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 - Giftheck

#261
SWBF1 Modding / No logos with custom common.lvl
April 27, 2015, 02:05:52 PM
I've noticed that if I build a custom common.lvl, the splash logos that appear before the main menu of the game do not appear and I get this error in BFront.txt:

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\FLEffect.cpp(180)
FLEffect::Read: duplicate effect class name (04a25e84)!


The error occurs even if I do not create custom versions of those splash images. Why does this happen and how can I fix it?
#262
General / I found something very interesting
April 23, 2015, 01:25:25 PM
Remember that a build of SWBF3 leaked out? Well somebody extracted quite a few models from it:

http://facepunch.com/showthread.php?t=1304034

What's interesting is that it turns out that there was a lot of asset re-use from this game for later games, and from later games into this one (IE the Clone Trooper model from TFU originated from SWBFIII).

Sadly, it doesn't look like there was a posting of the X1/X2 models. Those would have been perfect to study.
#263
Released Assets / OBJ Kitbashes mark II
April 20, 2015, 02:41:12 AM
I've pretty much tinkered with quite a few of these and this is as far as I'll be getting with them. Do what you like with them. They'll never get finished on my computer, nor is anybody ever likely to port them to MSH for me so I can get them into my (now practically cancelled) mod.

http://www.mediafire.com/download/q4azvh9aa9oq7t6/SWBF_Kitbash_OBJ_Models.rar

CONTENTS:

-Episode III Anakin with skirt
-Episode III Anakin with skirt, hood and robes
-Captain Rex Phase II (Kitbash of Phase II model and ARC Trooper)
-Darth Sidious (Pre-Episode III)
-Emperor Palpatine (Episode VI)
-TFU Imperial Heavy Trooper (amended, kitbash of EVO Trooper parts)
-Saberstaff with blades (single and double), Saber Pike with blade
-Darth Maul with skirt
-Darth Maul with skirt, hood and robes
-Episode III Obi-Wan with skirt
-Episode IV Ben with robes and hood
-TFU Royal Guard with skirt
#264
General / He lived long and prospered - Spock is dead
February 28, 2015, 05:24:44 AM
If you are not aware, Leonard Nimoy, the actor who played Spock in Star Trek, died yesterday at the age of 83 from complications arising from COPD. He had quit somking three decades ago. Regardless of whether you like Star Trek or not, Leonard Nimoy was one of the most recognizable actors from the science fiction genre, and he did not just play Spock, but he was also a writer, director, stage actor and voice actor.
#265
Okay, so we don't have a dedicated rumour thread. So I thought I'd start one. However, I won't let you guys do all the work for me, so here's what I view to be a pretty significant rumour:

http://www.starwarsunderworld.com/2015/02/rumor-star-wars-battlefront-to-feature.html

QuoteThe story of Star Wars: Battlefront's campaign will span pretty much the entire Star Wars saga.
    Star Wars Battlefront will feature segments in which you play as both the good guys (Old Republic, Rebellion and Republic) and bad guys (Separatists and the Empire). It was specifically stated that there will be a small portion of prequel trilogy content. You will participate in a couple of battles from the Star Wars: The Clone Wars, and the space battle above Corsucant from the beginning of Revenge of the Sith.
    The majority of the campaign will take place during the original trilogy era. All of the battles and settings that you would expect to be there will be playable. It was said that the campaign itself is pretty long when compared to other first person shooters.
    There will be some segments of the campaign which take place between Return of the Jedi and The Force Awakens. There won't be a lot because in their words "Lucasfilm has a lot of plans for that era."
    The last section of the campaign takes place before and during the opening segments of The Force Awakens. Don't expect anything too revealing, because the game is expected to ship about a month before the movie releases.
    For both the Republic (that's what the good guys are being called in the production here) and Empire sections you will be playing characters that actually appear in The Force Awakens.
    EA/DICE was allowed into Pinewood Studios for a few days to scan and capture props, sets, etc for recreation in the game.
    At one point either during either the portion between episodes 6 and 7 or the portion from the beginning of The Force Awakens a character with the last name Tarkin appears.
    The scale of the multiplayer is going to be absolutely massive with up 64 players participating on each side.
    Space to land battles are absolutely happening, but will only be available in certain game modes.
    There will be a "hero" system in place, where as you play you accumulate points that you can eventually cash in to play as a "hero" character. These characters are extremely powerful and have abilities that are not available to the normal characters that you play for most of the matches. The system is constantly in flux, but as it is now, pretty much everyone have a chance to play as a hero at least once per match.
    The Downloadable Content plan for the game is "extremely aggressive". Expect up to five DLC packs for the game, with the first coming out before the end of 2015. Each pack will be themed, with the first two or three being exclusively based around content from The Force Awakens.
    The game will ship with several The Force Awakens characters already, but some won't be added until DLC. Specifically all of the characters in the trailers will be available at launch, as will new versions of the X-wing an TIE fighter.
    Tons of new ships and vehicles.
    The contents of each DLC will contain at least three new maps, new hero characters, and new vehicles/ships.
    I saw a character model for the new Stormtroopers, the model for the new X-wings, and some random models of guns, grenades, and other things like that. However, the most interesting thing was a picture of a screen from one of the employee databases.
    It was as a checklist that the department heads can go through to see whats been complete, whats been bug tested, etc. It was basically just a black screen with lines and lines of text posts, with comments and suggestions under each post. What was most interesting about this is what was listed. This particular screen I saw was for a listing of maps for the multiplayer mode. There was a lot of stuff that you'd expect to see in a game like this like:

Hoth: EP5
Endor: EP6
Alderaan
Corscucant
Yavin: EP4

Like I said, nothing major. EXCEPT for this listing that I saw

Tatooine: EP1
Tatooine; EP4
Tatooine: EP7

Now, I know that's not concrete evidence that the desert planet from The Force Awakens is Tatooine, but I thought it was interesting because I know there was been some debate about that subject.

If true, it's reassuring they're not excluding the Clone Wars era entirely and I can imagine playing through the Battle of Coruscant as it was meant to be played (let's face it, no video game portrayal has gotten close so far)
#266
Would anybody be interested in Metasequoia model files? They were pipelined from SWBFViewer unfortunately (as I cannot get XSI to work on my computer) and modified by me.

I have the following kitbashes ready:

-Ep3 Anakin (kitbash includes Mace Windu skirt)
-Ep3 Anakin Cloaked (kitbash includes Mace Windu skirt, and cloak and hood)
-Ep4 Ben Kenobi (kitbash from stock Obi-Wan and Plo Koon model)
-Ep3 Trooper with Ep2 Trooper body (useful if you want to kitbash parts meant for a Ep2 trooper)
-Phase 2 ARC Trooper (kitbash from ARC Trooper and stock Ep3 trooper)
-Phase II Captain Rex (kitbash from ARC Trooper and stock Ep3 trooper)
-Ep6-styled Palpatine (kitbash from stock Palpatine and Plo Koon model)
-TFU-styled Royal Guard (kitbash from Stormtrooper, Galactic Marine and Royal Guard)
-TFU-styled Heavy Trooper (kitbash from Clone Trooper, Stromtrooper, TIE Pilot, Shock Trooper, EVO Trooper)
-Double Bladed Lightsaber
-Pike Saber

From Metasequoia I can output to any of the following formats:
.suf
.dxf
.lwo
.obj
.3ds
.cob
.wrl

I doubt anybody would be interested, though, as it's apparently difficult to put these in game from where I've done them. Sadly, I cannot even do the benchwork myself in XSI Mod Tool 6, which prior to this post used to work but no longer does.
#267
Requests / TFU-style Royal Guard
January 03, 2015, 06:50:46 AM
Does anybody know if there is a decent TFU-styled Royal Guard model out there? Or failing that, if there's a kitbash (probably a stormie/Royal Guard kitbash)?
#268
SWBF1 Modding / Low Res replaced with High res?
December 31, 2014, 03:25:12 AM
I've clearly been out of the loop for some time now so I've missed a few interesting things. I'm hearing we've managed to replace low-res models with high-res ones. How exactly did this occur? Was it simply swapping the skeleton and animations of the low-res units with those of the normal ones? Or is there more to it?
#269
Requests / Lightsaber Blade model
December 26, 2014, 01:30:20 AM
I have an OBJ for a lightsaber blade. It just needs to be fitted to the stock lightsaber hilt. Can somebody do that for me, please?
#270
SWBF1 Modding / Lightsaber "Swingtime" properties
October 29, 2014, 12:46:49 PM
Can anybody explain to me what the values of the following line are?

SwingTime           = "0.7 0.5 imp_weap_lightsabre"

The last value is the sound effect that is played. Are the other two for when the saber's damage is in effect?
#271
Requests / Unit conversion request
October 29, 2014, 04:35:47 AM
If I were to upload the following models (in OBJ format), would somebody be kind enough to convert them into functioning units for me?

Here's some screenshots of the models (not all of the models are shown here):










I've done the lightsabers as separate models too just in case you wanted to remove the sabers from the unit models. I don't really mind about not having shadowvolumes for these models.
#272
Requests / Lambda-Class Shuttle
October 23, 2014, 02:43:45 AM
Has anybody got a Lambda-class Shuttle model that could be converted for SWBF? Perhaps the one in this pack here

http://jediknight3.filefront.com/file/Exiled_Clan_Vehicles_Shuttle_and_XWing_MOD;89550

could be converted to use the Proto-Shuttle animations from SWBF2?
#273
SWBF1 Modding / Function of SetmemoryPool("Aimer", XXX)
September 10, 2014, 08:14:22 AM
I'm told Aimer has something to do with anything tht aims, including weapons, turrets and starships. Does this memorypool make it so that a larger amount of weapons can be used, for instance on Bespin: Platforms, where you also have turrets and a large amount of flyers? If it's lower, is that the reason that occasionally weapons will misfire?
#274
SWBF1 Modding / Possible sound munge error
September 01, 2014, 01:36:13 AM
When I munge sounds, I get the following error when executing the batch file:

"munging bfecw.asfx
The system cannot find the file specified"

However, the LVL file is still created, all SFX appear to be present when I import the LVL file into Audacity and no errors are given in the mungelog. Any idea what's going on here?
#275
Released Assets / SWBF2 Minimaps for SWBF1
August 30, 2014, 12:44:00 PM
Anybody trying to do a conversion of SWBF2 maps will have noticed that the minimaps are usually wrongly-sized for BF1 maps. The solution to this was to resize the minimaps, but it was basically trial and error: I experimented first with the Theed minimap, by comparing it to the one in SWBF. Finally, I settled on what seemed to be the right resize and I got to work converting the BF2 minimaps to BF1.

Bear in mind that these are untested, so I don't know if they'll be off at all.

#276
Requests / Addon and Emperor request
August 28, 2014, 11:31:26 PM
I have two requests:

If possible, is there a chance somebody could kitbash the Emperor's head onto the Plo Koon body here:

viewtopic.php?f=64&t=22766

I could then reskin Plo's body to be the Emperor's cape.

And also, can somebody export the hood from the caped Anakin model as an addon mesh?
#277
Additional music is something that the Star Wars: Battlefront series has so far lacked. Other LucasArts games have additional music: everybody who's into game music must surely recall Mark Griskey's work on KOTOR2, TFU, TFU2 and TOR. Given that the game is now in the hands of DICE and EA, do you reckon we'll see new music written for it? And if so, who would you want to take it on? I'd say Griskey or Michael Giacchino. Keep Hans Zimmer away from it, please: we don't need "FPS Generic Soundtrack BGM #19032472374"
#278
So, you want to hex-edit an addon to your model. Say you have the "any_cape" model from Sereja's Nar Shaddaa assets and you want to hex-edit it onto the stock Anakin model. You've done the necesary. BUT! When you've gone to amend the PRNT part to point to where you want the mesh to be attached to, you've found that the name of the part won't fit because at current, it reads "null1" with three empty spaces after it! That won't fit the value "bone_pelvis", now, will it?

Fear not! There is a way round this! You will need XVI32 and its Data Inspector tool. This tutorial assumes you have already hex-edited the mesh to the model you want to.

First, inside the mesh part you want to edit, find the part that reads MODL. This is followed by a four-byte long integer value. Place the cursor on the byte directly after MODL and take note of the longint value. In this case, the value is 8744.

Find the line starting with PRNT. This is followed by a four-byte long integer value, followed by the name of the mesh/bone this mesh is attached to. Again, take note of this value. In this case, this is 8.

Now, move to the byte before TRAN. Make sure XVI32 is set to Insert mode at this point and add an additional six bytes in the hex window.

Now, you have to encode long integer values where you had previously taken note. Place XVI32 back into Overwrite mode. Resize the MODL chunk first as follows: MODL longint+additional bytes (in this case that would be 8744+6 = 8750). Now do the same with the PRNT longint (8+6 = 14).

You will also need to resize your HEDR and MSH2 values, though this is straighforward if you have previously modified them with new longint values to account for the new hex-edited meshes. As above, you're just adding the number of new bytes to each longint value.

Et voila! Resized mesh values will now allow you to place the addon mesh where you want it!

I haven't tried but I'm assuming this can also be done with other sections of the MSH file: for instance if you needed to rename collision for objects ported from SWBFII.
#279
Requests / Explosive Blaster Pistol
August 19, 2014, 01:56:37 PM
http://starwars.wikia.com/wiki/Explosive_blaster_pistol

Does anybody know where I can find this model? I want to give an Explosive Blaster Pistol to my Jump Trooper unit.
#280
Requests / Imperial Heavy Trooper
August 19, 2014, 03:10:53 AM
Is anybody able to make a model like this one?

http://starwars.wikia.com/wiki/Imperial_heavy_trooper

I could see it being comprised of the main body of a Clone Trooper, the head of a Stormtrooper and the breather of a TIE pilot connected to the Stormtrooper's vents, as well as the Sandtrooper backpack.