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Messages - Led

#5401
Requests / Re: Mando skin for swbf1
February 05, 2012, 10:33:37 AM
coolness.  Be sure to save the file with RLE compression off. 

Do you need the stock TGAs ?
#5402
Requests / Re: Mando skin for swbf1
February 05, 2012, 09:42:03 AM
OK, here's the deal.


The way skins work is that a TGA file (the skin) is wrapped around a model in SWBF.

I don't have the Boba Fett model, so any skin that I get will wrap around the standard SWBF jet trooper model.

The Boba Fett skins from SWBF2 that Unit 33 found were for the Boba Fett model, so the wrapping is going to be way off--but it will still look like...well...something  :P  (for example, Boba Fett's helmet will be part of the chest of the SWBF trooper because the Boba helmet is so big).

Also, the jet pack is another model.  It would need to be skinned separately.  So for now it is green, like the original SWBF one.

Here are some pictures:





Now, keep in mind that I am no expert on all this stuff, but I am will to try just about anything.


Another option we could use (if you don't like this) is we could ask unit 33 to take the SWBF jet trooper model and see if he can paint new colors on it. 

If you like the screen shots above, though, let me know and I can finish the rest of the units.

:cheers:













#5403
another reserved post
#5404
reserved post
#5405
This one is for credits
#5406
How the update works:

The update takes assets made by other modders (like maps and new units) plus a few of my own and combines them with a custom Mission.lvl file that allows the new maps and units to be accessed.  The new mission.lvl file has all the same things in it as the original mission.lvl file, so that it does not interfere with any standard hosted server and maps.


Sleepkiller and I have made the mission.lvl updates and I hope to get more modders involved, too.

The mod maps were made by various modders/SWBF2 convertors over the years and may have some issues in them.  Full credits for the update assets are listed in the next post.


List of known issues:


In Mygeeto, the victory/defeat timer does not count down at the end of the map.  However, the tickets will drain to zero when one team captures all of the CPs.  The bug was from the conversion of the SWBF2 map, and does not have anything to do with the mission.lvl file of the update.

In Felucia, some places near spawn points are out of bounds.  The bug was from the conversion of the SWBF2 map, and does not have anything to do with the mission.lvl file of the update.












#5407
Please share when you are ready :)

#5408
Sounds cool SK!
#5409
SWBFUpdate Comments and Notes / Re: Mod maps with update.
February 05, 2012, 07:10:03 AM
Hi GDH,

The short answer is unfortunately, no.

We would have to include those maps in the update, and I would need to make a new mission.lvl file.
#5410
Requests / Re: Released mando skin
February 04, 2012, 06:27:44 PM
we are working on it, stay tuned
#5411
SWBF1 Modding / Re: Is there a way to disable flinching?
February 03, 2012, 06:41:50 PM
You mean like if you get shot from a teammate bullet (laser) ?
#5412
Released Maps and Mods / Re: VENATOR: INTERIOR
February 02, 2012, 11:38:17 PM
nice!
#5413
Requests / Re: Mando skin for swbf1
January 31, 2012, 04:57:37 PM
Quote from: {Alpha}Boom27} on January 31, 2012, 01:57:03 PM
You guys are awesome XD I wish I could help or do it myself that way I wouldn't feel like such a mooch, but hey, gotta do what you gotta do :3
And btw, does anyone know where I could get some modding tools? The dl on filefront always messes up for me.

Here's how you can help--go to gametoast and see if you can obtain the ported skins.
#5414
Requests / Re: Mando skin for swbf1
January 31, 2012, 01:49:58 PM
I can do the munging.  I would need help obtaining the ports from SWBF2 though.

#5415
Quote from: Syrion on January 30, 2012, 09:21:16 AM
Both of them are for swbf1 !

Indeed--but he was asking about SWBF2 maps.