Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - tirpider

#61
10 incredibly useful keys to know about if you didn't already.

Pressing one of these keys enables the corresponding mode for the mouse.

Key Mode
---------------------------------
S view - track (drag)
P view - dolly (zoom)
O view - orbit

T select - vertex / point
E select - edge
U select - face / polygon
space select - object

X transform - scale
C transform - rotate
V transform - translate

info from :XSI Cheatsheet @ the Valve Developer Community wiki

I was so mad I could spit because I couldn't do simple tasks like move the view or rotate the model.  And while reading their documentation is best, a quick list of keys is really useful to have.
#62
General / Life-Sized Lego X-Wing
May 23, 2013, 04:07:54 PM
Source: http://gizmodo.com/this-incredible-full-scale-lego-x-wing-is-the-largest-m-509484787

I am not a fan of promotional endeavors, but......

Lego made an X-Wing.  A big, sit in it and everything X-Wing fighter, out of lego bricks... you have to see it...

After you see it, we need to buy it and put it in my garage.
#63
Just about every unit uses the ODF line:
AnimationName = "all_inf_snowtrooper"

Yet there is no all_inf_snowtrooper.zaabin or all_inf_snowtrooper.zafbin anywhere.

In common.lvl, there is only the various human_animation_* banks and no ODF ever says:
AnimationName = "human_animation"

I am trying to replace certain animations and I think I have them mungining correctly, but am having trouble getting them to show up in-game.

I've used the gam side from the shipped addon assets as my guide for setting them up, but since I'm replacing animations for a human, would I need to munge a new set of human_animation_* files and make a new common.lvl?  (seems extreme, if so.)

-edit
After digging around some more, I am reading about how the animation banks are hard-coded, and years old efforts have been being made to make the addition of animations a side only thing. 

I suppose that solves my query, that yes, I will need to make a new custom.lvl to see my modified animations in-game.

Unless I am missing some big piece of information in plain sight. (I hope?)

edit by tirpider: tagged title
#64
SWBF1 Modding / Render Type 7 (Animate)
May 16, 2013, 10:16:53 PM
Has anyone managed to get the Animate render type to work in-game?
Has anyone seen an animated texture in-game, even? (Animated, not scrolling.)

I have seen video examples of it working in BF2, but nothing in BF1.  Not on a msh model, at least.

My test models (a rock and a player unit) appear to have animated textures when placed in Zero, (their surfaces blink and flip rapidly,) however no effect is seen in-game as a prop or a unit.

The munger complains (INVALID RENDER TYPE:Animate) so I am sure I am close.

The information I have is that the render type needs to be set to 07, data0 needs to be the number of frames, and data1 needs to be the speed.

The frames have to be set up in a grid on the texture with the UV's mapped to the first frame. And the number of frames need to be a square number (4, 16, 25, 36...)

My fear is that it is an fx based thing only, but I'd love to see it working at all, really.

If anyone knows of an example of this or whether it is a feature supported in SWBF1, I'd love to know.
#65
Released Assets / Backpack Addons
April 05, 2013, 06:42:04 PM
Backpack Addons

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=932



Snake - You asked for it :) (Actually a lot of folks have asked, but you got me to actually do it, so this is kinda everyone's pack.)
Unit 33 - medpack texture
tirpider - msh editing
Pandemic - source materials

There are 6 backpacks in this archive, all setup to be used as addon msh's:

add_inf_engineerpack - From the SWBF2 Rebel Engineer.

add_inf_largepack - From the SWBF Rebel Soldier.

add_inf_shockpack - From the SWBF Imperial Shock Trooper.

add_inf_medpack - From the SWBF Rebel Medic. (heh, see OTC Rebel Medic.)

add_inf_smallpack - From the SWBF Rebel Sniper.

add_inf_snowpack - From the SWBF Imperial Snow Trooper.


For the addon to show up on the model, paste and edit the following into the unit's ODF file:
(replace "add_inf_pack" with whatever the addon msh is named.)

AnimatedAddon    = "CAPE"               //needs to be "CAPE". even if it isn't a cape.
GeometryAddon    = "add_inf_pack"       //name of the model to use without ',msh' extention
AnimationAddon   = "imp_inf_vader_cape" //must be present or game will crash.
                                        //be sure to include "imp_inf_vader_cape.zaabin" and .zafbin in the munged folder
                                        //they can be found in the "Lucasarts\BFBuilder\Assets\Sides\IMP\munged" folder
AddonAttachJoint = "bone_ribcage"       //name of the bone to attatch addon to.



Notes:
- The engineer, large, and shock packs were weighted in the source models, so
   I had to do 2 things to get them to show up correctly.
   1, the weights and envelope had to be removed.
   2, the TRAN fields had to be adjusted to get it turned the right way round
   and positioned on the back. (I just copied the TRAN from one of the Jetpacks
   in a previous release.)
   
- I isolated the backpacks on the tga's and gave them their own texture for
   reskinning fun. The Paint.net files from that process are in the rars in the
   uv_stuff folder. I'm disappointed that some are so small (128x128,) that just
   makes them blurry.

- the .option for the msh files contains "-hiresshadow" because there are no
   shadow volumes in these models.  If things get buggy, this would be the first
   thing to remove to see if things get better.


Possible Future Edits:
- The UV's and textures are a train wreck for some of these. Pieces aren't
   properly isolated, the arangment is funky, tga sizes are tiny.  Most is
   because of the way they were integrated with other units, so uv's needed to
   be overlapped to save space and sizes kept small, ect.  I may re-do the UV's
   in the future, but it's working now, so that isn't a priority.


The materials for this pack were sourced from the SWBF1 and 2 BFBuilder mod
tools assets unless noted otherwise.

If you use these in a side mod, map, or hex-edit, then no credit for me is
needed. Just be sure to thank LucasArts and Pandemic for letting us play with
thier toys.

Special Notes/Legal:
- I'd like to thank George Lucas for the entirety of the Star Wars Universe.
   It's evolution as a franchise is, in itself, an epic struggle and a tale
   worth telling. Through the victories and defeats your vision has suffered, we
   have all enjoyed and been inspired by it. Thank you, Mr. Lucas.
   
- There is an enormous chance, that if you have posted a question or answer on
   SWBFGamers, GameToast, or psych0fred's secretsociety, then I have learned
   from you. Thanks for all your contributions.
   
- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A
   DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C)
   LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
   
- Now that Disney has purchased LucasFilm LTD, they deserve the same respect
   for IP as LucasFilm, LucasArts, and Pandemic. I don't have the legal phrase
   for it all, (they are just a parent company, after all,) but if you are
   reading this, then you know what it means.  Don't misrepresent others work as
   your own.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#66
General / [video] The truth
March 24, 2013, 03:51:34 PM
Luke's Change: an Inside Job

Best watched with your tin-foil hat on.
#67
Why don't snipers use the orbital strike weapon?

Are they hard wired not to use it, or is it just not convienient for them?

It seems to me that if they could use it, AI snipers would own any battle field.
#68
[info]SWBF MSH Forensics


Here is a fun one.  I'm revising the code for the SWBF_MSH_INFO tool and have developed a method of selectively or recursivly editing or scanning all files in a directory and sub-directories.  This thread will contain the results of scanning the collective assets for SWBF and SWBF2. As a bonus, I will also be looking into the "The Clone Wars" assets, as they share the same MSH format with different conventions.

The intent behind releasing this information is promote research on this format.  A lot has been done already, but there are still big gaps in information. I can only uncover one piece at a time and hope that if anyone else is exploring it, that this info will help.

Other reports may follow. If you have an idea of what may be usefull, let me know.


SWBF MSH Materials
This first report(in the zip attached to the end of this post) is simply a list of every material used in every msh that shipped with the mod tools distributions for BF1 and 2.

I intend to use this information to identify render type indexes and further requirements for those render types.  I though it might come in handy for others that may be researching these materials.

The report is an OpenOffice spreadsheet, and I will be happy to export it to a cvs, or html file if needed, though I recomend keeping it in spereadsheet format so the columns and rows can be manipulated for analysis.

Each row is a full material.
Every material in every msh is listed, even the animations, so there is a ton of irrelevant and redundant data. It's all included for completeness.

The columns are:
[spoiler]
filename                 - the name of the file containing the material
NAME                     - the materials name as it appears in the MSH

-material colors-
-I may have the specular and ambient swapped. Only way to know is to test.
-the color values are derived by multiplying the floating point in the
-msh by 255.

diffuse_red              - the red component of the diffuse color
diffuse_blue             - the blue component of the diffuse color
diffuse_green            - the green component of the diffuse color
unk_1                    - used to think this was diffuse alpha, but it's
                           either "1" or "107374176", so an BF2 has some
                           diferent values more suited to actually be alpha,
                           so I don't know.
specular_red             - the red component of the specular color
specular_blue            - the blue component of the specular color
specular_green           - the green component of the specular color
unk_2                    - this may be specular alpha, but have not found out
                           for sure.
ambient_red              - the red component of the ambient color
ambient_blue             - the blue component of the ambient color
ambient_green            - the green component of the ambient color
unk_3                    - this may be ambient alpha, but have not found out
                           for sure.
specular_decay           - specular decay value

-render flags-
-These are encoded into the first byte of the ATRB field. simply having a value
-in this column indicate that it's flag is set.

Emissive                 -
Glow                     -
Singlesided Transparency -
Doublesided Transparency -
Hardedged Transparency   -
Per-Pixel Lighting       -
Additive Transparency    -
Specular                 -

-render type-
-this is what I am currently trying to figure out. The indexes are diferent
-from BF1 to BF2.

Render Type              - Method used to render the material indicated by an index.
data1                    - the data fields contain extra information as required
data2                    - by the render type

-textures-
-Not every material has a texture.

TX0D                     - primary, 'diffuse' texture
TX1D                     - special purpose texture
TX2D                     - special purpose texture
TX3D                     - special purpose texture
[/spoiler]

Here is a short sample of data:
[spoiler]
[0]    6519                               NAME             diffuse_red  diffuse_blue  diffuse_green  unk_1      specular_red  specular_blue  specular_green  unk_2  ambient_red  ambient_blue  ambient_green  unk_3  specular_decay Emissive Glow Singlesided Transparency Doublesided Transparency Hardedged Transparency Per-Pixel Lighting Additive Transparency Specular Render Type data1 data2  TX0D                               TX1D  TX2D  TX3D
[1]    wok_1st_weap_inf_bowcaster.msh     Material0        178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      wok_1st_weap_inf_bowcaster.tga
[2]    wok_inf_wookie.msh                 _1Shirt0         178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0
[3]    wok_inf_wookie.msh                 _1Shirt1         178          178           178            107374176    0             0              0             1       76           76            76            1      50                                                                                                                                                      0           0     0      wookie.tga
[4]    wok_inf_wookie.msh                 _1Shirt2         178          178           178            107374176    0             0              0             1       76           76            76            1      50                                       Doublesided Transparency                                                                                       0           0     0      wookie.tga
[5]    wok_inf_wookie.msh                 Material0        178          178           178                    1    0             0              0             1      178          178           178            1      50                                                                                                                                                      0           0     0      wookieface02.tga
[6]    wok_inf_wookie_low1.msh            _1Shirt0         178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0
[7]    wok_inf_wookie_low1.msh            Material0        178          178           178                    1    0             0              0             1      178          178           178            1      50                                                                                                                                                      0           0     0      wookieface.tga
[8]    wok_inf_wookie_low1.msh            _1Shirt1         178          178           178            107374176  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      wookie.tga
[9]    wok_weap_inf_bowcaster.msh         Material0        178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      wok_weap_inf_bowcaster.tga
[10]   wok_weap_inf_bowcaster.msh         Material12       178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      all_1st_weap_inf_bowcaster.tga
[11]   wok_weap_inf_bowcaster.msh         _1Shirt0         178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      noIcon.pic
[12]   wok_weap_inf_fusioncutter.msh      Material0        178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      all_weap_inf_fusioncutter.tga
[13]   wok_weap_inf_fusioncutter.msh      Scene_Material0  178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0
[14]   wok_weap_inf_launcher.msh          Material0        178          178           178                    1  255           255            255             1       76           76            76            1      50                                                                                                                                                      0           0     0      all_weap_inf_launcher.tga
[15]   wok_weap_inf_pistol.msh            Material0        178          178           178                    1    0             0              0             1       76           76            76            1      50                                                                                                                                                      0           0     0      all_weap_inf_pistol.tga
[16]   wok_weap_inf_pistol.msh            _1Shirt0         178          178           178                    1  255           255            255             1      178          178           178            1      50                                                                                                                                                      0           0     0      noIcon.pic
[17]   wok_weap_inf_thermaldetonator.msh  _1Shirt0         178          178           178                    1  255           255            255             1      178          178           178            1      50                                                                                                                                                      0           0     0      noIcon.pic
[18]   wok_weap_inf_thermaldetonator.msh  Material1        178          178           178                    1    0             0              0             1       76           76            76            1      50             Emissive                                                                                                                                 0           0     0      all_weap_inf_thermaldetonator.tga
[19]   wok_weap_inf_thermaldetonator.msh  Material3        178          178           178                    1    0             0              0             1       76           76            76            1      50             Emissive                                                                                                                                 0           0     0      com_weap_inf_grenadethermal.tga

The columns get a little wonky on the flags part. That's a byproduct of the way OOo saves fixed width files. The spreadsheet and cvs have it more clearly seperated.[/spoiler]



This is all part of further research and some is speculative.  As always, all my work is geared toward SWBF 1 compatability.
If you have insight, speak up and we'll see how the data likes it.

-edit
The report, in excel xls format is attatched to this post, several posts down.
#69
General / 3d movie discussion
January 03, 2013, 11:08:27 AM
I can't wait for the 3d thing to go away.
I can go out to watch a movie without getting a headache again.
#70
Scummies / Disconnected
December 17, 2012, 07:08:25 PM
Well, it's happened.  I have to log of the net for a bit.

I'm dropping the internet (and it's bill) at the end of the month.  Partially for financial reasons, but also to combat the disconnect the Wife and I are feeling. 

I will still be working on projects for SWBF, and any releases, notes, progress I make will continue to be posted here, exclusivly.  All that will change is the frequency of my visits as the nearest wifi is a cumbersome hike from my home.

This may only last a couple of months, or it may just stay this way.  Difficult to tell.  Always in motion is the future.

If you have any request for permission to edit/use/hack/ect any of the work I have posted here, I give you blanket permission to do so, as long as it stays within the LA license and respects community standards for attribution of credits.  (That's mainly out of respect for the folks who's work mine is based on.)

If you have questions about msh files, go ahead and either post them in one of my threads or email/message me.  I'm still around, but it may be a few weeks before I can respond.

I like you guys and this site.  Buckler has gone out of his way to make sure we have this common ground to meet on for years to come.  I hope to continue working with and around you all as those years pass.

-tirpider
tirpider@yahoo.com
#71
Released Assets / Santa
December 11, 2012, 07:16:48 PM
Santa

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=865



Sereja   - modeling
Unit33   - texturing
tirpider - editing
Pandemic - source materials

He knows when you've been bad or good... and he has a blaster!

Special Notes/Legal:
- I'd like to thank George Lucas for the entirety of the Star Wars Universe.  It's evolution as a franchise is, in itself, an epic struggle and a tale worth telling.  Through the victories and defeats your vision has suffered, we have all enjoyed and been inspired by it. Thank you.

- There is an enormous chance, that if you have posted a question or answer on SWBFGamers, GameToast, or psych0fred's secretsociety, then I have learned from you. Thanks for all your contributions.

- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

- Now that Disney has purchased LucasFilm LTD, they deserve the same respect for IP as LucasFilm, LucasArts, and Pandemic.  I don't have the legal phrase for it all, but if you are reading this, then you know what it means.  LucasArts owns all this, so now Disney owns it, though they are not responsible for the creation, distribution, or support of this content.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#72
Released Assets / Holliday Wookiee
December 08, 2012, 02:07:23 AM
Holliday Wookiee

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=863



Just some fun with the wookiee.
I added antlers and gave him a red nose.
Feel free to skin and use as you please :)
#74
Released Assets / Talz v1.0
November 26, 2012, 07:55:29 AM
Talz v1.0

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=850

This is a kitbash with custom parts. Made with the wampa and some wookiee parts.
It also includes a very awesome talz weapon, made entirely by Sereja.

This unit is big. I love it.

Sereja - Modeling and Design (Talz parts, Weapon)
tirpider - editing
Pandemic - source models

The files are set up as a side, but use it as you would any other unit. All the files needed to get him working are here.
There is an odf with the settings such as scale and camera setting that can be used as-is or as a guide to customizing him.
I set him up as slow moving with a little extra health.

It's v1.0 because I plan on revisiting him with either a wookiee body or a custom one in the future and that may affect this release.

Issues:
- The FPM is included, but not working as it is set up. I can't figure it out. The model and it's texture are there, and if you get it working in-game, let me know and I'll update this archive.
- Nothing else. If you find an issue with it, or have an idea for improvement, let me know.

Special Notes/Legal:
- I'd like to thank George Lucas for the entirety of the Star Wars Universe.  It's evolution as a franchise is, in itself, an epic struggle and a tale worth telling. Through the victories and defeats your vision has suffered, we have all enjoyed and been inspired by it. Thank you.
- There is an enormous chance, that if you have posted a question or answer on SWBFGamers, GameToast, or psych0fred's secretsociety, then I have learned from you. Thanks for all your contributions.
- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
- Now that Disney has purchased LucasFilm LTD, they deserve the same respect for IP as LucasFilm, LucasArts, and Pandemic. I don't have the legal phrase for it all, but if you are reading this, then you know what it means.  Don't misrepresent others work as your own.
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#75
Released Assets / Jetpack Addons
November 13, 2012, 05:24:49 AM
Jetpack Addons

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=827



PP90M1 - You asked for it :)
tirpider - msh editing
Pandemic - source materials

There are 4 jetpacks in this archive, all setup to be used as addon msh's.

add_inf_jt12_jetpack - the Merr-Sonn JT-12 jetpack from the SWBF1 Republic Clone Jet Trooper

add_inf_ph2_jetpack  - the jetpack from the SWBF2 Republic Phase II Clone Jet Trooper

add_inf_z6_jetpack   - the Mitrinomon Z6 jetpack from the SWBF2 Bounty Hunter, Boba Fett

add_inf_ph0_jumppack - the jump pack from the SWBF1 Imperial Phase 0 Darktrooper


For the addon to show up on the model, paste and edit the following into the unit's ODF file:
(replace "add_inf_pack" with whatever the addon msh is named.)

AnimatedAddon    = "CAPE"               //needs to be "CAPE". even if it isn't a cape.
GeometryAddon    = "add_inf_pack"       //name of the model to use without ',msh' extention
AnimationAddon   = "imp_inf_vader_cape" //must be present or game will crash.
                                        //be sure to include "imp_inf_vader_cape.zaabin" and .zafbin in the munged folder
                                        //they can be found in the "Lucasarts\BFBuilder\Assets\Sides\IMP\munged" folder
AddonAttachJoint = "bone_ribcage"       //name of the bone to attatch addon to.


Now you need to add the jet paramaters and effects.

For the Repulic Jettrooper jet effect, paste the following into the unit's ODF file:

//Regular Jetpack
JetJump               = "7.0"     //The initial jump-push given when enabling the jet
JetPush               = "7.0"     //The constant push given while the jet is enabled (20 is gravity)
JetEffect             = "jetpack" //"" or the name of the jet effect
JetType               = "hover"   //"hover" is the only value I've seen so far.
JetFuelRechargeRate   = "0.1"     //Additional fuel per second (fuel is 0.0 to 1.0)
JetFuelCost           = "0.2"     //Cost per second when hovering (only used for jet-hovers)(fuel is 0.0 to 1.0)
JetFuelInitialCost    = "0.25"    //initial cost when jet jumping(fuel is 0.0 to 1.0)
JetFuelMinBorder      = "0.24"    //minimum fuel to perform a jet jump(fuel is 0.0 to 1.0)


For the Imperial Darktrooper jump jet effect, use the following:

//Darktrooper Jump Jet
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           = "darktrooper_jetpack" //"" or the name of the jet effect
JetFuelRechargeRate = "0.025"               //Additional fuel per second (fuel is 0.0 to 1.0)
JetFuelCost         = "0.0"                 //Cost per second when hovering (only used for jet-hovers)(fuel is 0.0 to 1.0)
JetFuelInitialCost  = "0.5"                 //initial cost when jet jumping(fuel is 0.0 to 1.0)
JetFuelMinBorder    = "0.49"                //minimum fuel to perform a jet jump(fuel is 0.0 to 1.0)


The setting's can be adjusted for different preformance.

Things I changed:
- All the msh's I handle have the polygons changed to mimic the triangles listed in the tri-strips. Won't affect it's preformance unless you are munging for the ps2 :P
- removed all special rendering effects (such as specular) from the msh's to minimize preformance issues.
- renamed the stock tga's for consistancy and to avoid stock filename conflicts.
- added .options for tga's that lacked one (thanks Sereja)

Bugs:
- The pack is not visible on the unit select screen.
   The engine seems to handle models differently on the unit select screen. I don't know how to fix or workaround it.
- The pack sits too far back/forward on the unit's back.
   I left the geometry in it's original place to line up with the stock jet effects.

POSSIBLE bugs:
- Units disapearing, randomly.
   This is usually caused by either a lot of extra triangles on the screen at once, or a lot of special or buggy effects.
   In this case, I was able to mitigate it by removing the "-hiresshadow" from the backpack's .option file.
   That removes the pack's shadow from the unit's shadow as well.
   It didn't eliminate the problem 100%, so there may be something I am missing. Sadly, it seems more prevalent with the Darktrooper Jump Pack. But since I don't have any props in my test world, the may just be too much being rendered at once.

The materials for this pack were sourced from the SWBF1 and 2 BFBuilder mod tools assets.

If you use this model in a side mod, map, or hex-edit, then no credit for me is needed. Just be sure to thank LucasArts and Pandemic for letting us play with thier toys.

Tools Used:
- 3D Object Converter 5.0(unregistered) (3D model viewer/converter)
- AEdiX v3.0.5 (text editor)
- OpenOffice.org Calc v3.4.1 (spreadsheet)
- XVI32 v2.52 (hex editor)
- AutoIT v3.3.8.1 (scripting language)
- My MSH tools built with AutoIT (TagSizeValidator.exe, MSH2chunks.exe, chunk2MSH.exe, SWBF_MSH_INFO.exe)

Special Notes/Legal:
- I'd like to thank George Lucas for the entirety of the Star Wars Universe.  It's evolution as a franchise is, in itself, an epic struggle and a tale worth telling. Through the victories and defeats your vision has suffered, we have all enjoyed and been inspired by it. Thank you.
- There is an enormous chance, that if you have posted a question or answer on SWBFGamers, GameToast, or psych0fred's secretsociety, then I have learned from you. Thanks for all your contributions.
- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
- Now that Disney has purchased LucasFilm LTD, they deserve the same respect for IP as LucasFilm, LucasArts, and Pandemic. I don't have the legal phrase for it all, but if you are reading this, then you know what it means.  Don't misrepresent others work as your own.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#76
Released Assets / OverrideTexture compatible Battle Droid
November 11, 2012, 11:45:20 PM
OverrideTexture compatible Battle Droid

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=826



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 cis_inf_bdroid.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

This is a slight revision of the shipped asset. It is intended to be used as a base for future edits and/or as a replacement of the original.

The goal of this series is to give all the playable units OverrideTexture compatability for convienience in modding and side building.  A side effect is that it gives me the opportunity to address functional issues of some of the shipped assets.

I recommend keeping this and all the other "OTC" assets I'm processing, seperate from your original BFBuilder assets.  If I ship a broken msh and you overwrite the original with it, you will end up having to re-download the BFBuilder archive just to replace the model.  I try very hard to maintain 100% compatibility, but some I can miss things like anyone else.  Let me know if anything goes wrong, and I will try to help.

If you use the model and can't tell any difference, then I have done my job.

If you use this model in a side mod or map, then no credit for me is needed. Just be sure to thank LucasArts and Pandemic for letting us play with thier toys.


Changes:
- rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- made OverrideTexture compatible (lowres only)
   - renamed MODL.
- seperated head and neck into it's own segm to facilitate a head swap. (still ot compatible)

Possible future edits:
- isolate pack or head as override_texture2 ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, head, pack

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original:
cis_inf_battledroid.tga

Notes:
- I noticed this unit does not have a CAMR chunk under MSH2 like most all the other stock units have. It doesn't seem to affect how it works. I may add one to see if anything changes. I'm betting CAMR is just left over from development and can be safely ignored. I may be wrong.
- rebuilding the polygon lists eliminated 14 bad polygon errors when opening with 3DOC
- getting his pack off is a little dificult. I can't tell of one of the sides is missing or not, so a proper seperation of the backpack may not be possible for me.  To replace the pack, it will have to be covered with a larger one.
- the lowres is heavily soft weighted. I could not seperate the head without making the neck dissapear. The head can be isolated, but there will be a hole between the head and ribcage when doing so. So I left it as is. Future edits along those lines will need to address this in thier own way.

Tools Used:
- 3D Object Converter 5.0(unregistered) (3D model viewer/converter)
- AEdiX v3.0.5 (text editor)
- OpenOffice.org Calc v3.4.1 (spreadsheet)
- XVI32 v2.52 (hex editor)
- AutoIT v3.3.8.1 (scripting language)
- My MSH tools built with AutoIT (TagSizeValidator.exe, MSH2chunks.exe, chunk2MSH.exe, SWBF_MSH_INFO.exe)

Special Notes/Legal:
- I'd like to thank George Lucas for the entirety of the Star Wars Universe.  It's evolution as a franchise is, in itself, an epic struggle and a tale worth telling. Through the victories and defeats your vision has suffered, we have all enjoyed and been inspired by it. Thank you.
- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
- Now that Disney has purchased LucasFilm LTD, they deserve the same respect for IP as LucasFilm, LucasArts, and Pandemic. I don't have the legal phrase for it all, but if you are reading this, then you know what it means.  Don't misrepresent others work as your own.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#77
General / Honor and Thanks
November 11, 2012, 07:41:11 PM
Today was Veterans Day in the United States.

It's a day set aside to give honor and thanks to the veterans of our armed services.

I would like to extend that thanks to members of all armed services of all nations. To give honor to the folks that serve for ideals and to protect thier fellow man, though the cost may be great at times.

I hope that some day we will never need armies. But until that day comes, thank you all for standing up and taking the challange to protect your countrymen.


-edit (grammer)
#78
Released Assets / OverrideTexture compatible Rebel Pilot
November 10, 2012, 10:16:48 PM
OverrideTexture compatible Rebel Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=825



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 all_inf_pilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

This is a slight revision of the shipped asset. It is intended to be used as a base for future edits and/or as a replacement of the original.

The goal of this series is to give all the playable units OverrideTexture compatability for convienience in modding and side building.  A side effect is that it gives me the opportunity to address functional issues of some of the shipped assets.

I recommend keeping this and all the other "OTC" assets I'm processing, seperate from your original BFBuilder assets.  If I ship a broken msh and you overwrite the original with it, you will end up having to re-download the BFBuilder archive just to replace the model.  I try very hard to maintain 100% compatibility, but some I can miss things like anyone else.  Let me know if anything goes wrong, and I will try to help.

If you use the model and can't tell any difference, then I have done my job.

If you use this model in a side mod or map, then no credit for me is needed. Just be sure to thank LucasArts and Pandemic for letting us play with thier toys.


Changes:
- rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- made OverrideTexture compatible
   - merged unweighted hands as SEGM's into main body MODL.
   - merged unweighted helmet as SEGM into main body MODL.
   - merged unweighted pack as SEGM into main body MODL. (lowres only)
     - created and adjusted weights of above unweighted pieces.
   - merged pack as SEGM into main body MODL.
   - renamed MODLs.

Possible future edits:
- make helmet override_texture2 instead of head, to allow for squadron insignia changes via odf.
- make a helmet with the visor down
- pack variations (could swap with rep, imp, or even vader's chest pack.)
- swap helmet and/or head for some kind of environment suit helmet?
- lots of possible variations for this one, as the Reb Pilot suit is kinda universal. I'll deffinatly do a variant pack of this one.
- Jet/Back pack?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, hands, pack
OverrideTexture2 = "texturename"  // head/face

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
all_pilot_HOTH.tga
all_face01.tga

Notes:
- revised the documentation template a bit.  If time permits, I may silently update previous releases.
-


-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/

I'd like to thank George Lucas for the entirety of the Star Wars Universe.  It's evolution as a franchise is, in itself, an epic struggle and a tale worth telling. Through the victories and defeats your vision has suffered, we have all enjoyed and been inspired by it. Thank you.

THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.  ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.

Now that Disney has purchased LucasFilm LTD, they deserve the same respect for IP as LucasFilm, LucasArts, and Pandemic. I don't have the legal phrase for it all, but if you are reading this, then you know what it means.  Don't misrepresent others work as your own and respect to sensei.
#79
In misc_documentation.doc for the BF2 modtools, there is a list of valid entries for msh .option files.

For lodbias it says:
Quote-lodbias <float>
Set a bias on the distance at which this model will LOD.  Larger numbers will cause the model to remain detailed at larger distances.  Default is 1.0 (no bias).

Does anyone know what the range for this might be?
I've tried 20.0,  30.0, 1000.0 with no apparent effect.

Also, this is on a playable unit, so does anyone know if this works on animated models, or is it only for static ones?

Here is my .option:
-lodbias 1000.0 -nocollision -keepmaterial override_texture override_texture2
#80
OverrideTexture compatible BF2 Luke Skywalker(Jedi)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=824



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 all_inf_luke.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt indexed triangle and polygon lists for compatibility with my process. (they are identical tri lists now.)
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
- This guy is destined for helmet/head/pack variants.
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // head and hair

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
all_inf_jediluke.tga
all_inf_tatooinelukeskywalker_head.tga

Notes:
-


-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/

-edit
After spending all night on the Quemerian (and failing, again,) this guy was a relief.