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Topics - Cmd_Smith

#1
Hello everyone! Man, it's been like, 2 or 3 years or something crazy since I've modded. How times flies, right? Anywho, I still don't know how to do the simplest of tasks. I am crazy about this model I found ( https://jkhub.org/files/file/2876-galen-marek-jedi-adventure-robes/ ). I want to use it as the jedi hero on the map I started working on yesterday. I figure that it is ok to use this because it is on the internet, if I give credit?

Anyways, It is a model for Jedi Knight: Jedi Academy. This obviously won't work for Battlefront II, so could somebody convert it for me? Or, could you tell me how? Credit will be given either way. I tried using blender and an old plugin to import it, which I could then export as msh or something like that, but of course the old plugin is.. old, and it did not work correctly.

Help is greatly appreciated!

Commander Smith
#2
SWBF2 Modding / Lightsaber animation help?
June 11, 2015, 02:21:42 PM
My newest idea for a mod is to make the stock JED.lvl be more progressive and less static, so Im basing the 6 units off of the basic classes and the prestige classes from KOTORII. Essentially, I want it to have the Darth Maul animations for one, the obiwan animations for anouther, Aayla for yet anouther, and so on. Do I in the weapon ODF, do I change

GeometryName        = "rep_weap_inf_lightsabre"
ComboAnimationBank  = "human_sabre melee rep_hero_ep3obiwan"


to

GeometryName    = "cis_weap_inf_doublesabre"
ComboAnimationBank  = "human_doublesabre sabre cis_hero_darthmaul


That?

I did that, and it crashes my game when I play with it. Is there something in the Unit's ODF I need to change? I'm not sure what else to do..
#3
General / Something About 'Nothing'
June 06, 2015, 08:06:45 PM
Something I have notice recently is that lack of modding aid through the community. Although the majority of you people are polite enough to respond to personal messages, I am in a state of disbelief for the many times I have reached out for help and gotten either no response, or a response that more or less entailed 'figure it out.'

While I understand that by the way I type, my posts may be misinterpreted as 'do this for me.' This is however not the case. Most of my posts are asking for instructions on how to do something, or a nudge in the right direction to get me the answer. A lot of my posts I know nothing about, and when I receive an answer that does not help me, or rather no answer at all, there is often nothing I can do but to make a new post with a new idea, or think of something else to do.

I understand that this post may be misinterpreted, but I really hope you will understand I am not throwing punches. More so, I am trying to get help from my peers in this community so that I can give back to you.

Cheers guys,
Commander Smith
#4
SWBF2 Modding / .msh Edits (BF2)
June 06, 2015, 05:32:45 PM
Can someone help me, or point me to a tut on how to add things to a .msh file? Essentially, what i'm trying to do is get a jetpack to render on a unit model. Do I need to hex edit? Do I need some sort of rendering tool?
#5
SWBF2 Modding / Texturing/Modeling
June 05, 2015, 07:05:10 AM
EDIT: okay, I found one. lol

Now, how can I make the model for the e3 Heavy Trooper the Model for the Jet trooper?

Essentially, I want my final product to look like the Heavy trooper, with a jet pack. I have the textures, but all the modeling stuff is new to me. I don't even know where to begin.

Where to I find the model for the Heavy Trooper's cape? And the jetpack itself? I can't find those.

In the attached files, the cape isnt rendering. Why?
#6
SWBF2 Modding / BF2 Snipers
June 04, 2015, 08:37:47 AM
First question: How do I add recoil to the sniper rifles? Its such a change from BF1, and I want to change that :D

Second question: Why doesnt the sniper have a reticule like in BF1? How do I add it?
#7
SWBF2 Modding / Munging BFII ModHelp
June 03, 2015, 12:56:16 PM
Munging seems sort of different for BF 2 from BF 1. So myquestion is, do I still do the clean.bat and munge.bat? Or clean_all.bat and munge_all.bat? Or do I use Modtools VisualMunge.exe? What about all the other .bat files that say MUNGE in the name..?

I am only trying to do a side, not a level.
#8
SWBF2 Modding / Decompile Existing Mod?
June 03, 2015, 12:01:20 PM
Is there a way to decompile an existing BFII mod? I solely want to look at the files for a few weapons and units from a mod that I have in my addon folder. So is there any decent .lvl decompiler to unwrap the files so I can take a look?
#9
So.. evidently, I need a BFII CD to run the BFII Tools... but I play BFII on steam... can anyone help me out?
#10
SWBF2 Modding / Launch Error
June 02, 2015, 07:40:47 PM
I ahve installed the BFII mod tools twice! When I run BF2_modtools.exe I gett this error:

"The program can't start because binkw32.dll is missing from your computer. Try reinstalling the program to fix this problem."

I hve already reinstalled it....help?
#11
SWBF1 Modding / CORE.LVL edit?
May 27, 2015, 03:00:49 PM
I just recently got back into SWBF1 modding with the tools and picked up an old project I was working on. I quit it because the problem I was having is that I can't open a core.LVL file, and I was told that's how you change unit names (IE: Super Battledroid-->Battledroid). Is there some easy way to open these, or to edit the unit names?

Also, i read through the readme.txt again and it says I need Internet Explorer. Is that necessary? Because I use Google Chrome...
#12
Requests / Kashyyk map
February 23, 2015, 10:43:11 AM
Im making a mod/map that focusses on kashyyk during order 66. the thing is.... Ive tred the mapping tools, and mapping period... i just cant get it right. Esprcially not a map of what I want. I want a map based off of kashyyk, with the coastline and shore, then a canyon/pth thing leading to a wookiee fortress in the trees. Command posts on the shore, in the tress, and scattared about other places. I can do the sides, but the mapping is something that someone on here is better at. Help?
#13
I'm working on adding the original Battle Droid back onto the CIS side. I dont want to go through all of the hard core.lvl editing, so is it possible just to add a new playable class? I mean,  if theres no other option, i will edit the Assault Droid into the Super Battle Droid and make his rockets more effective... but either way?

So yeah. Is it possible?
#14
SWBF1 Modding / Creating sides?
February 19, 2015, 05:17:32 PM
I was playing around with the modding tools (BFBuilderPro) and I wanted to customize some side classes. How do I do this? I tried following this tutorial (http://www.swbfgamers.com/index.php?topic=4692.msg45256#msg45256) but I dont ever get a sides tab?