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Topics - Triops

SWBF1 Modding / Rise or lift spawnpoints in ZE?
July 03, 2018, 03:18:09 PM
Hi, all!
I have an important question for a map I am "working" at:
How can I rise the nodes of spawnpoints in the zeroeditor. f.e. to spawn on the top of an object like a tower. I tried combinations of the C, X and Y-key with different mouse buttons, but without success. I would be logical for me if the middle mouse button and C key would work, but the middle mouse button seems to do nothing.
I would be very lucky, if somebody could help  ;)

Edit: I have found the solution here at swbfgamers  :cheer:. User "breakdown" wrote, that the right mouse button and the shift key are needed for rising spawn paths/ points. I havn't tried it now, but I think it will work with my map.
SWBF1 Modding / force game to use sides in hires?
February 16, 2018, 12:34:11 AM
When I tried to implement a custom side, I only saw one of this class in high resolution.
I tried to raise the amount  of the aimer (  SetMemoryPoolSize("Aimer", 250)  ), but this doesn't seem to work.
Is there a possibility to force the game to switch the sides not so often to the "lowres version"?
I had no (real) problems when starting hta files (bfbuilder pro,...) on my PC. But now -after my vacation- I suddenly can't open them and get a  windows message  that the application cant not be executed by the pc and i shall contact the publisher to get a suitable version for my pc. :(

Has anybody of you the same problem or do you know how to fix that?
I wish all of you Merry Christmas with a short "Let's play" of one of my first modding attempts a year ago:"Kill Darth Vader". :xmastim:
Thanks to swbfgamers.com for good tutorials

Hi everybody,
Does somebody of you know, why the AI is repairing armed buidlings like turrets and not powerupstations like the healthrecharge-, vehiclerecharge, or weaponrecharge droids?
Is there a possibility  (f.e. a statement in the odf-life) to force the AI to repair these droids to?
Have a nice time
I can't open my saved scene files (*.exp) on "Autodesk Softimage Modtool 7.5" any more. It looks like the problem is the last update. After deinstalling and reinstaling it was possible to open them, but after the update its the same. Has anybody the same problems?
Map for Helloween Competition 2017 by Triops
Called: The Cauldron



Halloween Map with new assets by Triops


1. Put the Caul folder in your Gamedata/AddOn folder.

KNOWN BUGS: I am sorry I have problems with the collisions of some assets. I hadnt enough time to solve them until the competition ends.


Whitches in Austria brew their potions for summon the devil. After hearing that there are troops from Star Wars coming on earth, they leave this place.

If you have questions or suggestions about the map, please write me on knatti_2000@yahoo.de



Some photos where taken on a "pumpkin feast" in Austria.

The straw puppet is from:

Thanks to Pandemic and LucasArts for SWBF and SWBF2 assets.
Thanks to the members of www.swbfgamers.com for modding tutorials
Thanks to my 10 year old son for makine one of the pumpkin textures :-)

Here a youtube video for people who are interested what it looks like and do not have the game.
I uploaded a video of my little demo-map for the assets of the not realized "rolling logs" of the PC-version.



I hope you enjoy it
Yours triops
SWBF1 Modding / Partial collision
August 01, 2017, 01:42:15 AM
I have this problem :( :
I want to make a mesh which has a "partial collision". The idea is to make a (static) character or figure (with collision) which emits a beam (f.e. a long polygon, only visual effect) with no collision.  It should be in the same mesh because when the character is destroyed the beam should be destroyed, too.
For testing, I made a simple character (a cone with a sphere as a head) and a scaled cube for the beam. For the character I made collisions (cone and ball) and named them collision1 and collision2. All of meshes I dragged into a NULL with the name DummyRoot.
I thought when I make a file with the extension .msh.option and edit -nocollision the "munger" will build my custom collisions for collision, but after munging there is really no collision and the collisions I made are useless. If I delete the msh.option-file. the "munger" makes the collision for the whole mesh.
Has anybody of you an idea?
Have a nice day  :)
SWBF1 Modding / Hoth shield generator moving
March 31, 2017, 02:25:30 PM
Hi, Does anybody know, why the inner parts of the shield generator on Hoth are moving in the Zeroeditor and in the (stock) game they aren't.
Here a short video, I made (sorry for bad quality)

Released Maps and Mods / KillVader xmasgreetings
December 27, 2016, 06:30:04 AM
KillVader xmasgreetings


KillVader xmas 2016 by Triops

Playable xmas greeting card with special mission

It can be used to train how to throw heros from platforms like on Kamino or Cloud City.
Its a very small map but I think its the first and only map where the main mission is, to throw the unvulnerable Jedi/Sith into a canyon to win the game.

For interesting gaming turn on instant action heroes, please !!!
Have fun!



New xmas assets made by triops


1. Put the KillVader folder in your GamedataAddOn folder.

KNOWN BUGS: none yet


You have a bad dream:

Luke Skywalker has not only saved the soul of Darth Vader on the secound Deathstar. He saved his life, too.
Now he wants to rule over the whole galaxy with his father-like Vader promised him when he fights with him in the throne room of the Emperor.
You know his dark secret and want to tell it on hoth to an bothan spy, who wants to arrest them with the help of agents of his species. It wouldnt be Luke and Vader if they dont sense what you want to do and they try to stop you before the spy arrives.

only GCW mission: Kill your enemies by throwing themn into the canyon
If you have questions or suggestions about the map, please write me on knatti_2000@yahoo.de



Thanks to Pandemic and LucasArts for SWBF and SWBF2 assets.
Thanks to the members of www.swbfgamers.com for modding tutorials
Thanks to my partner in live for decoration of the sign
Welcome Center / Online Maps for SWBF1
May 03, 2015, 12:39:50 AM
Hi all,
I am a big friend of swbf (1) and new here. I was glad, that the installation worked without probs, but if there are usermaps in on the onlineserver my swbf-program crashes.

Please tell me: Which maps must I download to play all swbf1-maps online? Is there a mappack here at swbfgamers to download them?

Thanks for answers

(p.s. sorry if my English is not good)