Well, I figured we needed something over here to show off random cool things in maps/mods. This is basically a place to show off your testing map. (Every mapper should have one)
Funny SWBF1 Pictures should be in the appropriate thread, not here, and vise versa. So, modelers can showcase their models they got in-game (so that it's different from the 3d Modeling WIP thread) and modders can show off some random cool map they made, or a cool skin, or just whatever. This is the modder's showcase.
*Note* If you see something cool, you can ask that modder to release it (but they don't have to)
I'll start things off by placing some pics of my "Tatooine: Echo Base" that I put in the Funny SWBF1 Pictures thread. This features the F-117 Nighthawk that I am currently perfecting .odf's for.
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(http://s414.photobucket.com/user/aatcfett/media/128432637-3_zps232ac856.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/128432638-3_zpscca379db.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/128432639-3_zpsca1ab836.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/128432640-3_zps4a3f1da0.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/128432643-3_zps796e4658.jpg.html)
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Good idea for a thread.
And I can't believe how well the dirt works on Hoth.
Quote from: tirpider on July 03, 2013, 11:19:15 PM
Good idea for a thread.
And I can't believe how well the dirt works on Hoth.
Yeah, this is my new test map, idk where I got the idea. But I found out that some of the main Hoth textures are just white versions of Tatooines. So it actually works out pretty nicely. The only problem is some models have icicles so it looks kinda weird. I just colored them tan.
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I finally perfected the contrails for the Nighthawk, which I think this may be the first time contrails were successfully put in SWBF1. It might be hard to see in the pictures.
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(http://s414.photobucket.com/user/aatcfett/media/128435561-3_zps254f22b8.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/128435564-3_zpsf31c4e1d.jpg.html)
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Actually, CWSM has nice SWBFII contrails, and it uses BFII ships.
Other than that, no one uses them.
You can expect alot more usage from me, now that they work though ;)
That Nighthawk looks awesome. You should make a custom first person view for it too!
New 1st person:
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(http://s414.photobucket.com/user/aatcfett/media/128438491-3_zps67671ccf.jpg.html)[/spoiler]
I'd figure the Nighthawk had a triangular window appearance on it, which means the 1st person would've been more symmetrical to some extent. Regardless, looks nice! Perhaps you could use it for that F-22 fighter jet that Kit requested on the Funny SWBF1 pics thread. :P
Now that first person view looks awesome.
Did you make that out of the assets in the BFBuilder folder?
Quote from: Kit Fisto on July 04, 2013, 11:57:16 AM
Now that first person view looks awesome.
Did you make that out of the assets in the BFBuilder folder?
I think it's the ATXT, or one of the other scraped pandemic models.
Quote from: -RepublicCommando- on July 04, 2013, 12:04:21 PM
I think it's the ATXT, or one of the other scraped pandemic models.
Yep! It's not "new" but it is new in the fact that it hasn't been used.
Not exactly a WIP but it seems like the right place to put it.
I had forgotten how awesome this map was. I'm just love it so much. If I did a 1.1 update I could do a lot better. (Like just having the Zombies randomly spawn rather than them having CPs.) Anyone want it?
The atmosphere of that map is very cool and having zombies randomly spawn would make it a lot better. It was easy to avoid them before since you just had to avoid CP's.
And perhaps custom sides? Battle Royal sides? Battlefront Unleashed sides?
I would play a 1.1.
Why would you even ask? Lol, of course we want it!
I think putting the battle royal mod folks in it would be pretty neat too, I think they should be floating around in a few more complete mods ;)
Quote from: -RepublicCommando- on July 05, 2013, 08:20:11 AM
Why would you even ask? Lol, of course we want it!
I think putting the battle royal mod folks in it would be pretty neat too, I think they should be floating around in a few more complete mods ;)
Agreed, perhaps even have the survival mode as a sort of Nazi Zombies style. (4 plabayable characters against the entire horde.) Something of the like anyway. I'd really play the 1.1 update if it had randomly spawned zombies! :D
I would like to see another Zombie map. Spawning randomly sounds like fun If they do spawn randomly is it possible to make them not attack for 2 seconds so that it doesn't result in random deaths when you're trying to survive? :)
Quote from: SleepKiller on July 05, 2013, 06:38:24 AM
Not exactly a WIP but it seems like the right place to put it.
I had forgotten how awesome this map was. I'm just love it so much. If I did a 1.1 update I could do a lot better. (Like just having the Zombies randomly spawn rather than them having CPs.) Anyone want it?
Make sure you place the same number of invisible CP's as there were normal CP's and keep the capture regions in the same place. That will ensure there's no "clumping"
Here's a little something I cooked up in Sketchup:
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(http://s414.photobucket.com/user/aatcfett/media/sm-12_hornet_zpse8761b30.jpg.html)[/spoiler]
This is the SM-12 Hornet (SM = Snake Made 8) )It is my first attempt at a vehicle but it's still sort of in it's skeleton stage. I am going to see if I can use my default hardpoint trick to create a pilot hardpoint. I will still need weapon hardpoints when I add them though. :/ I'm not sure why the front is so dark.. i think its just a viewer thing.
Quote from: Snake on September 06, 2013, 07:51:18 PM
Here's a little something I cooked up in Sketchup:
[spoiler] (http://s414.photobucket.com/user/aatcfett/media/sm-12_hornet_zpse8761b30.jpg.html)[/spoiler]
This is the SM-12 Hornet (SM = Snake Made 8) )It is my first attempt at a vehicle but it's still sort of in it's skeleton stage. I am going to see if I can use my default hardpoint trick to create a pilot hardpoint. I will still need weapon hardpoints when I add them though. :/ I'm not sure why the front is so dark.. i think its just a viewer thing.
That chopper looks like it has a lot of potential and its good to see you working on vehicles now. Very nice.
Quote from: Snake on September 06, 2013, 07:51:18 PM
Here's a little something I cooked up in Sketchup:
[spoiler] (http://s414.photobucket.com/user/aatcfett/media/sm-12_hornet_zpse8761b30.jpg.html)[/spoiler]
This is the SM-12 Hornet (SM = Snake Made 8) )It is my first attempt at a vehicle but it's still sort of in it's skeleton stage. I am going to see if I can use my default hardpoint trick to create a pilot hardpoint. I will still need weapon hardpoints when I add them though. :/ I'm not sure why the front is so dark.. i think its just a viewer thing.
The wind shields are normally the hardest part.. (for me at least..), it saves me alot of trouble when making FPs, that I just invert the shield I make for my models.
Quote from: -RepublicCommando- on September 06, 2013, 09:48:11 PM
The wind shields are normally the hardest part.. (for me at least..), it saves me alot of trouble when making FPs, that I just invert the shield I make for my models.
I haven't attempted any kind of glass yet. I just left it open. I think I will try to simply use alpha channels on the skin and see what happens.
Lol, what have you gotten me into, Snake!
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edit: Maybe if you can figure out how to configure your vehicles right, we can create our own little collection.. You have some stuff to learn in sketchup, but you always nail the concept (something I've never been good at..), and I admire that.
Quote from: -RepublicCommando- on September 07, 2013, 03:19:25 PM
Lol, what have you gotten me into, Snake!
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edit: Maybe if you can figure out how to configure your vehicles right, we can create our own little collection.. You have some stuff to learn in sketchup, but you always nail the concept (something I've never been good at..), and I admire that.
Yeah, basically all I know is using squares, cirlce, and lines.. We shall create an army of pwning vehicles.
Here's a little update. I got it in-game and added weapons! I've also found out that my hardpoint trick only works with weapons, not with pilot positions.. weird.
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(http://s414.photobucket.com/user/aatcfett/media/hornet1_zps35c74022.jpg.html)
(http://s414.photobucket.com/user/aatcfett/media/hornet2_zpse00f87be.jpg.html)
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Just changed the landing bars:
(http://s414.photobucket.com/user/aatcfett/media/hornet_zpsfe403194.jpg.html)
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Great job Snake, that's a really good chopper kinda looks like somethin outta Black Ops 2, you should add in some seats and have passenger spots or have it that the player can stand in the ship when it takes of without actually entering the ship. i like the idea of making a fleet/ line of ships and tanks that look like that.
Snake, that ship is awesome. Pretty good for just using squares, circles, and lines. I wish I could make ships like that.
Quote from: {TCE}Call-of-Duty on September 09, 2013, 01:33:06 PM
the player can stand in the ship when it takes of without actually entering the ship.
While I am at it, this idea is next to impossible with our resources. You fall through or something like that, every time. Although I admit it would be a nice addition to the game along with a "Make the troops walk on" function.
The closet you can get is the skiff, you can sort of keep on it because of the rails collision..
On BFII, you can stand on flyers and don't have to make a single effort to stay on them (But you'll need a real person to be flying, and constantly be moving up with his/her mouse, else you go down and crash).
Funny, cause just about anyone with a little experience can build a simple 3D engine in an hour with the ability to do just that..
Psychofred tried to make a ship that would do that but it doesnt work..
If thats the case you should really add in seats to the model and add in alot of passenger spots cause people love custom vehicles and would want to ride in them.
Off Topic: someone should fix the bounds on the new Invincible server you can't go on the edge of the map anymore
Been working on some new vehicles. Hover vehicles are a lot harder than flying vehicles..
Anyway, here's a star warsy version of an 18 wheeler
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(http://s414.photobucket.com/user/aatcfett/media/truck1_zpsf2021a89.jpg.html)
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and the SM-14 Hisser (Get it, it's a hummer but I'm Snake so it's hisser)
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(http://s414.photobucket.com/user/aatcfett/media/hisser_zps91a37fda.jpg.html)[/spoiler]
and the SM-15 Crusher
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(http://s414.photobucket.com/user/aatcfett/media/crusher_zps8c5ad921.jpg.html)
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I'm still trying to get all of these to work correctly ingame. The Truck goes beneath the ground, and the Crusher and Hisser are having texture issues + need resizing. I think I'll stick to flying vehicles from now on..
so i guess your gonna put these in the Museum map
Nah, we already have vehicles set out for the Museum. My vehicles are still a little glitchy. The only good one is the Hornet so I may put that one in the Museum since it's really fun to play with.
Some cut out test scene, from my BF2 Kashyyyk conversion map:
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Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and realy stay useless...
Quote from: Sereja on November 18, 2013, 12:06:16 PM
Some cut out test scene, from my BF2 Kashyyyk conversion map:
[spoiler][/spoiler]
Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and really stay useless...
That would be magnificent!
It's too bad.. I really enjoy tripping those silly walkers, so clumsy.
Quote from: Sereja on November 18, 2013, 12:06:16 PM
Some cut out test scene, from my BF2 Kashyyyk conversion map:
[spoiler][/spoiler]
Unfortunately, those cable, in some reason, works incorrect at Kashyyyk, and realy stay useless...
That is a brilliant idea! I hope you can get it to work as that would be so amazing to fly that thing and tow the walkers. Such an awesome idea! :o
Make sure you have this in your .lua:
SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fallen cables
I know its off topic, but is the tow cable geometry (the black wire thing, which I think the shape is controlled by the exe) able to have a texture map? I think the black colour is just the default no texture bug.
No, the tow cable has a texture. It is the grappling hook that doesn't have a texture. I really want to find what that is.
The cable has texture? Interesting. I didn't found any line, responsible for that... :confused:
Well, my problem, with cable - walker cable targetable collision, not the cable itself. If you ever try to make few laps around spider walker, you also may find this bug.
maybe there is some hardpoints or collision in the at-st or at-at models made for that purpose. have you looked in them?
Quote from: MileHighGuy on November 27, 2013, 02:16:56 PM
maybe there is some hardpoints or collision in the at-st or at-at models made for that purpose. have you looked in them?
Sure, any collision can be targetable for cable. There is special lines for that in odf like this:
TowCableCollision = "p_front_left_thigh 0.36 0.0 1.06"
The problem is - collisions just dissapear on some legs, and cable loose the target. I found some solvation for AT-AT, (it should be loaded from the game memory bank, like this:
ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atat");
or from the custom side folder.
ReadDataFile("dc:SIDE\\imp.lvl", "imp_walk_atat");
But If both lines activated at ones - cable collision will be lost :blink:
Unfortunately, for any other walkers, this trick, not works, and their legs, loose collision anyway.
That is too bad.. I wonder what the difference is between the grappling gun and tow cable are.. Grappling gun seems to target any collision (Never attempted with primitives)..
I don't think they are too similar. And the grappling gun doesn't target terrain.
Well, here another pics of my WIP project, and I think, it's realy "cool", matby even cold or freezed... it's a Polar Express.
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Quote from: Sereja on February 08, 2014, 09:22:59 PM
Well, here another pics of my WIP project, and I think, it's realy "cool", matby even cold or freezed... it's a Polar Express.
WOAH!
I may not be a fan of the creepy faces in that film, but you've got the great set design down to a T!
Great stuff!
Quote from: Unit 33 on February 09, 2014, 02:27:05 AM
WOAH!
I may not be a fan of the creepy faces in that film, but you've got the great set design down to a T!
Great stuff!
Thank's! :)
Well, this map, may works with stock sides in GCW era, and creepy custom, as alternative. I just have to found any early 20th century units, and put there everything, what I found in my PC. In original film, except kids, friendly ghost and counductor, nobody was there, so I have to improvise...
That looks like an AWESOME modmap, Sereja! I'd play that in a heartbeat! :o
Wow. That is truly amazing, you could easily get a job with the skill you have in 3d modelling. Very, very impressive.
When I was more ambitious, I wanted to create the polar express locomotive train, but I'm not really good at making a nice steam punk look :confused:
Again, very nice, it's amazing how realistic it looks.
Very nice Sereja :cheers:
Awesome design!
After seeing that, I can probably die happy.
Here's my WIP... Forever... http://youtu.be/Sx12ah4iqu0 (http://youtu.be/Sx12ah4iqu0)
A few notes. Only the vehicles were modified, and the AAT was never finished properly. (It's missing an updated death explosion, updated damage effects and updated chunk effects.) The effects you see the infantry using are ones from my Common.lvl FX mod. And it isn't the game getting stuck at the end, I paused to capture the stunning explosion. (Then failed to do so for the end one.)
The goal of the project was to bring massive battles with lots of explosions to life as best as possible. The effects are all less intensive than there stock counterparts in most cases, enabling me to pack more into the game while not sacrificing performance. I had many awesome things planned for it, including a complete rework of the games sides. But I was only tinkering on this while I was away from home and had nothing better to do. I don't really expect I'll continue work on it.
You told me about this a while back I think, it was going to be amazing...
I love the effects for the AT-TE blowing up. The blue smoke looks very cool.
I like the darker rhen var (or maybe it just looks darker from youtube) but the darkness plus the lighting from all those explosions definitely make it look more like a realistic star wars battle. Nice work!
Lol I made a boat!
(http://s414.photobucket.com/user/aatcfett/media/129635230-3_zpsc1473cf2.jpg.html)
early stages of terror bird model
http://imgur.com/a/ix4Bu
Hahaha, nice! That could be animated similarly to the tauntaun.
Quote from: MileHighGuy on May 03, 2014, 04:58:56 PM
early stages of terror bird model
http://imgur.com/a/ix4Bu
i approve.
I have figured out how to get high-res terrain into swbf1. I use tga2ter to make the terrain and then hex edit the ter file to swbf1 format. I will upload tga2ter and some screenshots soon. Its really cool and it allows for huge maps!
Wow, interesting!
Beware SALLY, the great -RC- can now munge..
Sweet, can't wait to see some releases
Some result from my sky researches:
[spoiler]
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Just pay attention for the red sun: I never saw colored suns in any mod yet... ::)
Wow, that's beautiful!
Some colour fun with editing the rain shader in SWBFII.
Quote from: SleepKiller on October 30, 2017, 10:58:02 PM
Some colour fun with editing the rain shader in SWBFII.
Lol how you did that SleepKiller?Its amazing.Can you try editing and the other shaders or atleast tell us how you are doing this so we can mess around with them?I would love someone to try replace the envmap with planar reflection from the water effect if possible.Show us more if you have. :D
I'm in the process of creating a "shader toolkit" for SWBFII so that I (and others) can write shaders for the game in HLSL directly instead of the assembly format Pandemic used. I used that to edit the rain shader.
Once it is ready it will absolutely be released and documented for people other than me to tinker with. Currently though I still have a lot of the game's shaders to rewrite in HLSL for it to be truly useful.
Quote from: SleepKiller on October 31, 2017, 05:10:20 AM
I'm in the process of creating a "shader toolkit" for SWBFII so that I (and others) can write shaders for the game in HLSL directly instead of the assembly format Pandemic used. I used that to edit the rain shader.
Once it is ready it will absolutely be released and documented for people other than me to tinker with. Currently though I still have a lot of the game's shaders to rewrite in HLSL for it to be truly useful.
This is absolutely amazing!May the Force be with you!!! :XD:
That looks amazing!
I can see this being great for worlds with acid rain - like from the jedi knight series xD
Well hey there. I was thinking of starting a thread just like this for side projects when I saw this thread and thought 'well, this is what I had in mind - a thread for showcasing mods that might not warrant their own threads'.
I've been in a modding funk and so have been trying different, smaller things to get my interest back up. Here's what I've come up with:
It's inspired by The Phantom Menace game. This isn't finished yet, I hadn't assigned all the weapons to the units (the Vanguard has the R-65 Heavy Blaster, for instance, not a Blaster Pistol), some things need to be fixed (AAT cannon firing), and while the GCW era is available too, with Triton Squad troopers, I haven't tested it yet. I also want to replace the turrets with new ones inspired by the TPM Game's Heavy Repeating Blaster Turrets, but I need to model those.
You'll notice the detail of the weapons - they're from my Battlefront HD Weapons Pack, and they surprisingly work without issue in SWBF1 - it seems weapon models are kept in a different slot in memory.