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Topics - Giftheck

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1
Released Assets / DLT-19 and DLT-19X Blaster Rifles
« on: September 21, 2020, 03:34:24 PM »
It seems I never uploaded the updated DLT-19 and DLT-19X Blaster Rifles. Let's correct that error, shall we?

Spoiler (click to show/hide)

DOWNLOAD

Credits:
-Pandemic Studios for the original models and textures

2
Star Wars: Battlefront came out on this day, 16 years ago! My, how time has flown by! Happy birthday to Star Wars: Battlefront!  :cheers:

3
SWBF2 Modding Tutorials / [TUTORIAL] Custom SFX implementation
« on: September 20, 2020, 02:57:57 AM »


I'll be referring to the mod folder as MOD or DataMOD in this tutorial, but it'll be whatever you have named yours.

So, first off, there's two file formats you'll need to implement custom SFX:

Quote
SND - this is the actual configuration file that stores what samples are called, pitch, volume, etc.
ASFX - this is where the samples called by the AU are stored.

Create a folder inside DataMOD/Sounds/worlds and name it whatever you want (most likely the three letter MOD name)

Inside that, you'll also need two folders - effects, and samples.

Basically, this is what the folder will look like:

Quote
-base REQ file (the MOD id)
--REQ file for effects and streams called for CW (MODcw)
--ASFX file for effects and streams called for CW (MODcw)
--Same as above, but for GCW
--SND files - doesn't have to be for both, and you can have as many of these as you like. The best practice here is to have an AU file for shared SFX (in this instance it would be the LEGO brick explosions upon death) and a separate one for each era. These can be called whatever you want but for simplicity's sake I'll go with MODcw, MODgcw, and shared.

First, you'll need your sound effects placed into the effects folder. These sounds, ideally, should be saved as 22kHz mono wav files.

Next, you'll need to set up the REQ files. Open MOD.req. This is what needs to be inside:

Code: [Select]
ucft
{
    REQN
    {
        "str"
        "align=2048"
    }
    REQN
    {
        "lvl"
        "MODcw"
        "MODgcw"
    }

 }

Now open MODgcw.req. This is what needs to be inside that:

Code: [Select]
ucft
{
    REQN
    {
    "bnk"
    "align=2048"
    "MODgcw"
    }

    REQN
    {
    "config"
    "MODgcw"
    "shared"
    }
}

Same would go for MODcw.

The bnk section will look for ASFX and SFX files. However, SFX files are not useful in this instance since we're not making a new common.bnk, these sounds are to be munged and loaded directly from the sound.lvl

The next step is top open up the ASFX file in Notepad. It should be blank. All this will be is a list referring to the .wav files. All that needs to be is thus:

Quote
effects\whatever_the_sound_is_called.wav

You can also add -resample pc 22050 (changing 22050 to whatever you want) but if the wavs are already 22khz this is not needed.

Now comes the 'fun' part - the AU files. Open shared.snd. Windows will try to open these in Windows Media Player, but they are, in fact, just text files, so you open these with Notepad also.

This is the 'fun' part because you have to figure out which settings are appropriate for the sound you want to implement.
In this instance I find it much easier to just find one of the stock AU files, open it, look for a sound that is similar to the one you're looking for. In this example we are going to implement a custom death sound SFX.

So find imp_unit.au in the sound/gcw folder Any of the sounds that inherit from "imp_inf_pain_vo" will be fine to copy into your au file.

IE:

Code: [Select]
SoundProperties()
{
    Name("imp_inf_com_chatter_death");
    Group("imp_inf_pain_vo");
    Inherit("pain_chatter_template");
    PlayInterval(0.0);
    PlayIntervalDev(0.0);
    PlayProbability(1.0);
    SampleList()
    {
        Sample("IICOM419", 0.33);
        Sample("IICOM420", 0.33);
        Sample("IICOM421", 0.33);
    }
}

Now, generally, the settings don't need to be messed with. You will need to change two things though:

-The 'name' of the sound
-The samples called in the list.

Name is easy. Just change it to whatever you want to. You can then paste that name into your ODF files' DeathSound line.

The sample list is a tad more complicated.
You have these values bracketed under it:

Code: [Select]
        Sample("IICOM419", 0.33);
        Sample("IICOM420", 0.33);
        Sample("IICOM421", 0.33);

Sample is obvious as this refers to the file names as defined in the ASFX file. The number defines the 'weight' of the sound - basically, it randomizes the sound called. The number should always be 1 divided by the number of samples in the list, rounded to 2 decimal places.
Let's say this is what's in the ASFX file:

Quote
effects\LEGO_FALLAPART1.wav
effects\LEGO_FALLAPART2.wav
effects\LEGO_FALLAPART3.wav
effects\LEGO_FALLAPART4.wav
effects\LEGO_FALLAPART5.wav

You'll want all of those to be called into the AU, and all equally 'weighted'.
So your sample list will end up looking like this:

Code: [Select]
        Sample("LEGO_FALLAPART1", 0.2);
        Sample("LEGO_FALLAPART2", 0.2);
        Sample("LEGO_FALLAPART3", 0.2);
        Sample("LEGO_FALLAPART4", 0.2);
        Sample("LEGO_FALLAPART5", 0.2);

That should conclude the setting up of the ASFX, SND and REQ files, but if you try to munge now, you'll get nothing. Unlike the SWBF1 mod tools, the SWBF2 Mod Tools aren't automatically set to allow for munging of custom sounds. So, there is a bit of tinkering left to do before you're ready.

Open up the soundmungedir.bat file
Find this line:

Code: [Select]
for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample %CHECKID% noabort %SOUNDOPT% %BANKOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
Paste this under that line:

Code: [Select]
for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%MUNGE_LOG% 1>>%SOUNDLOGOUT%
You will also need to do this for the original Data folder (BF2_ModTools\Data)

Next find BF2_ModTools\data\ _BUILD\sound\munge.bat, open that, find this line:

Code: [Select]
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
Under that, pop this in:

Code: [Select]
@for /R %%A in (*.asfx) do @set BANKLIST=!BANKLIST! %%A
Lastly, you'll need to edit an entry in soundmunge.bat inside your DataMOD folder. Find this line:

Code: [Select]
@call soundmungedir _BUILD\sound\worlds\snd\%MUNGE_DIR% sound\worlds\snd sound\worlds\snd\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound snd
Change snd to whatever your base REQ file is (which assumedly is your MOD id)

The last step is calling it in your LUA. Find this:

Code: [Select]
    ReadDataFile("sound\\tat.lvl;tat2gcw")
Then add this above

Code: [Select]
    ReadDataFile("dc:sound\\MOD.lvl;MODgcw")
One other thing is that it seems the Sound folder won't copy over to the addon folder, at least not when I test munged, so you will have to do that manually.

Munge, test... and if your sounds work (there is a chance that a sound will not play if it's not in the correct format but usually the munger catches that), then that's it!

(NOTE: I am not able to test the munged sounds directly myself since I cannot get munged maps to even run in SWBF2 - however, the steps I have outlined produce a functioning sound file)

4
Released Assets / Shoretrooper
« on: September 19, 2020, 01:04:00 PM »
Here is the Shoretrooper I used in Scarif: Beach. Not much to say on this one, it's mainly based off icemember's though I did make a few choice adjustments to it.

Spoiler (click to show/hide)

DOWNLOAD

Credits:
-icemember - original models

5
Released Maps and Mods / Scarif: Beach
« on: September 03, 2020, 09:31:34 AM »
Here's my Scarif map for SWBF1.

Spoiler (click to show/hide)

DOWNLOAD

Alternate link
Credits:

Spoiler (click to show/hide)

6
Released Assets / Cato Neimoidia: Hanging City Data folder
« on: August 18, 2020, 05:30:16 AM »
Here's the world folder for Cato Neimoidia: Hanging City, plus side and audio files. It's heftier since I included the custom music.

Download: https://drive.google.com/file/d/1GLcGRQz5ZGnHfZSBHyT56kLDHOwDh6PP/view?usp=sharing

Quote
CREDITS:

-Rebellion Developments - Original map, General Kota model
-Free Radical - certain map props, General Kota textures, Master Ferroda model
-Pandemic Studios - Asajj Ventress model
-Teancum - original map rip and conversion
-Krome Studios - Imperial Jump Trooper model
-Mark Griskey - music from The Force Unleashed and The Force Unleashed II

7
Released Assets / Various Heroes Pack
« on: August 18, 2020, 03:51:25 AM »
Here's a pack of heroes I've rigged/edited.

Quote
Asajj Ventress
General Kota
Master Ferroda
Nien Nunb
X1 (Empire and Republic versions)
X2 (Rebel and Republic versions)

DOWNLOAD

Spoiler (click to show/hide)

8
Released Assets / DH-17 Blaster Rifle (Rogue One)
« on: August 13, 2020, 07:54:26 AM »
Here's something for you guys: Bistan's DH-17 Blaster Rifle, a variant first-seen in Rogue One (and later reused in The Last Jedi with some modifications). This is the first time I have made and released a model using both Maya to build the model and Substance to texture it. Unlike the version featured in the SWBF games, this is a true DH-17 Blaster Rifle.

Spoiler (click to show/hide)

DOWNLOAD

Credits:
Quote
-Lucasfilm - reference from Rogue One
-Gogie - Substance-to-Softimage/ZETools instructions
-Free Radical - Scope lens texture

9
Released Assets / Sullust: Garrison Data folder
« on: August 08, 2020, 03:02:49 PM »
Here's the world files for Sullust: Garrison, the PSP map first ported by Teancum and brought into SWBF1 by myself. It also includes the side files, which includes the modified Stormtroopers and Nien Nunb, as well as the sound files.

https://drive.google.com/file/d/1sLwbxD4XklKo900OxomTi9QtY5zRY17l/view?usp=sharing

Quote
CREDITS:

-Teancum - original map rip
-Calboi - Imperial Base asset pack
-Lucasfilm and Netmarble Games - objects from Force Arena (map objects, Nien Nunb model)
-Ravensoft - Greedo model (conversion by Sereja)
-Sereja - weapon models
-DICE - inspiration/reference for the Magmatrooper, Shocktrooper and base corridor

10
Here's the Sullust map from Renegade Squadron, originally ported by Teancum but brought to SWBF1 by me. GCW has custom unit models, a new Rebel Smuggler unit to replace the Wookie for balance purposes (the Rebels were getting beaten to the curb with the Wookie Smuggler but could actually fight with the new Rebel Smuggler), and new heroes in the form of Greedo and Nien Nunb.

DOWNLOAD

Screenshots:
Spoiler (click to show/hide)

Credits:
Quote
-Teancum - original map rip and conversion
-Calboi - Imperial Base asset pack
-Lucasfilm and Netmarble Games - objects from Force Arena (map objects, Nien Nunb model)
-Ravensoft - Greedo model (conversion by Sereja)
-Sereja - weapon models
-DICE - inspiration/reference for the Magmatrooper, Shocktrooper and base corridor

11
Here's my next port. Cato Neimoidia is a map from Star Wars Battlefront: Elite Squadron. It has taken more tinkering than the previous post to get this 'ready' (though there are a couple of potential bugs still to iron out). I figured the map is in a stable-enough state to play though, so here is Version 1.

The Republic, as with Kashyyyk, has a custom sides file with Phase 2 appearances (taken straight from SWBF2 in this instance), while the Empire has a new Dark Trooper replacement, the Jump Trooper.

DOWNLOAD

CREDITS:
Quote
-Rebellion Developments - Original map
-Teancum - original map rip and conversion
-Krome Studios - Imperial Jump Trooper model

12
SWBF1 Modding / Star Wars Battlefront Portable Map Conversions
« on: July 31, 2020, 08:08:00 AM »
Special thanks go to both Teancum and Calboi, since they have converted these maps to SWBF2. I am in the process of converting their maps from SWBF2 to SWBF1. Here is a list of the maps with released assets so far.

Kashyyyk: Mountaintop (Elite Squadron) - https://www.swbfgamers.com/index.php?topic=14155
Cato Neimoidia: Hanging City (Elite Squadron) - https://www.swbfgamers.com/index.php?topic=14158
Sullust: Garrison (Renegade Squadron) - https://www.swbfgamers.com/index.php?topic=14166
Mustafar: Laboratories (Elite Squadron) - Coming Soon
Saleucami: Caldera City (Renegade Squadron) - Coming Soon
Boz Pity: Graveyard Valley (Renegade Squadron) - Coming Soon


This is basically a progress topic, and where you can report issues you find with these maps.

13
This is a port of the Star Wars Battlefront: Elite Squadron Kashyyyk map. Originally, it was brought to SWBF2 by the combined efforts of Teancum, who ripped it from Elite Squadron, and Calboi, who set the map up and modified it. I've brought it over to SWBF1. There are 5 command posts - two for each team and one neutral. Each northern platform CP has two flyers and a tower turret.

The Republic has a custom side file, with the 41st Scout Squadron and V-Wing, set up like the stock sides.

DOWNLOAD

CREDITS:

Quote
-Teancum - original map rip
-Calboi - SWBF2 conversion from which this map is based

14
Released Maps and Mods / SWBF1 Sound Adjustments Mod V2
« on: July 27, 2020, 09:59:21 AM »
This mod is mainly a sound restoration/change mod with only a small number of visual changes. No gameplay changes have been made. This is based entirely on the sound mungers I have built for use with my mods as of late.

Included are the sound files and the slightly-adjusted sides. The sides are not necessary since all they do is change a couple of models (predominantly unit models) and introduce the Shotgun SFX to the GCW and add the E5 sound to the campaign.

DOWNLOAD

List of changes:

Spoiler (click to show/hide)

CREDITS:
Quote
-LucasArts/LucasFilm for the sound effects and music
-Free Radical for the E-11S model
-Pandemic Studios for the mod tools

15
Star Wars Battlefront (2004 Original) / March 2004 build discovered
« on: July 13, 2020, 02:48:40 AM »
DylanRocket has posted a video of the March 2004 build, with many, many differences to the final game.

https://www.youtube.com/watch?v=nu8PXdyoAh4

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