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Topics - RepComm

#81
Well, I found some freeware on the net, Wings3D, many people may know of it, it converts to very many formats, you can get plugins that will let you export to different formats of 3D models, you can import just the same.

I found a plugin that exports as *.msh and I was like "Sweet, screw XSI!"
But alas, I checked the exported file in notepad, and it's almost the same as Wavefront OBJ...

So apparently, there are at least 2 MSH formats, Orbiter MSH (nothing special) and SWBF format, the questions are;
Is SWBF style .msh known outside of swbf system? What other programs/games use this MSH besides Starwars related games? And is the file closely related to .wrl format model?

(Btw, Wings will export and load wrl files, and it's a neat program to have)

edit by tirpider: tagged title
#82
SWBF1 Modding / ZE flip objects bug
February 25, 2013, 04:03:39 PM
I am getting extremely irritated with ZE, it keeps fliping my map objects around in completely random patterns and places, nothing is in the right place (maybe with an exception of 2 or 3 smaller objects, like CPs)
As if that isn't annoying enough,

Sometimes after I open a WLD in ZE for the 2nd or 3rd time, it deletes my spawn paths and control/capture regions...
I replace them and I can spawn and stuff, but I would love to know if there is a solution to this,
I'd very much appreciate any advice/help, thanks.

Edit: And sometimes it will appear normal (but path and region still missing) object placement in ZE after re-edit, but after munge, it always flips everything...
#83
Released Maps and Mods / Kashyyyk at Night
February 23, 2013, 10:38:59 AM
I have fallen in love with .SKY file :O

Had to edit the world a little to get it to be dark, but this should be online compatible (I haven't got the time to test it, but nothing serious is modded)

Link: https://sites.google.com/site/swbf212hosting/downloads/Kas2.rar?attredirects=0&d=1

Pictures:




And please note, I play on low video quality settings all the time (and sometimes it won't turn off..) So it will be more fun to play, than just to see the screenys ;)
#84
Released Maps and Mods / Tatooine: Early Morning
February 22, 2013, 04:36:40 PM
Tatooine: Early Morning

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=910

(Always wanted to be at tatooine at 5:00 in the morning :P)

Hi there, this is my second "night" skin, the good news is I get vehicles to spawn, the bad news is.. Well there is no bad news :D

Credits:
Pandemic: The map
Me, RC: Changing lighting, editing ground, testing, retesting, new sky texture.

Enjoy, sitting by the glowing campfire with a cup of coffee, and Tuskens!
#85
Released Maps and Mods / Naboo: Theed at Night 2.1.5.
February 22, 2013, 03:57:05 PM
Updated- 4/8/13
----
Version 2.1 build 5.
----
Changes:
Sky Texture, Lighting darker, ground lighting fixed, replaced stock lamppost with edited custom, Character lighting fixed.
The map skin didn't seem to like online compatibility, which is now fixed.

Pictures:
-Gone with the freewebs website that hosted them.

Download: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=975
#86
SWBF1 Modding / Poll- Xmas contest winner
February 19, 2013, 08:20:55 AM
I picked Sereja for his awesome brand new type of a map, incredibly unique!
#87
Videos and Screen Shots / 3D text + camera animation
February 11, 2013, 10:42:14 AM


I figured out how to get GSketchup to create 3D text out of any font, I used 8th Cargo in this video.
Looks pretty neat if you ask me :O
#88
Released Assets / 14 ground textures
February 06, 2013, 05:46:31 PM
14 ground textures

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=906

14 ground textures for ZeroEditor terrain you can use, I do have permission from authors, don't eat me.
Read the readme for more details.
#89
Geonosis At Night (By RepublicCommando)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=905

This skin makes geonosis appear to be at night.

Known bugs: Gunships and Forward center do not spawn in map (I don't know if this works in multiplayer unless you host).

Credits: Me, RC.
#90
My first Geonosis world edit, and it turned out nicer than I had hoped :O

Pictures:


Download Link: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=905
#91
In BFbuilder pro, if you try to create any of the following modid folders: Geo1, Bes1, Bes2, Kas1, Kas2, Mod1, Mod2, Hot1, Rhn1, Rhn2, End1, Yav1, Yav2, or any other stock map id,

You get the error "ModID already exists in game"
I edited BFbuilder Pro in Notepad, and found the reference to that error
    'MsgBox erastoinclude
    Select Case LCase(modid)
        Case "bes1"
            MsgBox modid&" Already Exists in Game"
        Case "bes2"
            MsgBox modid&" Already Exists in Game"
        Case  "geo1"
            MsgBox modid&" Already Exists in Game"
        Case "hot1"
            MsgBox modid&" Already Exists in Game"
        Case "kam1"
            MsgBox modid&" Already Exists in Game"
        Case "kas1"
            MsgBox modid&" Already Exists in Game"
        Case "kas2"
            MsgBox modid&" Already Exists in Game"
        Case "nab1"
            MsgBox modid&" Already Exists in Game"
        Case "nab2"
            MsgBox modid&" Already Exists in Game"
        Case "rhn1"
            MsgBox modid&" Already Exists in Game"
        Case "rhn2"
            MsgBox modid&" Already Exists in Game"
        Case "tat1"
            MsgBox modid&" Already Exists in Game"
        Case "tat2"
            MsgBox modid&" Already Exists in Game"
        Case "tat3"
            MsgBox modid&" Already Exists in Game"
        Case "yav1"
            MsgBox modid&" Already Exists in Game"
        Case "yav2"
            MsgBox modid&" Already Exists in Game"
        Case "mod1"
            MsgBox modid&" Already Exists"
        Case "mod2"
            MsgBox modid&" Already Exists"
        Case "template"
            MsgBox modid&" Already Exists"
        Case Else
            dim fso
            set fso=CreateObject("Scripting.FileSystemObject")
            If fso.FolderExists(modnameshortdata) Then
                MsgBox modnameshortdata &" Folder Already Exists", 16
            Else
                Call CreateModFolder(modnameshortdata,modnametitle,erastoinclude)
            End If
            set fso = nothing
    End Select
End Function

My question is, If I were to delete that whole function, would I still be able to create maps successfully? Or would it do more than eleminate the error?

I am trying to make a skin editor for some worlds.
#92
Released Maps and Mods / WinterWonderland 6.0
January 27, 2013, 01:49:42 PM
Well, My project started having major issues (my fault really), but I still have a version of it that works...
It has quite a few issues, You don't have leaving battlefield, no invisa-blocks to keep you from going over mountains or buildings, lighting is goofed, annoying shadow effect (I see it on almost every map from other people), and the building textures aren't "frosted right" which is kinda dull for the snow effect.

But since I cannot fix issues in later versions, here it is:

link broken-

I will try to re-do this from scratch, but until then, have fun with this.
Credits in Readme.txt



Edit: My next project will have to do with a country that starts with a B!

Edit2: ScreenShots!
#93
SWBF1 Modding / A personal "THANK YOU!"
January 25, 2013, 05:48:48 PM
Text and font cannot describe how glad I am for this right here:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=372
Link is SleepKiller BuilderBuilder1_1.exe

When I try to create a new project in the BfBuilder or BfBuilder Pro applications that come with that download, I have no errors AT ALL (I used to have the errors every time on original BFbuilder).  Then when I munged, it turned out just fine as well!

This is my personal thank you to all those who co-operated in that work, And every map that I create, you will be credited, thank you.
-RC-.
#94
Released Assets / DHV2 - Shotgun
January 13, 2013, 01:13:42 PM
-Fixed Shotgun model.
[spoiler][/spoiler]
Credits:
-RepublicCommando-: Texture, model, fixing UVs, porting to SWBF.
The original one was ported by Sereja, but had bad uvs. I've complete redone it from scratch.
--
I included my own texture, as well as a UV map, because I know not everyone likes my crazy style :P (and my texture isn't perfect either.)
Link: http://www.swbfgamers.com/index.php?action=dlattach;topic=5950.0;attach=2867
#95
Re-written 12/12/13

This tutorial will explain how to create 3d models and use them as STATIC (not animated) MESHES (models) for use in the game "Star Wars: The Battle Front"
--
Tools you need:
1. Modelling program that exports *.OBJ files;
Google Sketchup 7                      *.OBJ Export Plugin
2. Program to convert *.Obj to *.WRL (VRML2.0)
Wings 3D
3. And *.WRL to *.MSH Application:
SWBFViewer
--
Step 1; Create a 3d model in the OBJ exporting application (if using sketchup, just draw a square and use expand tool to make a full cube)
Step 2; Texture/Paint the model (if using Sketchup, click the Paint Bucket icon, and add some texture to the sides of the cube)
Step 3; Export as an Wavefront OBJ model (if using Sketchup, click "PLUGINS" -> "OBJ Exporter". Click Browse and save the model somewhere you can find it (Desktop for instance)
Step 4; Open exported model into WRL exporting Application (Wings3d, Import -> Wavefront *.OBJ) And export it as a VRML 2.0 *.WRL file to where-ever you put the OBJ one.
Step 5; Open up SWBF Viewer (BFViewer.exe), and you can say no to both option that popup initially. Now drag the *.WRL you just exported onto the programs window, and see it appear!.
You can now Save the file (File ->Save As "MODELNAME.MSH"
--
But wait, it's all white, where's the texture!
Do not worry my good fellow, you can fix this easily!
[spoiler=Step 6]
Open the *.WRL file in Notepad or some text editor, CTRL + F to find "ImageTexture," and 'Find'.
Now you should see something like this ImageTexture {
  url "C:/Users/____/____/TEXTURENAME.png"}

Change that to
ImageTexture {
  url "TEXTURENAME.TGA"}
Now Save *Not Save As*

-- You have just fixed a serious bug, now to change the texture so that SWBF can read it!
Click Next spoiler[/spoiler][spoiler=Step 7]So you need to change the format of the texture to *.TGA (Targa Image)? Alrighto, open up the texture you typed in the WRL file in GIMP or something that can save as 32 or 64bit (only use 64bit if you are using transparency) TGA files, and if you have the option, turn RLE compression OFF! (SWBF doesn't like it), and save it as TEXTURENAME.TGA.

Next spoiler![/spoiler][spoiler=Step 8]Right, now to optimize the texture for SWBF (if it isn't already).
The thing with textures is that the size has to be a square number (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024) in pixels. So per se you had a 423 x 511 texture, you would need to scale it to something close so you don't distort it too much (in this case, 512 x 512). Remember, this will not change the texture projection on the 3d model what-so-ever, but rather stretches the image to fit no matter what size, but if it isn't sqaure, SWBF renders the model BLACK or WHITE. If the texture is a square number, you may now save it with same settings as the previous step.[/spoiler]
CONGRATULATIONS, You've won!
No but really, if the model isn't showing up right by now, just read over the tutorial closer and you'll get it!
[spoiler=TIPS]
If the model is too big or too small, you may use the scale option in the modelling program you used (every program has one).

UV mapping (accurate multi-texturing) is for more advanced modellers, and you can use UV Mapper Classic to re-do the textures on *.OBJ models. -UV Map is a 2d plain that mimics the 3d model it goes to. So you can save a UV map as a texture file (*.BMP or whatever) and paint over the triangles and they'll appear on the model if the texture is saved![/spoiler]

Happy modelling!
-RC-.

edit by tirpider: tagged title (you already had it tagged. Just added fancy brackets like the rest of the tags though.
#96
Released Assets / LaserCanon2 gun
December 10, 2012, 01:58:45 PM
.
#97
Released Assets / ChainNail Troopers
December 06, 2012, 10:07:49 PM
Well, I tried to do this to all the IMP classes, but only got this done tonight.
DarkTrooper ChainNail skin.

Credits: SWBFgamers (hosting assets and tutorials) Pandemic (source material) Guy that made XVI32, and me (for editing tga and msh for darktrooper)
Tools used: XVI32 5.5, MicrosoftImageComposer, SWBFViewer (tim skillman's)
Attachment#1: Screenshot
Attachment#2: Assets
( I can't create an RAR file, so for now it's PC only.. )
#98
SWBF1 Modding / Hex editing units
December 06, 2012, 07:49:31 PM
http://www.swbfgamers.com/index.php?topic=5299.0   link for transparency tutorial.
I am trying to make parts of the darktrooper invisible (transparent), so I started with that tutorial.
Problem is, when you search for .tga in the darktrooper msh file, and try to
Quote"move it back a few places to where it says HBATRB"
That line does not exist anywhere around the tga name inside the msh...
However, I did find ATRB. Would this be the same thing? I don't really have time to go experimenting, so if someone already knows, do tell :D
-RC-
EDIT: I figured out, just to use MSH viewer... (facepalm) guess what!
#99
Requests / REQUEST: Music for SWBF1 modmap
December 03, 2012, 07:45:53 PM
Edit: heya, I need these files (links bellow) formated to work in bespin cloud city.
I already know how to do the mission.lvl editing, I am using the music in the christmas modmap competition.
So you will be credited when I upload the mods!
Thanks, -RC-.
http://www.gamefront.com/files/22765174/Bespin+Music1.zip  Music part1
http://www.gamefront.com/files/22765182/Bespin+Music2.zip Music part 2

--edit; this was abandoned.
#100
When ever I click "Create New World" in BFbuilder or 0 BFbuilder Pro, I get this error. *attachment*

I have BoPc Fix installed, i have bfbpro-zefix-bound-psc-parted fixes installed, and am using unsupported_swbf_modtools version of BFbuilder.

Can someone tell me what I am doing wrong? Thanks.