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Messages - Giftheck

#2251
Requests / Re: Fixing collision for the Jedi Temple
September 30, 2009, 03:33:25 PM
I'm not sure, I'd have to look into that as there are items munged that have collision in-game that didn't according to the munge application.

All I know is, the BF1 munge creates one big collision primitive from individual primitives. Each must contain the word "collision" to be picked up by the munge.
#2252
I'll see about fixing that so the CIS own the Orchard as well.
#2253
I've just added some stuff on collision fixing to that since they're related to the problems some maps have.
#2254
SWBF1 Modding / Re: Felucia: Marshland (Delta1 Released!)
September 29, 2009, 12:50:18 PM
I don't mind there not beling vehicles. There wasn't much room to maneouver anyways in BF2.

Love the changes! It plays perfectly on my machine, almost exactly like BF2's (let's face it, no matter what we port, we are NEVER going to get over the exact gameplay of BF2).
#2255
Naboo: Prototype (Reconvert Beta 1)

http://www.SWBFgamers.com/index.php?action=downloads;sa=view;down=62

This is the Naboo: Prototype map included in BF2's Conversion Pack, ported from Battlefront II into Battlefront I. It includes all vehicles that are in the BF2 version ported into BF1.
#2256
Removed.
#2257
Could you get up ENDD and BLOCK?
#2258
SWBF1 Modding / Re: SWBF2 Conversion Pack?
September 27, 2009, 02:26:35 PM
Quote from: Jedikiller on September 23, 2009, 03:58:31 PM
You are aware that there is already a Jedi Temple conversion that has been pretty much fully converted?

Yep, and as I noted, loads of collision problems. Some of which I have fixed already.
#2259
Quote from: Jedikiller on September 25, 2009, 06:18:37 AM
It's a simple matter to rename it, I guess.

In terms of foliage- it seems to have moved itself way outside the map. I guess I can try and fix it, but there are some layer issues that prevent me editing a lot. It appears that the foliage, and therefore, a great number of the bugs listed in this topic, are on a layer that crashes ZeroEdit, so I will have to go through and place the foliage myself.

I've noticed BF2 hintnodes also crash the map often. Plus, sometimes water doesn't munge. Claims the water's an extra layer.
#2260
You missed out the test map used in both games - Naboo: Prototype. Sadly, only a BF2 source exists for it, but I'm working on that too.
#2261
I think so but I'm not certain.
#2262
Requests / Re: Fixing collision for the Jedi Temple
September 25, 2009, 01:11:15 AM
It's worth a shot.

Edit: It didn't work.
#2263
Requests / Re: Fixing collision for the Jedi Temple
September 24, 2009, 02:10:29 PM
Well, I need fixes only for the hallways leading from the Security Room to the War Room (the two CPs that are second lowest on the map). Most of the collision otherwise is fixed - either it worked in the first place or I hex-edited each mesh so that when the models munged, the collision was detected (IE changing the Library collision names from "p_-so_collision365" to "collision365"). Can't do that to all of the meshes as some of the collision names are too short (IE "cube12"). So it's just the tall corridors that need collision.
#2264
Perhaps a short-range Force Energy attack that acts similar to a mortar?
#2265
I tried but the map crashed during munge for whatever reason.