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Messages - Epifire

#46
General / Re: R.I.P Xfire
June 17, 2015, 07:51:13 PM
Very sad about this. I've used Xfire for a long time and was just updating mine before all this happened.

I'm gonna try and salvage what I can from my profile, but I'm going to be migrating to Overwolf & Teamspeak. They seem to be filling that kinda roll Xfire was doing (and better at this point I might add). Once all my machines are back in working order I'll likely be hanging out in the SWBFGamers sever that Led has been so kind to host. If Overwolf is as robust as I'm assuming, it should work very well as a replacement.

PS: Not to take us off topic, but if a lot of us do go to Overwolf we should petition that SWBF1 be added to the overlay support. Cause if you scroll down to the Battlefront games only BF2 is supported. http://www.overwolf.com/supported-games/

Just to note for the future, if we do end up going that route.  :tu:
#47
Quote from: Ginev on June 16, 2015, 01:43:39 AM
I really hope to get and simple conquest mode where you can change your team every time you want ;D
Ohh and the AI need to be a little harder than this :D

I'm guessing the AI was on easy for the sake of the video. I'm pretty sure they'll have a more difficult mode.
#48
General / Re: Good bye Dooku
June 11, 2015, 08:31:34 PM
This is indeed a sad day. First Leonard Nimoy, and now Christopher Lee. You just know these people and always kinda feel like they're always gonna be there, until they're not. A great man from a forsaken era, with an incredible history as well. One could only hope to live even half a life as full as he did.

Rest in peace Mr. Lee you will be missed.
#49
General / Re: Xfire alternatives: Pros and Cons
June 11, 2015, 08:05:12 PM
I've used Overwolf a bit and it's not too bad. I can understand why people aren't as big into Xfire anymore as it's sorta taken a step back quality wise. To be completely honest I just run my Xfire for the nostalgia and the old friends I still have added on it. Kinda makes me sad at how a lot of things with the application became neglected, but I have my work arounds. It also takes little to nothing in terms of performance for me to run, which is why I still am totally okay with it always left running in the background.
#50
Quote from: Gistech on June 08, 2015, 10:39:21 PM
These will be used in my Expanded mod.

I'll be uploading a V2 at some stage, so stay tuned.

Definitely. And with your permission (with due credit), I'd love spice up my default imp sides with these in my Kejim Outpost still in the works. Generally I'm really not a fan of the radically altered skins/models but just more like a quality boost while keeping the original look. That's why I think these look perfect, because their increase is subtle. Just too bad I don't know of any packages that do this for the rebs.

Not wanting to jack your thread or anything so I'll try and keep this short. But if you ever want a hand with modeling or want a tester, feel free to give me a holler. Cause you've definitely got a fan here.  :cheers:
#51
I don't know where you found that hype train but that's the best one I've seen yet.  :rofl:

The anticipation is killing me. Also the fact that they kept the gameplay ground oriented (much like BF1) just makes me all the moar giddy.
#52
Actually would be kinda cool to see Geonosians like that in a mod map. So far I haven't seen any that in depth as to what you're explaining. You could get a beam of some kind (depending on how the weapon ODF is setup) but I don't think that will change the NPC fire times. Since NPCs in SWBF usually only fire in spurts and don't hammer on off the rounds such as the elite does.

If there was an elite done right, that would be amazing. The only way I could really see an elite working correctly is if it was actually "faked" as an air vehicle (such as the droideka is to the CIS). Difference being the elite would use air based nodes and never touch ground (like how they are in commando) so he'd essentially hover around using the beam weapon. Only thing is I don't know how much customization can be done like that to the existing AI base we have to work with. My guess is something like that would have to be coded in, which in that case would be impossible.
#53
Quote from: Gistech on June 08, 2015, 03:22:44 PM
They do work in SWBF1 but they seem to cause lowres flipout. Obviously they would have a better time in SWBF2.

Here's what the triangle counts are (from the readme):

-Stormtrooper (2072 triangles vs stock 1651)
-Shocktrooper (2208 triangles vs stock 1877)
-Jump Trooper (new) (2591 triangles)
-501 Stormtrooper (2119 triangles)
-501 Shocktrooper (no lowres) (2255 triangles)
-Heavy Trooper (2627 triangles - The EvoCreen asset I was using prior had 4445)

I'm working on making 'lowres' versions which are the high-res versions just mapped to bones that exist only in the low1 skeleton. So far preliminary tests are promising (no slowdown/lag - this suggests that Pandemic were really underestimating what their engine could handle).

I couldn't go back to using stock Stormies now, though :p They definitely have problems, especially in the helmet area.

Yeah those numbers should work fine in either one, considering how much I've been able to cram into a single asset alone.

Here's my theory with all my own tests in SWBF with meshes. Most of the LOD systems in place really don't seem to make that much sense for our computers (then or now for that matter) but you gotta remember the crappy hardware it was also supposed to run on with the consoles back then. Since I think they were the same assets across the board, one can only suppose the strict limits were in place to make sure the same version ran across all platforms. They had like only a year to work on each title so I really can't bash them for using a single version for the sake of saving time.

Although if you were to make some kind of mod (for BF1 at least) to overwrite existing stormies with your base white version there, I'd pick it up in a heartbeat.   ;)
#54
Are these designed to work specifically with SWBF1 or 2? If these can work with the rigs in 1 they look tons better than any of the original work/reskins I'd seen before. I don't mean to bash the work of anyone else but I'm pretty critical over the asset quality we usually have to work with.

Curious though, what is the poly count (at least a range that these sit at)? I'm not sure about hard coded poly limits for units, but the most dense prop I've used (a 6.5k turbo laser tower) runs great with multiple onscreen at once. For anything in ZE at that number, you've gotta have a special lowres version to not crash the editor, but with in-game units I think there may be some LOD throttling at fault.
#55
SWBF1 Modding / Re: Simple mesh needed
June 08, 2015, 02:56:38 PM
This should be perfect. The angle for the geometry looks pretty specific so decompiling this will give me the correct scale and design the game needs. I'll keep a copy of that on this machine to reuse once my other machine is back online. Heck if I was certain XSI would work on this underpowered unit, I'd do it right now.

One other thing to note is the UVs. If you're wanting it to tile a certain amount or have the image flipped in any specific fashion it would be good to let me know how you're gonna do that. Otherwise if the UVs are crap, even with your hex edits, that's gonna cause some unneeded additional work on your end.
#56
SWBF1 Modding / Re: Simple mesh needed
June 08, 2015, 01:20:51 PM
Quote from: Viathan on June 08, 2015, 11:41:21 AM
Thx for your answer.
Yea I still need it. My models I exported from blender didn't look good at all  :slap:

But a plane mesh would be nice  :cheers:
(i don't really know what the stock cube is scaled, it's in common.lvl => shell_cube.msh)

Wait, if that's an existing .msh is there a way you can copy out and hex edit that version? Might save you the headache whilst I wait for the replacement part for my main rig. Otherwise I'll look into that and see what I can do as soon as my setup is up and running again.
#57
SWBF1 Modding / Re: Simple mesh needed
June 08, 2015, 10:16:13 AM
Hmm if you're still needing this by the time I get my cooling unit replaced I could do this for you easily. You are specifically wanting a cube that's viewed from the inside? It might be helpful to know just what the original stock cube was scaled at (to size the new one correctly) but otherwise I could just make multiple versions and let you test them.
#58
Quote from: Commander Awesome on June 03, 2015, 08:36:23 PM
SWBF online is working for me now. I think it's because my RAM was recently increased. So expect to see me around in the SWBFG and PLA servers. However, my life is too chaotic for me to join the ICW or other such things, though I may join some public events if I have the time. Either way, I'm glad I can now join you guys in-game.  :cheers:

Awesome to news sir! I hear ya on the ICW and life chaos though, as I'm still in that boat myself.
#59
SWBF2 Modding / Re: .msh Edits (BF2)
June 07, 2015, 07:27:04 PM
Does anyone know if BF2's munge accepts/works with batch commands like the first one? If so, then shouldn't there be a way to add that command in to run automatically? I could be all wet about how the command works (as I never actually used the fix myself) but it's worth looking into if the command can run before the munger starts.
#60
SWBF2 Modding / Re: Texturing/Modeling
June 07, 2015, 07:21:03 PM
Quote from: Cmd_Smith on June 07, 2015, 02:56:41 PM
Alright. Thanks a lot man. Anouther thing is that I have a 64-bt windows, and the BF2 Tools dont munge on that soo I dont know what im gonna do.

Yeah that's why I have two rigs for SWBF modding. I work almost exclusively on stuff for BF1 (at least at the moment) but to me it's just way easier to have an XP machine dedicated to compiling and mapping, then testing on the other. I know there's some kind of workaround to make the BF1 munger work on 64 bit, but I can't say if that works for 2.