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Messages - KommissarReb

#1
SWBF1 Modding / [WIP] Carida: Training Grounds
July 21, 2023, 02:16:03 PM
I'm posting this here since I wasn't sure which category I should post this and am going by where Sereja would post his WIP teasers.

Originally I was going to make this map a big surprise, but the layout you see is going to be completely different next time save for the map being an island hop with a hidden Imperial base in the center. Last year my .world file got corrupted and the loss of that progress killed my motivation to work on this map for a while. I still kept every other file though, and managed to munge my progress so far.

Hope you like! :bow: If I get into SWBF enough again I can see myself giving working on this another go.
#2
Requests / Re: [SWVF1] Thule mod map
February 28, 2022, 10:56:00 AM
Majin Revan made a Thule Moon map back in 2009 http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=141 If you're unsatisfied with it, you could do what I did and start making the maps that we want to make. I had some cool ideas for maps I was hoping other people would make, but when I started learning how to do it on my own with the help of all the posts on here and other websites I now am self-reliant in that regard and understand what it's like to be a mapper.

As for Sereja, he's a Ukrainian man. I am wishing him the best of luck right now and hope we won't lose him considering the situation he's in.
#3
A map I'm working on has been crashing lately. Here's a message I've been getting in BFront.log:
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\EntityLight.cpp(641)
LightClass 1905658262 not found
What could be causing this? I tried looking it up on the forums, but nobody seems to know either.
#4
I'm trying to make a usable turbolaser turret for a map I'm making. After making it most of the turret disappears ingame, and all that's left is the base. When I get inside the turret spins like crazy and fires a fake laser beam instead of blaster projectiles like it's supposed to. I added a link to the file so you can tell me exactly what I did incorrectly.
#5
Quote from: wsa30h on November 01, 2020, 04:20:41 AM
did you try the gifthecks visually improved assets the sounds munge correctly in that for me. i will munge the sounds for you and see if they work. edit ok after looking at it i think you need to add the new sounds into krcar.snd file look at serejas sounds to see how it is done.

I used Giftheck's sounds, but IDK about "Visually Improved Assets". Also I did add the new sounds into krcar.snd before uploading it, didn't I?

If that isn't the issue, what else could I have forgotten?
#6
Checked out Datachainisle. For the life of me I can't figure out what's wrong. I don't know if there's something I need to do with one of the files in the World1 folder for sounds. I munged Datachainisle and custom sounds worked fine.

Maybe someone could try munging my files and tell me what I'm not doing right? Because as far as I didn't forget to do anything. https://www.dropbox.com/s/2necvl8yjoz3pib/krcar.zip?dl=0
#7
The only thing I can think of is that I didn't make a custom munged common.lvl or core.lvl for sounds. I remember reading this one topic that said you have to do that to get sounds working. Is that true? Do you guys have the Datachainisle files, or know where I can get them?
#8
Quote from: Napseeker on October 29, 2020, 12:15:05 PM
KommissarReb,  while I am still learning myself how to add sound (mostly for the units and weapons) what I found useful was psychofred's Datachainisle project.   It features custom sounds, so you can download that to examine the files, and then slowly replace some of his custom sounds with your own to test that your effects work.
I wanted to download Datachainisle to reverse-engineer what psych0fred did, but the link 404'd. I just noticed when I linked that file in my original post I deleted an important letter in the hyperlink. Anyway, in the past I looked at the assets of Sereja's maps because I knew he got custom sounds to work really well. But I didn't know I had to edit the .snd files (I didn't know I could).
Quote from: Napseeker on October 29, 2020, 12:15:05 PM
I believe all sound files need to be 16-bit mono unsigned (I read that in one of the documents during my  experimenting for my Battle of Endor map). 

You put the .wav files into the sound/effects folder, then edit the .asfx to give the path where the munger can find your wave file e.g.
effects\SeismicCharge.wav    -resample pc 22050

You then edit the .snd file to add an entry for the sound e.g.


SoundProperties()
{
    Name("probedroid_engine");
    Pitch(1.0);
    PitchDev(0.00);
    Gain(0.8);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(1);
    Pan(0.0);
    MinDistance(6.0);
    MuteDistance(50.0);
    MaxDistance(50.0);
    RollOff(1.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.7);
    SampleList()
    {
    Sample("probot_loop", 1.0);
    }
}

One sound property can support multiple wave samples which the game engine would then randomly pick to play back.  So for example, if you had three probot wave files then you could edit the SampleList() to say:

    SampleList()
    {
    Sample("probot_loop1", 0.4);
    Sample("probot_loop2", 0.3);
    Sample("probot_loop3", 0.3);
    }



Note the second parameter has to add up to 1.0 (100%) because this parameter specifies the probability that the given wav file will be played (so 40% for loop1, then 30% for the loop2, then 30% for loop3).
So let's say I wanted to add a blaster sound (which probably wouldn't have samples) and it was called "littleblaster04.wav" I have littleblaster04.wav in my effects folder, I have "effects\littleblaster04.wav -resample pc 22050" located in krcar.asfx (krcar is my mapname), and krcar.snd has this:
SoundProperties()
{
    Name("littleblaster04");
    Pitch(1.0);
    PitchDev(0.00);
    Gain(0.8);
    GainDev(0.0);
    ReverbGain(1.0);
    Bus("soundfx");
    Looping(1);
    Pan(0.0);
    MinDistance(6.0);
    MuteDistance(50.0);
    MaxDistance(50.0);
    RollOff(1.0);
    Mode3D(1);
    Bias(0.0001);
    Priority(0.7);
    SampleList()
    {
        Sample("littleblaster04", 1.0);
    }
}


Also "littleblaster04" was one of Gifthecks sounds which I checked in audacity to make sure that it is 22050 ghz, and it is. What else would I need to do to get this to work if the imp_inf_pistol.odf uses this as a firing sound?
#9
I've been trying to find good tutorials on how to add custom sounds, but I'm starting to lose hope after trying to click on the tutorials at the bottom of this page http://www.gametoast.com/viewtopic.php?f=1&t=27970#top only for them to 404, or the tutorial Ginev posted years ago.

And yes, I looked at the sound tutorials posted by Phobos and psych0fred http://www.swbfgamers.com/index.php?topic=5813.0 but felt more confused than enlightened. psych0fred's tutorials seem to explain what different things are, but not how to add custom sounds to a custom map. I found this from this topic, but the download also 404'd.

Are there any custom sound tutorials/explanations that can teach people how to add custom sounds in layman's terms that I haven't found yet?  :( Are there any video tutorials on YouTube? I'm seriously considering making a YouTube video series demonstrating everything I know about BF1 2004 modding so all this modding knowledge doesn't get lost to time.
#10
I give permission for any site to host my custom content I post, as long as I get credit for making it.  :tu:
#11
For context, I'm trying to make a plasma gun where a portion of it will have Mace Windu's purple lightsaber where I want the effect to be.

Texture = "violetlightsaber"
AddonAttachJoint       = "hp_fire_lightsabre"


I put the above text at a null called "hp_fire_lightsabre" which btw isn't the hp_fire because the hp_fire is in a different spot. I've seen BF2 maps where Kylo Ren's lightsaber has it's side blades, which makes me think I can do this somehow.

Is what I'm trying to achieve possible? And if I can't use the lightsaber texture as a glow effect, what would I type in for some other kind of special effect?
#12
Videos and Screen Shots / Re: Funny SWBF pics
October 24, 2020, 04:22:45 AM
Hah! Lightsaber beats axe!
#13
Welcome Center / Re: SWBF Player Awards
October 24, 2020, 04:18:02 AM
Quote from: Unit 33 on October 24, 2020, 02:29:36 AM
No problem! I assigned the first few, did you want awards for the EA titles?
I think I'll just take the Battlefront II (2017) title. I payed for a copy of Battlefront 2015 and played it a little before seeing how poorly made it was. At first I thought about grinding for the Death Star Trooper model but gave up after seeing how long it would take to get it when hardly anyone plays that one anymore. Besides it looks like the 2015 image is currently broken.

Thank you!
#14
Welcome Center / Re: SWBF Player Awards
October 23, 2020, 07:46:38 PM
Say, I just noticed this thread and all the awards everyone's been getting and thought "I'd like an award too!" :shrug:

I am an avid player of Battlefront 1 (2004) to such a degree I've made a custom map for it with a second on the way with custom structures made in XSI, and I occasionally play Battlefront II (2005). I tried out Battlefront 2015 and Battlefront 2 (2017), but IMO only 2017 was the only EA game worth playing (after game was cleaned up). Though I'd have to wait until I get more RAM to play EAfront 2 again.

Also I helped playtest TWD a little bit back in 2015 and gave feedback on how to improve some things.
#15
In that case I don't know what I'm doing wrong with the sounds. I'm using some of Giftheck's blaster sounds and used Sereja's map assets (and the guides on this website) as guides to get custom sounds working but I'm at a loss still. Maybe if I link my map's files you can diagnose the problem and tell me what I'm doing wrong?