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Topics - Giftheck

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SWBF1 Modding / MOVED: are there any swamp trooper assets ?
« on: January 28, 2020, 08:21:57 AM »

Released Assets / SWBF1 shell.mvs extracted .bik files
« on: January 24, 2020, 05:40:47 PM »
Here are the movie files from SWBF1 PC. They're all in .bik format, so you'll need the RAD Video Tools to view them. These appear to be all the movie files used in the PC version, though there was a strange massive file that couldn't be read when I looked at the movies after the extraction process completed. Looking through the files I have included, I believe this is everything used in the PC version.. I have also included the stock shell_movies.mcfg file.

It's a hefty file, at 814MB. Included are the following:

-Main menu movie files (all of the main menu's visuals are movies)
-Planet preview movies
-Galactic Conquest movies
-Historial Campaign movies

The PC version lacks the tutorial movies of the console version.


Special thanks go to Dark_Phantom, since it was his tool and efforts that made this possible, I just used it and renamed the files accordingly.

SWBF1 Modding / Why does my map crash when I add water?
« on: December 30, 2019, 01:46:12 PM »
So, I'm building a Scarif map, but when I try to test it out, it crashes the game before it finishes loading. Creating a version without water seems to work so I'm sure it's the water that's the cause. I started by levelling the TER of Kashyyyk: Islands and emptying it, so I'm sure it's not the terrain at fault, and my map has more land than Kashyyyk: Islands.

Any ideas as to why it's crashing before it loads?



-Celebration Edition of SWBF2 to be available for $39.99, which includes all the content released so far and in the future, and all non-event appearances, emotes and victory poses (in other words - those that can unlocked via credits or crystals) already unlocked. Existing players can pay to upgrade the game for $24.99
-Four new reinforcements for the ST - two Resistance, two First Order. Resistance gets the Gunner and Spy, while the First Order will get the Jet Trooper and the Sith Trooper
-December 20th will see Ajan Kloss, the jungle planet seen in the recent trailers, added to Co-Op. Jakku, Starkiller Base and Takodana will also be added.
-Rey, Kylo Ren and Finn will all receive new appearances based on TROS
-In January, Ajan Kloss, Jakku, Starkiller Base and Takodana will be added to both Capital Supremacy and to Instant Action.
-BB-8 and BB-9E will also release as new heroes in January.

No, that last one is not a joke either.

As for the Celebration Edition, it's great for new players, and TBH to unlock all 150+ appearances, 100+ emotes and 90+ victory poses, $24.99 doesn't sound like a bad deal, especially since I feel DICE have really turned the game around this past year. Plus, it's a much smaller price to pay than paying for all the crystals needed to unlock it all.

The real kicker for me will be the expansion of Instant Action in January - which means that the only era without representation will be the OT, and I'm sure that the OT will get some love next year too on that front.

How do I stop shadows from being cast on an object that is meant to be inside or underground? I thought the prefix -vertexlighting in the .msh.option would help but it doesn't really.

I am happy to publicly announce a new mod that will serve as an 'unofficial expansion' to Star Wars: Battlefront.

For the first time, a new third era, the FIRST ORDER-RESISTANCE WAR era will be playable on all default non era-restricted maps, and two new maps will be added to the roster: CRAIT: ABANDONED OUTPOST and STARKILLER BASE: INTERIOR.

-Play as the Resistance or First Order on existing maps (Bespin, Kashyyyk, Naboo, Rhen Var, Tatooine and Yavin IV).
-Two new maps: Crait: Abandoned Outpost and Starkiller Base: Interior.
-Pilot vehicles from the Sequel Trilogy era, such as the First Order's new AT-M6 and the Resistance's T-70 X-Wing.
-Get heroic assistance from Rey as the Resistance, or call on Kylo Ren to suppress your opponents as the First Order.

I have been working on this since the start of the Summer. At first it was going to be just an 'addition', but some changes had to be made to the base files in order to get certain things to work properly (like the First Order side icon). As that's the case, I decided to perform some minor updates to the stock sides as well, mainly in the vein of model and sound changes. There may also be some slight gameplay tweaks as well.

Sadly, at present, these changes come with a caveat: addon maps won't work with this update as they are, since maps will be loading assets in a different way. However, it is easy enough to get this working with addon maps since all that would have to be done is to insert a single line into the mission LUA.

More info in the coming months.

Spoiler (click to show/hide)

Unit setup:

Spoiler (click to show/hide)

Special thanks go to Teancum and Dark_Phantom for helping me out with this.

I've set vehicle collisions in my LIUV tank ODF but for some reason soldiers are colliding with it as if I defined it for them too.

Here's the collision section in question:

Code: [Select]
SoldierCollision            = "p_-svo_cube"
SoldierCollision            = "p_-svo_cube1"
SoldierCollision            = "p_-svo_cube2"
SoldierCollision            = "p_-svo_cube3"
SoldierCollision            = "p_-svo_cube4"
SoldierCollision            = "p_-svo_cube5"
SoldierCollision            = "p_-svot_cube"
SoldierCollision            = "p_-svot_cube1"

OrdnanceCollision        = "p_-svo_cube"
OrdnanceCollision        = "p_-svo_cube1"
OrdnanceCollision        = "p_-svo_cube2"
OrdnanceCollision        = "p_-svo_cube3"
OrdnanceCollision        = "p_-svo_cube4"
OrdnanceCollision        = "p_-svo_cube5"
OrdnanceCollision        = "p_-svot_cube"
OrdnanceCollision        = "p_-svot_cube1"

VehicleCollision        = "p_-v_cube"

Any ideas what I can do fix?

EDIT: Gogie on Discord helped me fix it: I needed to rename the collisions so that it follows the "p_-xxx-name" convention, I had named them "P-xxx_name" which confused it.

Star Wars Battlefront: EA Reboots 1 and 2 / Instant Action returns!
« on: August 20, 2019, 07:23:26 AM »

After a long time waiting, Instant Action is making its return to Star Wars Battlefront II.

Here's the important bits:

We’re happy to announce that Instant Action is making its return to the Battlefront franchise, and we think it’s something a number of you are really going to like. Each month, we’ve seen the comments about a large-scale game mode that can be enjoyed within a singleplayer environment. We know that solo players matter and can confirm it’s real and it’s arriving in September!

In this mode, both teams are fighting over five Command Posts (similar to Capital Supremacy). Hold a majority of them until your team score reaches 100% to win the game.

Key info

    Single player large scale combat experience
    Fight to control Command Posts
    You fight alongside AI
    You fight against a team of AI
    The enemy team will be made up of regular troopers, reinforcements, heroes, and vehicles.
    You can spawn on Command Posts using the Contextual Spawn system
    Control a majority of the Command Posts until your team score reaches 100%
    Able to choose to play as either light side or dark side
    Can be played offline, without the need for an internet connection

At release, you will have access to all the maps that are currently available within Capital Supremacy; Naboo, Kamino, Kashyyyk, Geonosis and Felucia.

This goes hand-in-hand with this month's new 'contextual spawning' system which will allow players to spawn on command posts like the old games. Contextual Spawning goes live next week in Captial Supremacy (which also has changes to the capital ship phase to make it feel more involved)

Also to be included in the September update is the Clone Commando to oppose the Droideka.

SWBF1 Modding / MOVED: Sound not Munging
« on: August 12, 2019, 12:00:18 AM »

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