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Messages - SleepKiller

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No matter what I've done i cant seem to get Battlebelks launcher to do what its supposed to do. I just want to run the game in my screens native resolution which is 1920x1080. I've patched the game to 1.3 and put the 2 files the launcher and the INI file in the GameData folder and edited the ini file to set the resolution.

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Specs : Windows 10
             4.0ghz Intel 4790k
             GTX 970
             12GB Ram
             Battlefront "Non Steam Version" patches installed 1.2 1.3   
Are you trying to use the 1.3 executable with the resolution changer? If so, that is likely the reason why it isn't working. The patch will likely only work for the 1.2 executable not 1.3. Revert back to it if you know how or install the SWBFSpy battlefront.exe.

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SWBF1 Modding / Re: ZeroEdit source? Or alternative?
« on: October 16, 2017, 07:39:21 PM »
I know that the original game devs had a different (better) version of ZeroEdit.
What were the differences? I haven't seen anything in the file formats, controls or anything to suggest the version they had was better in anyway. The only things that come to mind is the undocumented console (you can pull it up by pressing Control and ` or Shift and `. I forget which one, it let's you do things like change terrain resolution and such, it's most likely what they used when they had to do something like that) and the defunct decal editor (which you can bring up by pressing F12 {might be F8, F9, F10, etc}).

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 15, 2017, 08:58:52 PM »
Thanks! In the next version of the tool it'll automatically create dummy .anims files.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 15, 2017, 07:06:08 PM »
Glad to hear it worked. Which one made levelpack play nice? If you tell me I can make the tool automatically produce it for any animation files it finds.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 15, 2017, 09:07:26 AM »
I have no clue what levelpack does with or expects from the file. (That is to say I haven't the time to test my hypothesises on it.)  One workaround might be to try and create a dummy *.anims file.

I would first try this and see if it worked.
Code: [Select]
ucft
{
}

Then I would try this if that didn't work.
Code: [Select]
ucft
{
ANIM
{
}
}

So just name the file what it is expecting and put it in the same folder as the *.zaabin/*zafbin files. Let me know how it goes for you.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 15, 2017, 02:56:38 AM »
This is what I mean by .anims file types look at the attachment.
You'll have to enlighten me as to what those files are used for during the munge process, as they don't make it in any form into the finished .lvl. The *.zaabin/*.zafbin files should be all you need to use the animations.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 15, 2017, 01:05:31 AM »
Could you please elaborate more, please. I use paint.net and Gimp.
Sure. In Gimp from the drop down menus at the top of the window go,

Image -> Transform -> Flip Vertically

That should do the trick I think, try Flip Horizontally instead if it doesn't fix it.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 14, 2017, 09:33:32 PM »
Sound support?

Suspense intensifies
In a hypothetical 1.1.0 sound support would be one of the things I would be looking to add. As strange as it sounds though, at the moment I'm not setup to reverse engineer file formats. So I can't do it now but maybe in the future.

As always since this is just a hobby project, no promises.

Will there be support for .anims file types, also will mix up textures be fixed for star wars battlefront wars battlefront 2 (2005) models?

I posted an attachment of the mix-up textures. BTW I am using the latest version 1.0.1
I've actually fixed that bug at least twice. I didn't know it was still a problem. I'll take a look at it soon!

EDIT: As a workaround however if it's what I'm thinking of fixing yourself could be as simple as flipping the texture vertically in your favourite image editor. Try it in the meantime.

As for animations. If you mean getting the premunged .zaabin and .zafbin files back it does that and they're named correctly. (They're also the only chunks I've encountered related to animations.) If you mean turning .zaabin/.zafbin back into a set of *.msh animations then no I don't think that will ever happen, the value proposition for reverse engineering them is poor.

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Released Assets / Re: swbf-unmunge - v1.0.1
« on: October 13, 2017, 11:27:45 PM »
I've posted v1.0.0 v1.0.1. It just fixes a few bugs I found and has a couple small new things. It doesn't do anything major as you might expect from a jump from 0.6 to 1.0 but that is because this is mostly just me saying "I am confident the tool is now stable." As always you can find the new release on the GitHub release page.

v1.1.0 will have something more interesting, if I make it.

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Released Assets / Re: model-edit - v0.1.1
« on: October 13, 2017, 08:03:40 PM »
Sure!

First (in order to smoothly and easily integrate it into the munge process) drop the tool into ToolsFL/Bin of your modtools, regardless of game or version.

In all of the below cases remember to replace <factor> with your desired factor.

Spoiler: SWBF1 munge_side.bat (click to show/hide)

Spoiler: SWBF1 munge_world.bat (click to show/hide)

Spoiler: SWBF2 munge_side.bat (click to show/hide)

Spoiler: SWBF2 munge_world.bat (click to show/hide)

Again in all cases remember to replace <factor>!

11
SWBF1 Modding / Re: Altering AI Pathing/Barriers mid-game
« on: October 12, 2017, 07:24:19 PM »
So having tested out the map it does seem like it's just that the AI were always trying to go that one direction and would walk into the wall until it was destroyed, and then they could go through.

I don't know anything about modding swbf2, but from what I remember, there were plenty of maps with destroyable bridges and walls and stuff that the AI would know to walk around if they couldn't cross the destroyed bridge (death star, mustafar), or if the wall was still in the way (kashyyyk).  Did AI in battlefront 2 have a different method of pathing? Or did they just make objects act as barriers... because I can't figure a way to do that in swbf1 :confused:
SWBFII introduced the ability to mark "connections" as dynamic. These can be switched on and off through scripting in SWBFII. (Barriers can also be switched on and off, but they have no need to be marked as dynamic.) So the AI didn't have a different method of pathing, the game just exposed more control over it to the mapper.

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3D-Modeling, Animation and Texturing / Re: WIP Model Showcase Thread
« on: October 10, 2017, 06:56:11 PM »
My intentions are to at least make a map editor in the browser, but I realize it may be a task bigger than I can handle, so I'm not making promises. I'm using three.js (https://threejs.org) to render everything, and I'm building a plugin system that is currently functional (the actual render code is all in a demo plugin), and I'm writing functional User Interface API (the sky editor is a plugin using the widget manager).

Its still extremely early in development, but you can run/edit/fork the project on GitHub: https://GitHub.com/RepComm/bfsdk
It's the same code that in working on, so you could consider all code 'bleeding edge'

The really neat part is that it's all html/css and JavaScript, so in theory it should work on any device with a modern browser capable of html5.
That's pretty darn cool, even if it doesn't do much at this stage. Feel free to hit me up if you get to the point where you want help or advise with any of the file formats (raw or munged).

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Star Wars Battlefront II / Re: SWBF2 Multiplayer Returns on Steam!
« on: October 03, 2017, 12:59:04 AM »
The update also shipped (by mistake most likely) what appear to full PC builds of the DLC Rhen Var: Citadel and less interestingly Pandemic's test map.

No mission script for Rhen Var though so you can't just play it out of the box, but that could be trivially rectified with a simple addon script.

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as well as the new master server apparently has anti-cheat which also attacks mods, or so I've been told.
About time as well if it is the case. The amount of ways you can cheat in SWBF/SWBFII with simple mods is insane; it would hardly surprise me if they added measures to lock down the game's original files.

As for breaking mods in all circumstances, they very likely didn't mean to and it was likely a side-effect of changes they made.

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3D-Modeling, Animation and Texturing / Re: Model limit for map?
« on: September 30, 2017, 07:49:04 PM »
There are some things I would try doing. I don't know if any of them will help but I'll throw them out there.

Firstly I assume you have already done this but I'll mention it for completeness. Make sure it isn't just the models you added most recently to the map causing the problem. Try swapping them out for random stock models just to see if you can get it to load with the objects in the world. If it does load you know a couple of the models are at fault and not the count of them. (Like I said I think you'll already have done this or something to the effect of this.)

If it is indeed the number of named models at fault a trick you could try using is to merge any detail models in the same area into one mesh. I wouldn't do this with any that requires collision unless it was a really small area. This might help you get the model count down.

However the above is useless if it's the number of model segments causing the problem. You can try a similar merge trick but things get complicated once you introduce different textures and materials.

Another question is; how much video ram do you have it? All the vertex buffers (and index buffers) have to be going somewhere and they can take up a lot of space. It could be your video card itself is running out of memory. An unlikely event but I thought I would mention it. (Two solutions in this case. Buy a video card with more memory or sadly reduce the vertex count and face count.)

Assuming none of the above a long shot solution could be to run model-edit over your world's munged folder with a factor of 4 or 8. (Beware it requires .NET Framework 4.0 which in turn requires at least Windows XP Service Pack 3) It probably wouldn't cause any change but it would be worth a shot before resorting to other heavier solutions.


Also I've assumed in this post that a model is not equal an object instance. That is you're problem is coming from having too many discrete *.msh files in your world not the number of objects using that *.msh. Correct me if I misinterpreted.

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