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Messages - Giftheck

#2206
Aha! You like using his Rocket Launcher? Blowing those Rebel Scum high into Theed's skyline? :P
#2207
I might do it at some stage. As I said, get Main Play Mod 6, it has playable Naboo Guard (however, only in GCW vs Empire, based on BF2)
#2208
I'm making a new mode for this mod: Elite Squadron Mode, which is essentially based off the DS version of Elite Squadron's Instant Action.
#2209
SWBF1 Modding / Re: Main Play Mod 6.5
November 07, 2009, 10:13:07 AM
I can't model, and Maveritchell is the only modder with access to a model of Rahm Kota, but it would be cool to have him.

For BF2, I was going to have an Elite Squadron mode, based on the DS version of Elite Squadron, but I could have some mission maps in a separate pack for this.
#2210
Okay, so Battlefront :Elite Squadron is already out in the US and it's due out here in the UK tomorrow.

So i thought it'd be a good time to discuss the newest installment of the Battlefront series.

The game follows X1 and X2, two clones created from Jedi Master Falon Grey. After Palpatine issues Order 66, X1 and X2 obey the order (the same as the other Clones). X1 himself kills Falon Grey. However, X2 becomes uneasy and eventually abandons the Empire and joins the Rebellion, learning to become a Jedi much like his host self. Eventually, X1 and X2 confront each other, and this confrontation will ultimately shape the fates of both the Empire and the Rebellion.

I've seen some reviews, and screens of BF: ES, and I must say while the job was good on it, they could have used a new story and kept this one to wherever BFIII is going, as this was actually one of BFIII's stories (in fact, the X1 and X2 fighting scene is practically the same from the leaked BFIII footage).

I have yet to get the game, but I'm going to get it on DS tomorrow, and then get a PSP and this game for it in the New Year.
#2211
I had to bundle them as separate, but if you go onto my user page on SWBF files you should find them.

BTW I suggest using version 6.
#2212
Windows Vista.
#2213
SWBF1 Modding / Re: Main Play Mod 6.5
November 04, 2009, 02:11:00 PM
I've been fiddling about with the idea of adding in some of the proposed BFIII/Elite Squadron stuff, porting three heroes from MPM2. I have been working on X1 and X2 for BF2, and those could easily be ported. The other one is Dark Kenobi. Anyways, here's a picture of the X1/X2 "Clone" model.



X1 would be an Imperial hero and X2 would be Alliance.
#2214
Well, I think I saw the bombardments when I was close to the hangar shields. Mind you, I have to play BF1 in low else most of the ground maps end up with a big black shadow spread across the map.
#2215
My original Main Play Mod had a few hunt-based maps. I forget now what they were.
#2216
Quote from: Napseeker on November 03, 2009, 09:27:53 AM
Sexternal?  Hey, this is not that kind of a map :P  Hmmm, that's kind of concerning that the game crashed!!!  Can you tell me which fighter you were piloting?  I'll just double check to make sure there are no problems with the ODF for the ship and its weapons.  I never once had a crash during my private testing so I want to make sure I didn't overlook something in my tests.

Has anyone gotten a chance to try this in multiplayer yet?  Am wondering if the lag is too great for it to allow multiple gamers.   It'd be tough to cut out the polygons on this map though, the biggest drag on framerates are the hangars themselves it seems.

Uh, I didn't write that, honest! :P

Well, I was piloting the Droid Fighter, everything was going fine, the missiles were working, then the two cap ships began firing at each other and I think it just got overloaded... there's only so many explosion effects the BF1 exe can handle.
#2217
I loved it! Of course, I had a CTD when firing missiles at the ship's external systems but that's because I believe the two ships were crossfiring at the moment.
#2218
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 03, 2009, 09:13:47 AM
Here's my Mace Windu ODF to give you a rough guide.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_macewindu.msh"

[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "rep_inf_macewindu"
GeometryLowRes = "rep_inf_macewindu_low1"

AnimationName = "all_inf_snowtrooper"

JetJump = "21.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.5" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.49" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CollisionScale = "0.0 0.0 0.0"

WingModel     = "gen_wings"

HealthType = "person"
MaxHealth = 1200.0
AddHealth = 60.0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "rep_weap_lightsaber"
WeaponAmmo1 = 0
WeaponName2 = "rep_weap_inf_forcepush"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WeaponName3 = "rep_weap_inf_forcepull"
WeaponAmmo3 = 0
WeaponChannel3 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70



CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

AimValue = "1.0"

HurtSound                = ""
DeathSound              = ""
AcquiredTargetSound      = ""
HidingSound              = ""
//ApproachingTargetSound = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "rep_inf_soldier"

NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
#2219
SWBF1 Modding / Re: Main Play Mod 6.5
November 03, 2009, 09:11:18 AM
Actually, I was thinking of doing that, but the Death Star Engineer would be the Pilot only, rather than the other troopers.
#2220
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 02, 2009, 01:38:47 PM
Force animations are grouped together with the lightsaber animations.