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Messages - Sereja

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1
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
« on: October 30, 2019, 02:00:16 PM »
the only thing that doesent seem to have sound is the recon droid when it shoots and also the geononsian wings when your flying as a geonosia the drop ship works perfectly.
Hmm... I didn't expect such result. Which exactly recon droid doesn't have sound? Also, if geonosian wings not working, are you sure he may able to talk (give commands)?

2
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
« on: October 29, 2019, 02:03:55 PM »
The map is ready to play but I guess, my PC after repairing is strange now. The main disc where the game installed calls "E" now. This mean, it's can't call stock sound by usual way, and if it works for me, it may not works for other PC with usual disc name. So if somebody wish to test it, PM me, and concentrate attention at the sound of the geonosian speach and flyers engines.

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SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
« on: October 27, 2019, 07:54:59 AM »
wow i love your maps sereja will there be any new vehicles ? maybe like the atdp walker ?
No, walkers can't open the doors, so there is not much room for them.
Are all Ukrainians so amazing?  :moo:
Not all, but some of us does.  :P
Wowsers! This looks really neat!  :tu:

Say, ever thought about going pro? The video game industry needs talented people like you.
Thanks, by the way I send request for graphic design school, so I guess, I ready for Academy now.
I'll add: I can give you republic commando world sounds and music if you would like.
Actually the music is already done. I also add some converted units from RC. Some of them looks clumsy, but I guess for locals it's ok.
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Videos and Screen Shots / Re: Funny SWBF pics
« on: October 13, 2019, 11:53:27 AM »
Hey folks, wait for me!
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5
I do not know how to made custom pilot animation. I just grabbed unmungeg anim from BF2 assets, puted it in the Interface Tool folder, and munged the new common.lvl

6
SWBF1 Modding / Re: how to stop enemy ai entering the barcspeeder ?
« on: October 13, 2019, 11:25:01 AM »
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how do i stop the enemy from entering the barcspeeder ?
You need to open barcspeeder odf and find this line;
Code: [Select]
AvailableForAnyTeam = 1and change it to the
Code: [Select]
AvailableForAnyTeam = 0

7
SWBF1 Modding / Re: cant get serejas barcspeeder working in swbf1
« on: October 08, 2019, 03:59:52 PM »
I guess it needs bf2 human pilot animation, so you need to get common.lvl with COMMON folder from my assets and put it in C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\ModId\Data\_lvl_pc
(after munge ModId, ofcourse)
. You also need this line in your ModID.lua
Code: [Select]
--end soundlvl

ReadDataFile("dc:COMMON\\common.lvl");

-- Start sidelvls

8
SWBF1 Modding / [WIP] Kashyyyk: Bridge at Kachirho
« on: September 25, 2019, 01:01:31 PM »
Since I have a Republic Commando assets, I decide to convert some of them, and make an SWBF map. It's represent exactly the same bridge from that game, but I made it even better. Now that bridge have exteriors and even fly vehicles. It's a little bit changes familiar RC gameplay, but not too much. The visible distance is short, for prevent memory overloads so do not expect too much beauty at far, but it still may fun to fly.
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9
SWBF1 Modding / Re: Can't play as Sereja's Imperials
« on: July 11, 2019, 11:47:22 AM »
If it crashes after selecting, most likely it`s a weapon problem. You need to check units .odf.

10
3D-Modeling, Animation and Texturing / Re: Deformed unit MSH issue
« on: June 12, 2019, 07:29:19 PM »
I guess I wrote once some tutorial about this, but here is a new version, must be more understandable with pics.

So here the Sereja's tutorial: How to make animated human model.

Step 1
First you need to have your human model for animate already, (new_guy). Put it under its own Null.
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Step 2
Then you need to import some stock human model from the assets. Lets take a clone trooper (rep_inf_trooper).
Step 3
Copy the clone model, and put it under the same Null, with the new_guy.
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Step 4
Now, you probably need to discard clone texture, and leave only new guy texture. For this you need to select Null, and change pink Model theme to the blue Render.
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Step 5
Now under Modify, click Materials and drop textures from the new_guy, to the override_texture1 (in this sample it will be Luke.tga).
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Step 6
You need to back in the pink Model theme. Select override_texture1 and under Select, click at Polygon button. Then crop this model by mouse. It should be red.
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Step 7
Now you need to translate the clone model to the some distance. Click at Z direction under Transform, and translate clone to the backside a little bit.
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Step 8
You need to merge those models together now, so back in Object mode, hold Ctrl, and select them together.
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Under Create click Poly.Mesh>Merge. In pop-up window, under Merge Properties and Materials, UVs, click Merge, and under Shape Animation click Merge. Then uder Inputs click Delete.
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Step 9
Now you have a new guy, with clone as single model.
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It's already have animation, but you still need to make it's points colored.
 Choose green Animate theme. Under Select click Point and crop few of the new guy points, which should be same colored (use clone as sample).
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Step 10
Under Deform click Envelope>Reassign Locally and choose to pick same colored bone (in this sample bone_r_toe). Click right mouse button and you will get one of the animated parts. You have to do the the same with all of other same colored bones and points.
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Step 11
After all of the points gets their correct colours, you have to discard clone sample. Click Polygon, crop it and press Delete at your keypad. Now you have the fully animated new guy model.
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Step 12
Now lets put it in the hierarchy. Click at bone_root and put it under new_guy. Put the new_guy under DummyRoot. Delete override_texture. You also probably need to edit shadow sv_clonetrooper, but I guess there shouldn't be problem with that. That's it! New guy is ready for export.
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11
Released Assets / Re: Serejas_Coronet_Luxury_Spaceliner_assets.rar
« on: April 22, 2019, 07:14:17 PM »
Good lord.Are thouse Republic Commando original assets or you recreated them from scratch?Either way amazing job!!!
I found those assets on facepunch forum, and I guess they are original. But they are missing correct texture names. So converting them to SWBF isn't hard, but really bored, since I need to found for all of them correct textures.  :sick:

12
Released Assets / Re: Serejas_Coronet_Luxury_Spaceliner_assets.rar
« on: April 22, 2019, 02:08:37 PM »
Nice, thanks!

I can't wait to see what Sereja does next!

Well, I still have a few unfinished projects. After I manage to convert some of the converted Republic Commando assets, I may be able to recover my old “Kashyyyk: Bridge at Kachirho” deleted map.
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I also work at my long-desired jungle map. I guess it will be “Yavin 4: The Jungle” or something like that.
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13
Released Maps and Mods / Re: Serejas_Coronet_Luxury_Spaceliner.rar
« on: March 14, 2019, 01:18:25 PM »
Sorry, guys, not my fault. Must be some hackers spoil all the fun. :shrug:

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Released Maps and Mods / Re: Serejas_Coronet_Luxury_Spaceliner.rar
« on: March 14, 2019, 11:42:42 AM »
EXPLOSIVE! BRILLIANT! MUST SEE!

Coronet Luxury Spaceliner.

Proudly introduce for you, my map: Coronet Luxury Spaceliner!

Features:
1. My models, effects, and animations;
2. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon;
3. Alternative mission.lvl's added;
4. killable jedi;
5. 5th weapon added;
6. 2nd, locals added;
7. SWBF2/custom sound effects and new backgrouund music added;
8. New infantry, animation added;

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Enjoy! :)

15
SWBF1 Modding / Re: [WIP] "Coronet Luxury Spaceliner"
« on: February 23, 2019, 12:22:00 PM »
Thanks! :)
By the way, if somebody wish to test it - I may already send the link.

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