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Topics - KommissarReb

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I'm making a model in XSI 7.5 and made a weapon made up of multiple primitives instead of one big shape. But now I'm wondering if I should make all of my future models out of one big shape out of fear the game will lag if it has to draw all of those shapes in game. I read Bamdur's tutorial which helped me realize I needed things like dummyroots to get the models working, but I'm not sure what the best and easiest way to make custom models is.

Could I get away with making models out of multiple shapes, or do you recommend something else? I also don't know how you take a single .tga full of mix-mashed textures and know how to properly apply that to a model.

General / Why I think Padmé didn't "run" in Episode II
« on: July 16, 2019, 11:56:46 AM »
I need to vent about something.

I've noticed a lot of people whining that Padmé didn't "run" from Anakin in Episode II after he told her that he slaughtered a whole Tusken Raider camp indiscriminately. They try to draw parallels between that scene and her reaction to him killing jedi initiates (younglings) in Episode III shortly after becoming Darth Vader.

Why haven't these people considered the fact that those jedi younglings were "good" as in they are on her side and will grow up to be helpful librarians, custodians, frontline support troops, and guardians, as opposed to the Tusken Raider children which are just going to grow up to be terrorists like the adult Sandpeople? Has it ever occurred to these critics that maybe Padmé isn't going to cry over the fact that the guy she's dating just chalked off a whole clan of "enemy combatants" that were good for nothing but killing potential taxpayers? I'm just surprised she didn't go on to tell them that the Separatist Council secretly orchestrated his mom getting kidnapped so he'd go and "end the war" (even though those of us who know how the story ends we know that'd be useless).

Actually, this reminds me of a scene from Babylon 5:
Mr. Morden: "Ambassador. You wanted to see me."
Londo Mollari: "Yes! What have you done?!"
Mr. Morden: "Only what you asked me to do. You had a problem with Quadrant 37, we took care of it for you."
Londo Mollari: "Yes, but you killed ten thousand Narn!"
Mr. Morden: "I didn't know you cared. Ten thousand, a hundred thousand, a million, what's the difference? They're Narn, Ambassador, your sworn enemy."

-- Ambassadors Morden and Londo in Babylon 5:"Chrysalis"
Maybe part of the problem is Padmé fooled the audience in thinking she's more innocent and naïve than she actually is.

SWBF1 Modding / Can't play as Sereja's Imperials
« on: July 11, 2019, 06:25:32 AM »
In a custom map I'm making, the game crashes whenever I select custom units I made that use Sereja's Imperial Navytrooper, Imperial Officers, or the Probe Droid that came with BFBuilder. When I play as other units I made such as the Imperial Armytrooper (model is the unused AT-AT Commander) or the Imperial Gunner that was ported from BF2 (which also came from a Sereja map), my map plays fine and I see the AI gets to play as the units I mentioned before. The game just crashes whenever I select those units from the spawn menu.

BFront.log contains this:
Spoiler (click to show/hide)
Has anyone else had this problem and could tell me what to do to fix it?

SWBF2 Modding / FATAL: Could not open mission.lvl
« on: June 19, 2019, 10:40:00 AM »
I'm trying to create a custom map for Star Wars Battlefront 2 but when I attempt to playtest it the game crashes to my desktop with a popup error: FATAL: Could not open mission.lvl

I went into the AppData/lLocal/VirtualStore/Program Files (x86)/LucasArts/Star Wars Battlefront II/GameData/Addon to find my map file (which is called "KJH") and in it's data/_LVL_PC folder there is nothing in it. How do I go about creating the necessary files? I looked up and but didn't find any answers to this problem.

Released Assets / My version of Sereja's Mark VIII tank
« on: June 17, 2019, 11:32:04 AM »
I posted a video on YouTube showcasing my version of Sereja's Mark VIII tank . It differs from the way it came in that it fires what I tried to be as close to tank rounds as possible with smoketrails. The smoketrails are blue because I didn't feel like making a gray recolor of the bluelaser, since you have to use the lasso tool in Gimp.  :dry: I might do that later though.

I plan on adding this in a map I'm making. I was considering doing a map Blood Gulch-themed one with both sides having access to some tanks and other vehicles. What do you think of my version so far?

Released Maps and Mods / Nal Hutta: Wastes
« on: June 14, 2019, 02:37:52 PM »
Well here goes my first map; Nal Hutta: Wastes! I realize I'm super late to the BF1 map making party, as that seemed to die down a few years ago, but here's my first map for Star Wars Battlefront!

I apologize for not providing screenshots. Here's a YouTube video I posted showcasing the map from the Republic side:

1 - Custom units
2 - Playable and killable Jedi and Sith (for balance they can't capture command posts)
-Sith Inquisitors have Force Lightning
-Jedi Knights throw objects at targets with the force (remodeled wrist rockets essentially with unlimited ammo)
3 - Playable Gamorrean Guards (Nem'ro Loyalists are allied with the Sith Empire)
-they have basic soldier weapons, but have axes instead of pistols
4 - Fa'athra's Gangsters (Appear as Rebel soldiers and Twi'leks, but have different weapons)
5 - Nem'ro the Hutt and Fa'athra the Hutt
6 - Custom killable heroes. I gave them 1000 HP each and they (along with some Fa'athra gangsters) are the only units to wield Sniper Rifles. Fa'athra's gangsters have Grahurr; a wookiee with 1000 Hp and a vibrosword to go with his bowcaster.


Put the nh1 folder in to your LucasArts\Star Wars Battlefront\GameData\AddOn folder


1. Some objects float above the ground. No matter how many times I would ground objects or even
sink them into the ground they always float above the ground. I don't know how to fix this.

2. Cantina Music doesn't work. I spent weeks trying to get all the voices to work, and it came at
the cost of the Cantina music because maps apparently have sound file limits.

3. I didn't localize the names of the speederbikes for the command posts.

4. Units tend to stand in place rather than go out and capture command posts. Sereja dubbed this
as "unit meditation", a problem that probably was the result of barriers in my map as well as
the map's large size. Before making this map, I wasn't expecting this problem and don't know
how to fix this either.

5. The Mandalorian's wrist flamethrower looks like it's shooting in the air instead of in front. I'm not sure if this is because I changed the firing animation from "rifle" to "sbdroid", or if it has to do with the fact that I hastened it's firing speed.

6. Although the units that use the rebel voices shout acknowledgements, you can't hear their death sounds or shouting commands.

BUILD TIME: May 27th, 2019 to June 14th, 2019


Sereja: For the Luke Skywalker models, Aayla Secura model,
the DH-17 blaster pistol, Vibrosword, flamethrower assets, and Imperial Officer model
tirpider: Jango Fett model, Han Solo (Stormtrooper)
Unit 33 & Snake: Sith Inquisitor ponytail (I had to recolor the rest of Mace Windu myself)
Users on SWBFGamers: For advice whenever I couldn't figure out how to do something.

I apologize if I forgot anyone.

SWBF1 Modding / Is it possible to create two different Naboo banners?
« on: June 11, 2019, 07:58:21 AM »
I'm trying to create two different banners for my custom map using the blue Naboo Theed banner. I added the nab2_prop_lamppost1 files in my map and changed the look of the flag, then created a second .odf and added 'OverrideTexture      = "nem_prop_banner"' to the bottom (I copied the .tga, photoshopped the other banner on it, then saved it as "nem_prop_banner.tga). However when I put nem_prop_banner in my map, it still uses the texture of the original .tga. I've tried using HexEdit to edit the .msh file, but it claims I don't have permission to change it even though I am the admin of my laptop and I tried changing it on my desktop (files I try changing usually won't allow me to if they're in a folder).

Is it possible to use a free 3d program like Wings3d to create custom models so I can have my second banner? Or does Softimage have functions Wings3d doesn't that I should know about?

SWBF1 Modding / How do I change the color of water for my map?
« on: June 05, 2019, 10:16:46 AM »
I want to change the color of the water on my map to brown like Nal Hutta's water from SWTOR. I watched jedimoose32's tutorial on how to make water, but he never elaborated what specific values change the color, or which numbers translate to which color for "RefractionColor" or "ReflectionColor".

SWBF1 Modding / [SOLVED] How do you create hidden command posts?
« on: June 03, 2019, 08:39:07 AM »
What I'm going for is to create a spawner for the local team like the hidden command post in Jabba's Palace that spawn's Gamorrean Guards in random places. I've created a command post and moved it along with it's capture region outside the play area, but the minimap still has the command post in it. How do I make it hidden from view and make it so the AI doesn't bother attempting to capture it?

SWBF1 Modding / [SOLVED] AnimatedAddon: can't find animation
« on: May 29, 2019, 07:19:55 AM »
After making some custom units, this map that I'm making is now crashing and I get this error in BFront.log:

Message Severity: 3
AnimatedAddon: can't find animation

I changed the look of some units, but it won't tell me where the problem is. I successfully made the Clone ARC trooper look like a Rebel Vanguard, the Clone Pilot look like a Rebel pilot, and I made a custom Sith Hero that use Darth Vader's cape instead of Count Dooku's. I copied the necessary .msh files to do this.

Would anyone know how to fix this? (I started searching with the search tool to see if anyone else solved this problem already, and nobody has)

SWBF1 Modding / [SOLVED] How do I change team names?
« on: May 28, 2019, 08:53:16 AM »
I am currently making a map where I want to change the CIS team's name to "Sith Empire". I tried adding level/nh1(level name)/cis and level/nh1/rep where "cis" is "SITH EMPRIE" and "rep" is "GALACTIC REPUBLIC". There is a local team which I've named "FA'ATHRA'S GANG" under "locals" in the localization tool. In the mission .lua I changed the CIS team name to "Sith Empire" and the Republic name to "Galactic Republic", but when I start a game all teams are named "FA'ATHRA'S GANG" and they're all the local team color yellow.

Can anyone tell me what I'm not doing right and how I can name the two major teams what I want them to be called?

SWBF1 Modding / How would I get cross-era sound effects to work?
« on: May 21, 2019, 12:46:39 PM »
For my map I gave all Imperial units (except for the scout trooper and dark trooper) the CIS blaster pistol and moved the CIS blaster pistol's odf and msh files in the IMP folders. The sound effects don't work though.

I created a custom unit for the local team called des_inf_soldier (I used the side.lvl builder to edit the DES side) which uses the Naboo Royal Guard's blue-armed uniform, blaster rifle, rocket launcher, and fusion cutter, and I moved their odf and msh files in as well. At some point I managed to actually get their sounds working, but in trying to get the sounds working for the jawas and gamorreans I jinxed it and didn't think to save the .lua because I wasn't expecting to have made the Naboo Guard sounds not working.

Here is my mission.lua:
Spoiler (click to show/hide)

Let me know what I did wrong and what I need to do to get the sounds for the CIS blaster pistol, Jawa voices, Naboo Gaurd's voices and gun sounds, the republic's ARC caster gun, and the gamorrean working.

SWBF1 Modding / How can I change the look of a unit for my map?
« on: May 11, 2019, 12:43:39 PM »
I'm trying to turn the Stormtrooper into a Sandtrooper, so what I did was I went into Datatest1/Sides/IMP/ODF (test1 is the map name) and went into imp_inf_storm_trooper and changed "stormtrooper" to "shocktrooper" for all geometry parameters. I also wanted to reskin the Stormtrooper blaster rifle to look like the Rebel Marksman's sniper rifle (but still function as a blaster rifle) so I brought the all_weap_inf_sniperrifle files into the ODF and MSH folders, but when I playtest the map it still shows the standard stormtrooper with an E-11 blaster rifle.

I read through all the tutorials listed in the modding tutorials subforum and couldn't figure this out.

SWBF1 Modding / Can't run BoPC.reg in administrator
« on: May 09, 2019, 10:17:59 AM »
I'm trying to work with 0 BFBuilder Pro.hta, but first I need to run BoPC.reg in Administrator mode. I don't know how to do this, as the option to do that doesn't come up whether I right click or shift + right click. I've been reading posts by other people about having script errors and such, and that I need to run BoPC.reg in administrator mode (I'm running this on my laptop which has Windows 10 where I'm the admin). Also I created a LucasArts folder in This PC > OS (C:) > LucasArts > BFBuilder (Star Wars Battlefront is in Program Files (x86))

Also neither 0BFBuilder Pro.hta nor BFBuilder.hta will allow me to run in compatibility mode. Does anyone know what I need to do?

Requests / Sereja's BF1 maps in GCW mode: Imperial Navytroopers
« on: June 30, 2017, 03:10:56 AM »
I'd love to see Sereja make a playable Imp side where we can play as Death Star Troopers/Imperial Navytroopers. This needs to happen!

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