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Messages - Giftheck

#2191
SWBF1 Modding / Re: Space: Coruscant
November 19, 2009, 02:35:10 AM
Yes. All ships that appear in BF2 will also appear in this map.
#2192
SWBF1 Modding / Re: Space: Coruscant
November 18, 2009, 01:52:36 PM
I have no idea what the hell is wrong at the moment, but the map munges fine (except when I get to see the "munging cos.req" part, it says that "Missing file COS.prop", although I'm sure that's nothing particular to worry about). But when I try to play, there are no CPs at all. I'm going to try to munge it without the natives and see if that works.

EDIT: I was right - it was indeed the two groups of natives. Perhaps I should have a GCW mode with Rep defenders and a CW mode with CIS defenders. Unless I can find a way to get two native sides in the same map. I KNOW it has been done before because I've seen it done in Mission 1 Republic Commando.

I've also got a bit of planning to do as the units just run against a wall at the moment. Thing is, I've never done planning before with this (this being my first map and all, aside from the conversions which already have planning in them). Otherwise, the map's running.

The best part is, I've made the dome work as it should do. There are cap ships and droid fighters and jedi fighters battling it out. I'm certain I've seen dome explosions in the Geonosis map too so maybe it isn't so impossible. It might just require tweaking.
#2193
SWBF1 Modding / Re: Space: Coruscant
November 18, 2009, 02:07:33 AM
I'm about to test the map. Last night I tried to test it but I didn't realise (this being my first map and all) that the 'props' bit is commented out by default in the world req file. That, and my Republic Officer wasn't functioning as it should (I hex-edited the ARC Trooper kama and pauldron onto it, it looks fine according to SWBF viewer but ingame the kama and pauldron gets all screwy)
#2194
SWBF1 Modding / Re: Space: Coruscant
November 17, 2009, 02:22:34 PM
I've already changed the ARC-170 weapons.

As for the laggy hangars, I believe that was because napseeker had the fighting capships, but I didn't want to do that.

I've emulated a bigger battle by placing prop capital ships outside the boundaries. I've also adjusted the sky file so it's like Geonosis' sky, with the cruisers and fighters.

Another thing I've added (credits again to napseeker for the idea) is "Natives" to each ship. The Republic "Natives" are standard soldiers on-board, and the CIS has their standard soldiers, as well as a couple of MagnaGuards and Droidekas thrown in for good measure.

I'm still sorting ODFs out for the cap ships, though. I've never found BF1-compatible stuff for the cap ships, so I've had to reverse-engineer the BF2 ODF files, removing whatever does not work.
#2195
SWBF1 Modding / Space: Coruscant
November 17, 2009, 10:45:07 AM
I'm mainly using this as a testing ground for stuff that's in my Main Play Mod, but, yeah. Basically I'm making a Coruscant Space map.

These are the following features thus far:

- All craft accounted for
- Prop Capital ships have been assembled in the battle around the main area to give a better impression of a massive-scale battle.
- Lightsaber Hilts!
- Vehicles have been made a little more canonical. The ARC-170 now has 3 seats!
- Invasion Parties - Prop Gunships allow for you to spawn on the enemy's capital ship (Napseeker gets the credit for this idea)
- Episode III music, straight from the official album.
- Pilot, Marine and Officer classes. Marine and Pilot are the same as BF2, while the Officer is a brand-new addition.

Screens are pending. I've just started work on the mainframe of it all.
#2196
SWBF1 Modding / Re: Main Play Mod 6.5
November 16, 2009, 02:37:16 PM
Thanks!

This time around, you will only need to replace core.lvl and mission.lvl. Because of the new sounds I've added, I didn't want mod maps to have empty sounds. So I've basically preserved the original sides, which mod maps will use, and the MPM sides will be used by the new mission.lvl files I include. This way, there's no missing dark trooper on mod maps. Downside is, that you won't be able to play MPM sides on maps that I have not overridden with new mission.lvl files.
#2197
SWBF1 Modding / Re: Main Play Mod 6.5
November 15, 2009, 01:55:28 PM
BF2's giving me a bit of aggro at the moment (some units refuse to appear on certain maps, I don't know why yet) so I've gone back to BF1.

Yup, the new stuff is being munged and tested over the next week. Expect a beta soon.
#2198
Well, Elite Squadron Mode isn't up and running just yet. But I've nearly finished compiling the first version of the mod. It's all set out, so I'll have screens of heroes and the like hopefully before tomorrow night.
#2199
Requests / Re: Tantive Conversion?
November 11, 2009, 08:09:24 AM
I've not asked.

Well, apparently there was tons of collision errors and the like. and there was apparently one model which crahsed ZeroEditor.
#2200
SWBF1 Modding / Re: Main Play Mod 6.5
November 11, 2009, 03:03:57 AM
I will be doing. Perhaps some other new ones too.
#2201
SWBF1 Modding / Re: Main Play Mod 6.5
November 10, 2009, 02:55:53 PM
No, I won't be replacing all sounds, just the ones I don't like, or no longer fit. As about 80% of the SFX is used universally (IE the droid guns are used in almost all games I've played with the CIS/Trade Federation in them) I do not intend on replacing them all.
#2202
Requests / Re: Tantive Conversion?
November 10, 2009, 02:54:03 PM
I have no idea since he didn't ask whether he wanted it uploaded, converted, or he had the map and wanted to upload it himself.
#2203
SWBF1 Modding Tutorials / Collision fixing tutorial
November 10, 2009, 12:13:50 PM
Removed.
#2204
SWBF1 Modding / Re: Main Play Mod 6.5
November 10, 2009, 01:39:52 AM
I think I can do that, I'll have to test it thoroughly though, but since I could load missing stock SFX for new vehicles into the stock maps (like Bespin Platforms CW which uses X-Wing and Y-Wing sounds, as well as TIE sounds), it should be possible.
#2205
Well, until recently, I left out the Dark Trooper in certain maps because I thought they were Phase II (which didn't exist pre-GCW), but they've been worked into canon as Phase 0 now (cyborg Clone Trooper veterans)