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Messages - Giftheck

#2266
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.
#2267
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.
#2268
Perhaps a short-range Force Energy attack that acts similar to a mortar?
#2269
I tried but the map crashed during munge for whatever reason.
#2270
Mos Eisley and Endor are the same as BF1.
#2271
Yeah, the Wooden Sea Wall was meant to be like that. It's the Sea Wall Gate they're talking about - you can destroy the controls but the gate won't fall. The gate itself is a prop - in BF2 there's an LUA command:

    OnObjectKillName(PlayAnimDown, "gatepanel");
    OnObjectRespawnName(PlayAnimUp, "gatepanel");


This code is not compatible with BF1. So the gate stays static in-game.
#2272
Released Maps and Mods / Re: Kashyyyk: Beachhead (BF2)
September 24, 2009, 06:19:50 AM
Polis Massa is by Battlebelk.

Jedi Temple, Kamino, Mustafar and Utapau are all Scum/Strike conversions.

Endor and Hoth are largely the same as BF1 with minor adjustments (such as the removal of caves leading to the Shield Generator in Hoth and the changing of the Shield Bunker to a capturable CP). Mos Eisley, although the CP setup is reversed, is the same as BF1.
#2273
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 24, 2009, 03:09:31 AM
Don't worry about localization, I've already cracked it. BF Mod Tools has two copies of a localization file - one in the ModID folder, and one I believe in Data/_SOURCE_PC. At munge, it combines these two files. The _SOURCE_PC version contains pretty much EVERYTHING. So all you have to do is make your new localizations, munge them and copy the munged output.

As for ODF decompiling, that's good news. If we can figure everything out now, and get an ODF decompiler assembled, perhaps a LUA decompiler isn't far off the horizon.
#2274
do believe in the DS version they had Force Shields too, but they were relatively weak and could easily be cut down. Perhaps it was not intended but in the DS their shields also repelled Blaster fire. But their shields wore them down easily too.
#2275
Requests / Re: Fixing collision for the Jedi Temple
September 24, 2009, 02:53:56 AM
The blocks work for floors and ceilings, but some of the pillars lack collision, and the wall on the western corridor outside the War Room has no collision either.
#2276
Requests / Fixing collision for the Jedi Temple
September 24, 2009, 01:39:20 AM
Okay, I got some of the Jedi Temple's collision fixed by following Battlebelk's tutorial (renaming the "p_-so" collision meshes to "collision" in a hexeditor). So I got the upstairs of the Library, the Server Room and the Security Room fixed, but there are still places where collision is awful, such as the corridor leading from the security room (the bottom of the stairs has a collision hole I can't seem to fix).

So I'm asking if somebody could help me fix collision on the objects I can't hexedit because the name strings for collision are too short.
#2277
I think Jedikiller copied the Historical Campaign objective there.

'Course, it would be cool, and so much harder, if there were Acklays.
#2278
Here's a new one to add to the list: Kashyyyk: Beachhead:

http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=61
#2279
Quote from: Napseeker on September 23, 2009, 06:03:53 PM
The skirt is modelled on and boned to the thighs of the skeleton (as I do with all my units when they have skirts), it's not an addon mesh since then the skirt wouldn't bend with the legs.

What software did you use to get the skirts on the units? 

Quote from: Napseeker on September 23, 2009, 06:03:53 PM
It's not an exact match to the TFU one, mine is missing the tiny vesitigal arms and legs; I tried to model them onto the mesh but I couldn't get them to look right in the game whenever the unit moved, so I had to drop them.  I thought those tiny limbs looked a bit silly anyway...

Right now the Felucian clubs people with his bonesword and he can throw it at enemies (with an unlimited number of throws) to instantly kill them.  I haven't actually played TFU so I don't know if he has any other powers or weapons.  If someone knows of what else he can do, let me know and I'll add it to his repertoire of weapons.

I know they're Force Sensitive, but their powers differ between each version of the game. They had a Force Bomb attack in one version of the game but mostly they either ran or when cornered tried to club the player to death.
#2280
The Wookie Cats and Droid Gunships are there, but I haven't got the skydome explosions in there yet so it seems empty.

It would have been nice to have the BF2 Wookies too but that doesn't seem quite possible (the unit's possible, but the dreadlocks aren't, meaning that there are four nice holes in the back of the BF2 Wookie's head). Maybe in the future.