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Messages - Cmd_Smith

#1
Hello everyone! Man, it's been like, 2 or 3 years or something crazy since I've modded. How times flies, right? Anywho, I still don't know how to do the simplest of tasks. I am crazy about this model I found ( https://jkhub.org/files/file/2876-galen-marek-jedi-adventure-robes/ ). I want to use it as the jedi hero on the map I started working on yesterday. I figure that it is ok to use this because it is on the internet, if I give credit?

Anyways, It is a model for Jedi Knight: Jedi Academy. This obviously won't work for Battlefront II, so could somebody convert it for me? Or, could you tell me how? Credit will be given either way. I tried using blender and an old plugin to import it, which I could then export as msh or something like that, but of course the old plugin is.. old, and it did not work correctly.

Help is greatly appreciated!

Commander Smith
#2
My problem is: when editing a stock map (BF 1 and 2) I cannot select/move/delete objects that are already there. What if  want the terrain from one map, but not the objects?
#3
SWBF2 Modding / Re: Lightsaber animation help?
June 12, 2015, 08:17:43 AM
Quote from: Dark_Phantom on June 12, 2015, 07:26:23 AM
I'm no expert or anything on Battlefront 2.  I would make sure that that is EXACTLY what is in Darth Maul's odf, and make sure you have the necessary animations (dmaul, etc.) and necessary msh files.  Also, you seem to be missing a quote after "human_doublesabre cis_hero_darthmaul".

I figured it out lol it was a probem with the Health n the ODF. Thelack of a quote was my fault at copy/pasting :D
#4
SWBF2 Modding / Lightsaber animation help?
June 11, 2015, 02:21:42 PM
My newest idea for a mod is to make the stock JED.lvl be more progressive and less static, so Im basing the 6 units off of the basic classes and the prestige classes from KOTORII. Essentially, I want it to have the Darth Maul animations for one, the obiwan animations for anouther, Aayla for yet anouther, and so on. Do I in the weapon ODF, do I change

GeometryName        = "rep_weap_inf_lightsabre"
ComboAnimationBank  = "human_sabre melee rep_hero_ep3obiwan"


to

GeometryName    = "cis_weap_inf_doublesabre"
ComboAnimationBank  = "human_doublesabre sabre cis_hero_darthmaul


That?

I did that, and it crashes my game when I play with it. Is there something in the Unit's ODF I need to change? I'm not sure what else to do..
#5
SWBF2 Modding / Re: .msh Edits (BF2)
June 08, 2015, 10:29:42 AM
I copied this code fromt he BF1 64-bit munge file and pasted into a new batch file for BF2:

@set path=C:/windows/system32/
cd _build
@call munge.bat
cd ..

if EXIST MungeLog.txt Notepad.exe Mungelog.txt

Echo Done Munging, Potential errors can be found in Mungelog.txt
PAUSE


I think that did the trick. When I ran it, it went through everything... and took FOREVER. When it was done, my file ended up crashing the game..
#6
SWBF2 Modding / Re: .msh Edits (BF2)
June 07, 2015, 04:21:21 PM
Quote from: Led on June 07, 2015, 04:06:17 PM
You should try it.  SWBF2 and SWBF1 are more alike than different.  It if works, let us know.  If it doesn't, let us know.

There's nowhere to type it in at.
#8
SWBF2 Modding / Re: .msh Edits (BF2)
June 07, 2015, 02:59:35 PM
Quote from: Snake on June 07, 2015, 02:53:13 PM
Phobos just provided links to some addon meshes in a previous post. Try some of those.  :)

Whoops, didnt see that.

The ones at http://www.swbfgamers.com/index.php?topic=5565 look like they're for BF1. Will they work in 2?

I still don't have a way to munge on my pc (64 bit). Anyone willing to help?
#9
SWBF2 Modding / Re: Texturing/Modeling
June 07, 2015, 02:56:41 PM
Quote from: Epifire on June 06, 2015, 10:01:07 PM
Apologies for not responding sooner, I've been pretty busy and this is one of the first times I've been able to use a working PC.  :shrug:

I'm not at either of my two dev rigs to be able to give examples but I'm pretty sure what you're wanting to do can only be accomplished through Softimage|XSI. However XSI (which is what most call it) isn't entirely an easy thing to just pick up and start using. I'd be willing to even pitch in myself to try and get the pack added in and weighted, if my main PC was in working order.

That's the tough thing with anything that's animated, as you can't just plop something in without getting noticeable problems visually during run time (from my experience anyway). The way I'd theorize going about doing it is decompiling all the assets (using within XSI) and combining them into one scene. Anything I've decompiled so far, had their weights preserved for the mesh. I've never tried adding anything to an existing animated mesh (let alone a character model) so I'm a little in the dark on that one myself.

For the cape, it very well could just be that the texture is missing (and just running the transparency without a texture) or it's something that only will show up in game. MSHviewer can be a little misleading and not show it exactly how it will look in-game.

Describing bones and weights is kinda difficult in words but they're both needed for something to animate correctly in-game. Bone rigs allow the animator to animate a basic skeletal structure that the model/detail mesh follows. Essentially you're not animating all the polygons, you're animating a bone rig that the mesh is weightmapped/parented to. If meshes aren't properly weight mapped (with corresponding bones on the rig) then they wont animate correctly.

Animations of tough, so I hope some of that made sense. Long story short, you've gotta have that jet pack properly weighted to the rest of the trooper's mesh so that it'll envelop correctly to the rig. That looks like a BF2 model though, so if you're crossing the two (putting that in BF1 or vice versa) then you might have some additional problems. There is also the matter of the attachment points for the thruster effects too. In which case (were you to use XSI to decompile) it would be worth looking at the actual jet trooper's file to see how it's setup. Hard to give solid answers when I don't even have my own machine back up and running yet. If you can, shout out to the guys over at Game Toast. They're pretty sharp about this stuff and might be able to shed more light on the project.

Alright. Thanks a lot man. Anouther thing is that I have a 64-bt windows, and the BF2 Tools dont munge on that soo I dont know what im gonna do.
#10
SWBF2 Modding / Re: .msh Edits (BF2)
June 07, 2015, 02:51:40 PM
Quote from: Snake on June 07, 2015, 02:50:03 PM
No, the stock jet troopers have the jetpacks as part of their models, but you can add the jetpack as an addon and it will look the same. I'm not quite sure how to do it in swbf2 though.

Alright. I can't find an addon mesh for one though :/
#11
SWBF2 Modding / Re: .msh Edits (BF2)
June 07, 2015, 07:04:33 AM
Quote from: Snake on June 06, 2015, 10:07:35 PM
You can add a jetpack by using an Addon. I'm not 100% sure how it works in SWBF2 but you can look in the odf of a unit that has a cape and put a jetpack msh in it's place probably. Look around the download section for addon meshes.

So then is the jetpack on the jettrooper an addon mesh? I ask because it has it's own texture. WHen you render the jettrooper in StarWarsViewer, it is separated from the body.

EDIT: I search downloads; couldn't find an addon mesh. I also searched the ODF files for the Republic, I don't see any of them having addons. There are 'cape' ODF's that say they addon to heavy trooper and sniper, though. But no jetpack.
#12
General / Re: Something About 'Nothing'
June 07, 2015, 04:10:50 AM
Thanks guys :)
#13
General / Something About 'Nothing'
June 06, 2015, 08:06:45 PM
Something I have notice recently is that lack of modding aid through the community. Although the majority of you people are polite enough to respond to personal messages, I am in a state of disbelief for the many times I have reached out for help and gotten either no response, or a response that more or less entailed 'figure it out.'

While I understand that by the way I type, my posts may be misinterpreted as 'do this for me.' This is however not the case. Most of my posts are asking for instructions on how to do something, or a nudge in the right direction to get me the answer. A lot of my posts I know nothing about, and when I receive an answer that does not help me, or rather no answer at all, there is often nothing I can do but to make a new post with a new idea, or think of something else to do.

I understand that this post may be misinterpreted, but I really hope you will understand I am not throwing punches. More so, I am trying to get help from my peers in this community so that I can give back to you.

Cheers guys,
Commander Smith
#14
SWBF2 Modding / .msh Edits (BF2)
June 06, 2015, 05:32:45 PM
Can someone help me, or point me to a tut on how to add things to a .msh file? Essentially, what i'm trying to do is get a jetpack to render on a unit model. Do I need to hex edit? Do I need some sort of rendering tool?
#15
SWBF2 Modding / Re: Texturing/Modeling
June 06, 2015, 07:49:17 AM
Can anyone help me.. I really want to get this done soon.