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Messages - SleepKiller

#91
SWBF1 Modding / Re: [WIP]..Forever (Maps/mods showcase)
October 30, 2017, 10:58:02 PM
Some colour fun with editing the rain shader in SWBFII.
#92
Released Assets / Re: Scripts to replace BFBuilder
October 26, 2017, 03:24:25 PM
Quote from: Sereja on October 26, 2017, 01:21:28 PM
Thanks, Sleep Killer! :cheers:
It does work fine exept some weird thing: I tried the clean .bat and it definitely clean something out of my PC, since I got now more then 5GB of the new free space  :o. Just, hope it wasn't delete something important... :confused:
I'm glad to here they work. That story of the clean.bat is alarming so I just checked (multiple times) all of the clean.bat's it edits and I can't see anything that would ever let it delete anything outside of the _BUILD_PC and _LVL_PC folders of the project.

Hopefully Windows has just cleaned up some temporary files or something as a coincidence. Let me know if this doesn't appear to have been the case and I can take another look through the scripts and their changes just to safe.
#93
Released Assets / Re: Scripts to replace BFBuilder
October 26, 2017, 01:02:44 AM
Quote from: Gistech on October 26, 2017, 12:52:29 AM
Is this intended to bypass some of the bugginess of the BFBuilder application?
Exactly so. These scripts should be stable and reliable across all versions of Windows. (Well Windows 98 and up to be exact.)
#94
Quote from: Sereja on October 25, 2017, 08:40:10 AM
So yes, my BFBuilder is die... :bye:

As we are all know, if BFBuilder gives an error - it's impossible to fix if you are not a professional progammer.
Now, I can't create any new map  :o, and adding new sides :(. I can still finish my current project by clicking on munge and clean bat files, and edit it by zeroeditor, but nothing more.
So the question is: is it possible to create new map and new sides by just copy and reaname already exist maps and if so wihich important files responsible for that ?
I can't help with renaming already existing maps (Though it should be as simple as editing the name entry in addme.lua no?) but I can help with creating new ones. I've made some scripts for you and posted them here http://www.swbfgamers.com/index.php?topic=12499.0, they should let you make new worlds and new sides for your maps. Let me know if you run into any problems with them or if I misunderstood the problem in the first place.
#95
Released Assets / Scripts to replace BFBuilder
October 26, 2017, 12:32:07 AM
Seeing the need of sereja I spent some time today to create these. They're simple scripts that can create functioning world project folders and add new sides to those project folders.

To install drop them in root folder of your modtools installation. (That is the one with Assets, BFBuilder.hta, Data, DataTemplate, etc in it.)

Usage is simple, double click on add_world.bat to launch it, it will ask you to enter some information about the new world. (Type it in and press Enter.) After which it will create the project folder for you. To add a side to the same except launch add_side.bat.

The scripts are written in batch and VBscript, so I believe it should run on virtually any computer capable of running the modtools. I however make no promise that they're perfect but they seem to get the job done. If you do run into problems however feel free to let me know.
#96
Quote from: InfernalShadow on October 17, 2017, 05:10:52 AM
No matter what I've done i cant seem to get Battlebelks launcher to do what its supposed to do. I just want to run the game in my screens native resolution which is 1920x1080. I've patched the game to 1.3 and put the 2 files the launcher and the INI file in the GameData folder and edited the ini file to set the resolution.

...

Specs : Windows 10
             4.0ghz Intel 4790k
             GTX 970
             12GB Ram
             Battlefront "Non Steam Version" patches installed 1.2 1.3   
Are you trying to use the 1.3 executable with the resolution changer? If so, that is likely the reason why it isn't working. The patch will likely only work for the 1.2 executable not 1.3. Revert back to it if you know how or install the SWBFSpy battlefront.exe.
#97
SWBF1 Modding / Re: ZeroEdit source? Or alternative?
October 16, 2017, 06:39:21 PM
Quote from: Idren on October 16, 2017, 02:52:15 PM
I know that the original game devs had a different (better) version of ZeroEdit.
What were the differences? I haven't seen anything in the file formats, controls or anything to suggest the version they had was better in anyway. The only things that come to mind is the undocumented console (you can pull it up by pressing Control and ` or Shift and `. I forget which one, it let's you do things like change terrain resolution and such, it's most likely what they used when they had to do something like that) and the defunct decal editor (which you can bring up by pressing F12 {might be F8, F9, F10, etc}).
#98
Released Assets / Re: swbf-unmunge - v1.0.1
October 15, 2017, 07:58:52 PM
Thanks! In the next version of the tool it'll automatically create dummy .anims files.
#99
Released Assets / Re: swbf-unmunge - v1.0.1
October 15, 2017, 06:06:08 PM
Glad to hear it worked. Which one made levelpack play nice? If you tell me I can make the tool automatically produce it for any animation files it finds.
#100
Released Assets / Re: swbf-unmunge - v1.0.1
October 15, 2017, 08:07:26 AM
I have no clue what levelpack does with or expects from the file. (That is to say I haven't the time to test my hypothesises on it.)  One workaround might be to try and create a dummy *.anims file.

I would first try this and see if it worked.
ucft
{
}


Then I would try this if that didn't work.
ucft
{
ANIM
{
}
}


So just name the file what it is expecting and put it in the same folder as the *.zaabin/*zafbin files. Let me know how it goes for you.
#101
Released Assets / Re: swbf-unmunge - v1.0.1
October 15, 2017, 01:56:38 AM
Quote from: LitFam on October 15, 2017, 12:16:23 AM
This is what I mean by .anims file types look at the attachment.
You'll have to enlighten me as to what those files are used for during the munge process, as they don't make it in any form into the finished .lvl. The *.zaabin/*.zafbin files should be all you need to use the animations.
#102
Released Assets / Re: swbf-unmunge - v1.0.1
October 15, 2017, 12:05:31 AM
Quote from: LitFam on October 14, 2017, 11:34:40 PM
Could you please elaborate more, please. I use paint.net and Gimp.
Sure. In Gimp from the drop down menus at the top of the window go,

Image -> Transform -> Flip Vertically

That should do the trick I think, try Flip Horizontally instead if it doesn't fix it.
#103
Released Assets / Re: swbf-unmunge - v1.0.1
October 14, 2017, 08:33:32 PM
Quote from: i|\|(06|\|i70 on October 13, 2017, 11:42:48 PM
Sound support?

Suspense intensifies
In a hypothetical 1.1.0 sound support would be one of the things I would be looking to add. As strange as it sounds though, at the moment I'm not setup to reverse engineer file formats. So I can't do it now but maybe in the future.

As always since this is just a hobby project, no promises.

Quote from: LitFam on October 14, 2017, 03:13:18 AM
Will there be support for .anims file types, also will mix up textures be fixed for star wars battlefront wars battlefront 2 (2005) models?

I posted an attachment of the mix-up textures. BTW I am using the latest version 1.0.1
I've actually fixed that bug at least twice. I didn't know it was still a problem. I'll take a look at it soon!

EDIT: As a workaround however if it's what I'm thinking of fixing yourself could be as simple as flipping the texture vertically in your favourite image editor. Try it in the meantime.

As for animations. If you mean getting the premunged .zaabin and .zafbin files back it does that and they're named correctly. (They're also the only chunks I've encountered related to animations.) If you mean turning .zaabin/.zafbin back into a set of *.msh animations then no I don't think that will ever happen, the value proposition for reverse engineering them is poor.
#104
Released Assets / Re: swbf-unmunge - v1.0.1
October 13, 2017, 10:27:45 PM
I've posted v1.0.0 v1.0.1. It just fixes a few bugs I found and has a couple small new things. It doesn't do anything major as you might expect from a jump from 0.6 to 1.0 but that is because this is mostly just me saying "I am confident the tool is now stable." As always you can find the new release on the GitHub release page.

v1.1.0 will have something more interesting, if I make it.
#105
Released Assets / Re: model-edit - v0.1.1
October 13, 2017, 07:03:40 PM
Sure!

First (in order to smoothly and easily integrate it into the munge process) drop the tool into ToolsFL/Bin of your modtools, regardless of game or version.

In all of the below cases remember to replace <factor> with your desired factor.

[spoiler=SWBF1 munge_side.bat]Find this block and put it right after it.
Quote
odfmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.odf -outputdir munged\ -checkdate -continue
modelmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.msh -outputdir munged\ -checkdate -maxbones 16 -keep collision -continue -righthanded
texturemunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.tga !*.pic -outputdir munged\ -checkdate -continue
configmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile effects\*.fx -outputdir munged\ -checkdate -continue

It should now look like this.
Quote
odfmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.odf -outputdir munged\ -checkdate -continue
modelmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.msh -outputdir munged\ -checkdate -maxbones 16 -keep collision -continue -righthanded
texturemunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile !*.tga !*.pic -outputdir munged\ -checkdate -continue
configmunge -sourcedir ..\..\..\Sides\%1 -platformdir ..\..\..\_source_pc\Sides\%1 -platform pc -inputfile effects\*.fx -outputdir munged\ -checkdate -continue
model-edit munged\ <factor>
[/spoiler]

[spoiler=SWBF1 munge_world.bat]
Find this block and add the command below it.
Quoteodfmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.odf -outputdir munged\ -checkdate -continue
modelmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.msh -outputdir munged\ -checkdate -maxbones 16 -keep collision -continue -righthanded
texturemunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.tga !*.pic -outputdir munged\ %~3 -format compressed -checkdate -continue
terrainmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.ter -outputdir munged\ -checkdate -continue
worldmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.wld -outputdir munged\ -checkdate -continue
pathmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.pth -outputdir munged\ -checkdate -continue
pathplanningmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.pln -outputdir munged\ -checkdate -continue

Once again it should now look like this.
Quoteodfmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.odf -outputdir munged\ -checkdate -continue
modelmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.msh -outputdir munged\ -checkdate -maxbones 16 -keep collision -continue -righthanded
texturemunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.tga !*.pic -outputdir munged\ %~3 -format compressed -checkdate -continue
terrainmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.ter -outputdir munged\ -checkdate -continue
worldmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.wld -outputdir munged\ -checkdate -continue
pathmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.pth -outputdir munged\ -checkdate -continue
pathplanningmunge -sourcedir ..\..\..\Worlds\%1 -platformdir ..\..\..\_source_pc\Worlds\%1 -platform pc -inputfile !*.pln -outputdir munged\ -checkdate -continue
model-edit munged\ <factor>
[/spoiler]

[spoiler=SWBF2 munge_side.bat]Find this block of commands (if you struggle search the file for "_modelmunge").
Quoteodfmunge -inputfile $*.odf %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
configmunge -inputfile effects\*.fx %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_fx.log
configmunge -inputfile $*.combo %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_combo.log
configmunge -inputfile $*.hud %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_hud.log
%MUNGE_PLATFORM%_modelmunge -inputfile $*.msh %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_texturemunge -inputfile $*.tga $*.pic %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%

Add the command below it so it now looks like this.
Quoteodfmunge -inputfile $*.odf %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
configmunge -inputfile effects\*.fx %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_fx.log
configmunge -inputfile $*.combo %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_combo.log
configmunge -inputfile $*.hud %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
move /y configmunge.log configmunge_hud.log
%MUNGE_PLATFORM%_modelmunge -inputfile $*.msh %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_texturemunge -inputfile $*.tga $*.pic %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
model-edit munged\ <factor>
[/spoiler]

[spoiler=SWBF2 munge_world.bat]Find this block of commands. (Search for "worldmunge" if you struggle.)
Quoteodfmunge -inputfile $*.odf %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_modelmunge -inputfile $*.msh %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_texturemunge -inputfile $*.tga $*.pic %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
terrainmunge -inputfile $*.ter %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
worldmunge -inputfile $*.lyr %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
worldmunge -inputfile $*.wld %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%

Add the command below it so that it now looks like this.
Quoteodfmunge -inputfile $*.odf %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_modelmunge -inputfile $*.msh %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
%MUNGE_PLATFORM%_texturemunge -inputfile $*.tga $*.pic %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
terrainmunge -inputfile $*.ter %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
worldmunge -inputfile $*.lyr %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
worldmunge -inputfile $*.wld %MUNGE_ARGS% -sourcedir %SOURCE_DIR% -outputdir %MUNGE_DIR% 2>>%MUNGE_LOG%
model-edit munged\ <factor>
[/spoiler]

Again in all cases remember to replace <factor>!