SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Snake on April 09, 2010, 10:11:11 AM

Title: Important SWBF1 Utilities Links
Post by: Snake on April 09, 2010, 10:11:11 AM
Well I don't know if this has been made before. AG if you feel this is unneccessary feel free to delete or sticky if you like it alot  ;). I thought I'd post some utilities that are very important for modding/mapping

1. http://www.fileshack.com/file_download.x/6029 - SWBF1 Mod Tools (Click west coast or east coast mirror)
Download these to be able to make maps and mods for SWBF1. Extract and open.

2. http://download.cnet.com/Star-Wars-Battlefront-mod-tools/3000-7441_4-10350320.html  - A different link to SWBF1 Mod Tools

3. http://secretsociety.com/forum/downloads/BF1/BFBuilderProWIP030605.zip - BFBuilder Pro
This is pretty neccessary for modding. Download this, extract and put in your BFBuilder folder.

4. http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_II_Mod_Tools_PC;57352 - SWBF2 Mod Tools
These are also important for SWBF1 modding and mapping. Make sure you change anything that has to do with SWBF2. Download, extract and open.

5. http://starwarsbattlefront.filefront.com/file/SWBF_MSH_Viewer;94127#Download - This is very good for viewing .MSH files and for CONVERTING .vrml or .vrml97 (There may be others I have not tested) to .msh format. To use, open SWBFViewer and drag your model to it and click File and Save As then save it as an msh file.

Thanks to Phobos for these:

6. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=91 - Comprehensive SWBF Modding Guides Pack - Version 1
Extract, open, and follow the directions.

7. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=64 - Mod Tool Fixes
Open and place them in your BFBuilder folder and/or follow the directions where to put them.

8. http://secretsociety.com/forum/downloads/ - Tons of modder stuff
Several things to use here. Extract open and use the instructions or google a tutorial

Any other you guys think are important post here and I will add them.
Title: Re: Important SWBF1 Utilities Links
Post by: Snake on April 09, 2010, 02:22:02 PM
Thanks alot Phobos! I will add them.
Title: Re: Important SWBF1 Utilities Links
Post by: Xfire Keenmike aka cull on April 20, 2010, 02:04:51 AM
Quote from: Snake on April 09, 2010, 10:11:11 AM
Make sure you change anything that has to do with SWBF2. Download, extract and open.
Snake, anyone, do you think BFBuilder for SWBF1 will recognize SWBF2 assets if we just stick them in the similar locations they have in common?
Title: Re: Important SWBF1 Utilities Links
Post by: Snake on April 20, 2010, 10:44:43 AM
Quote from: xfire keenmike on April 20, 2010, 02:04:51 AM
Snake, anyone, do you think BFBuilder for SWBF1 will recognize SWBF2 assets if we just stick them in the similar locations they have in common?

no. BFBuilder is hardwired in a way where it does not recognize things in SWBF2. SWBF2 is made different than bf1. It would be the same if you typed random jibberish in the odf file. A crash.
Title: Re: Important SWBF1 Utilities Links
Post by: Breakdown on April 20, 2010, 02:45:16 PM
Quote from: Snake on April 20, 2010, 10:44:43 AM
no. BFBuilder is hardwired in a way where it does not recognize things in SWBF2. SWBF2 is made different than bf1. It would be the same if you typed random jibberish in the odf file. A crash.

It recognizes the .MSH files and most of the object ODF files, as long as there isn't a SWBF2 exclusive thing in the ODF or such it would work to put the assets into ZE.
Title: Re: Important SWBF1 Utilities Links
Post by: Snake on April 20, 2010, 03:42:52 PM
Sorry I did not go into detail, thanks BD  :P
Title: Re: Important SWBF1 Utilities Links
Post by: Xfire Keenmike aka cull on April 20, 2010, 04:13:26 PM
Before I start a help topic on this ideas let me ask if you think swbf2 animations could be substituted for swbf1 animations and if the common.lvl was made with similar changes would it work?
Title: Re: Important SWBF1 Utilities Links
Post by: Snake on April 20, 2010, 04:21:32 PM
You can use swbf2 anims but not combos like jedi combos. And I dont think sprinting is possible either.
Title: Re: Important SWBF1 Utilities Links
Post by: Nikoli on April 20, 2010, 04:38:14 PM
From what I've read, you can use any animation for SWBF it just takes a long time consuming process and in the end it's usually not worth it.
Title: Re: Important SWBF1 Utilities Links
Post by: Breakdown on April 20, 2010, 05:12:03 PM
Quote from: Phobos Developer on April 20, 2010, 04:53:01 PM
i think theres duel pistol anims for swbf1. a duel bladed saber wouldn't be too hard

Napseeker has made  dual saber in his EaG mod/map pack. It's a bit glitched though, since there is no way to create a dual saber without the other blade going through your own face.
Title: Re: Important SWBF1 Utilities Links
Post by: Snake on April 20, 2010, 05:19:02 PM
Dual Pistols is only for swbf2. DarthDUCK made a custom skeleton for it. I dont think it can be done in swbf1.
Title: Re: Important SWBF1 Utilities Links
Post by: Breakdown on April 20, 2010, 05:38:48 PM
Quote from: Snake on April 20, 2010, 05:19:02 PM
Dual Pistols is only for swbf2. DarthDUCK made a custom skeleton for it. I dont think it can be done in swbf1.

Again, Napseeker sort of created dual pistols, it wasn't actually two pistols, I think one was part of the mesh and the fire stream was just set up so it looked like it was coming from both things...er...pistols
Title: Re: Important SWBF1 Utilities Links
Post by: Napseeker on April 21, 2010, 08:54:14 AM
Breakdown is right, the second pistol was built into the left hand of the Jango mesh (and I'm almost certain that someone on GT later on then released a Jango Fett exactly in that same configuration too...). 

In regards to the double-sided lightsaber, the one in EAG1.1 was pretty glitchy and I was unhappy about having to rush it out. HOWEVER I can say that this past weekend I did revisit my EAG map and added a couple of exciting new features including a WAY better swinging saber visual - I think it's safe to say that most people will be very happy to see the new lightstaff in action! 

Title: Re: Important SWBF1 Utilities Links
Post by: gogo12 on April 21, 2010, 09:50:01 AM
It will be very cool to release it so we can use it too.In BF2 every modderator can use dual saber why not to be the same here?  :P
Title: Re: Important SWBF1 Utilities Links
Post by: Napseeker on April 21, 2010, 12:41:05 PM
I'll think about it but I always prefer to see other modders come up with their own solutions first before just asking for an asset release.  The dual saber is not something particularly hard to do, just requires a bit of experimenting... once a modder, any modder, has "shown the way" and at least given other people a working reference to look at, it should never be a problem to replicate (and hopefully improve upon). 

That's been my point of view for a few years now... too many newbie modders just asking for assets and not doing the stuff that innovates and pushes the envelope ahead.
Title: Re: Important SWBF1 Utilities Links
Post by: gogo12 on April 21, 2010, 01:31:57 PM
Well actually i dont want to use your assest in my maps.I just want to check the odfs.And from them to make my own new different things.For example:The R2D2.  :P I try to add it in my map but there is alot of problems and crash so i was think if you release them to check how you make them to work so i can make my own diferent things.Thats my point.You can just release the odfs thats all.I totally agree whit you that it will be good every modder to try make something new.Write now i am trying but need little help.The best help will be only to see how you do it.When i understand everything i will start to make new things.You are the best modder here and we can learn very interesting things from you but how to learn when you dont give nothing to see.  :P :D  Give us only the odfs and soon not only i but and other peoples will show new things.Thats the way...of the jedi  :rofl:
Title: Re: Important SWBF1 Utilities Links
Post by: Napseeker on April 21, 2010, 08:37:04 PM
Well I said this over and over again on the old forum: I'm always available to help people with questions... you've emailed me for help, so has Snake, and a few other people.  I've never turned people down when they want to gain some insight into something I did.  I usually just explain how I did it, rather than give out the ODF straight.  Why? Because really the work isn't just in doing the effect, it's also in putting together the ODF too.  The only time I am likely to say "no" is just when a modder wants a straight asset release. 

I said it on the old forum: I don't want any of my maps/mods to be looked at as an automatic asset release.  It just promotes laziness and actually discourages *me* from continuing on with modding (I want to see other modders independently come up with mind-blowingly innovative stuff that makes me wonder how they did it - that's rare but that's what I like to see as a challenge put forth in front of me to replicate their discovery in my own way). 

Here: I'll explain how the double-sided lightsaber works and for those who want to make their own, if you're any decent modder at all, this should be all you need to know to put together the ODF:

- use a charge-up on the cannon weapon
- the effect of the double-saber is just the charge effect (you'll have to customize the visual using the Particle Editor)
- the damage done to enemies is from emitting an ordnance (if memory serves, this was just bullets? I don't have my ODF in front of me - but you can pretty much use whatever ord type works best for you); fire the ordnance in several directions like a shotgun but keep it invisible (for reasons I would assume are obvious)
- my own lightstaff is set up so that the longer you charge it up, the wider its range of attack so anyone who charges up to the max effectively "swings wide" and gets to hit more enemies in one swoop.  Otherwise, if you just tap and release the fire button you swing quick and short which means you're less likely to hit as many foes and will have to tap quickly again to do enough damage to kill them
- the swing also generates another effect which is used to simulate the swing of the double-saber (this was glitchy in ver1.1 but looks exceptionally good in ver2), again this has to be made in the Particle Editor
- play as my Jedi Knight character in EAG1.1 to watch how this all works when in action (duh)

If you need another clue, think of it this way: take the shotgun ODF, add a charge-up and then the two lightsaber effects mentioned above.  The hard work is obviously in making the lightsaber effects (no one said it would be easy) but you'll learn a lot about the PE as you fool around inside it - I know I did!   

Seriously, if someone can't make their own lightstaff at this point, then they don't know enough about ODFs to begin with to know what to do with my ODF even if they had it, other than just to change a couple of values around to tweak it to their liking.  That's not the kind of modding practice I want to encourage. 

EDIT: forgot to address your point about the R2D2... I did help you with that over pms short of giving you the ODF.  I explained how I made my R2 work.  The ODF is not just a "clue" it IS the whole implementation of R2D2 itself.  I mean, the asset is the ODF, not the R2 mesh (the msh you can get from the mod tools).  I even said "send me your ODF and let me look at the work you've done already on implementing your own R2" so I can help you out but you never replied back.   Any modder who shows me that they've already done some serious investigation trying to replicate my stuff will get equally serious help from me.  The commitment from me will match the commitment the other person makes (although I would rather they come to me with a totally *new* idea of their own that they want to implement and just ask my thoughts if it is possible - rather than just wanting to duplicate one of my ideas).




Title: Re: Important SWBF1 Utilities Links
Post by: aeria. on April 21, 2010, 08:44:29 PM
Just a heads-up, this is a utilities links topic. If you would like to discuss dual light sabers and such, I will gladly split the topic for you guys.

--AG
Title: Re: Important SWBF1 Utilities Links
Post by: Napseeker on April 21, 2010, 09:39:21 PM
Yes, if anyone wants to continue discussing the dual lightsaber AG, feel free to move this portion to its own dedicated thread.  That includes discussing R2D2 as well - gogo, post your current R2 ODFs and your error log for the crash and let's work on fixing your problems publicly.  I'm sure other people want to put R2 into their maps as well so let's get input from all the modders about the best way to do an R2 implementation that everyone can make use of. 
Title: Re: Important SWBF1 Utilities Links
Post by: gogo12 on April 22, 2010, 12:02:47 AM
Ok i want to say that i know very little things about odf coding.I just get the rep clone trooper odf and just change the mesh names whit r2d2 but what to add in the lowres name section?Thats my first noob question  :XD:
EhPortal 1.34 © 2024, WebDev