no effect is seen in-game as a prop or a unit.

The munger complains (INVALID RENDER TYPE:Animate) so I am sure I am close.

The information I have is that the render type needs to be set to 07, data0 needs to be the number of frames, and data1 needs to be the speed.

The frames have to be set up in a grid on the texture with the UV's mapped to the first frame. And the number of frames need to be a square number (4, 16, 25, 36...)

My fear is that it is an fx based thing only, but I'd love to see it working at all, really.

If anyone knows of an example of this or whether it is a feature supported in SWBF1, I'd love to know.

15
SWBF1 Mod Factory / Re: SWBF1 Museum Master Thread (WIP)
« on: May 15, 2013, 08:46:19 PM »
I've got no screenshots except for the abominations running around my test level.. some lost, some in jars, most of them deleted.

But I do have a quote that wraps my goals here:
Quote
One day, when my army of Tuskens is complete, We will take over and change the face of the Earth.. er, Tatooine forever..... Bwah-ha-ha-ha-haaa

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