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Messages - Giftheck

#2386
Requests / Re: PARENTS MOd
March 07, 2009, 10:23:38 AM
I beat you all to a Hunt Mod for BF1 :D
#2387
I did not get the answer I was looking for on GameToast. I noticed that Napseeker has skirts on his Clone Commanders in his Jedi vs Clones mod, I was wondering how I might get the skirts to appear on characters I imported to BF1 from BF2.
#2388
I think Pandemic should include three IA modes - BF1 style, BF2 style and whatever new style they'll do in BF3. And they should keep the ships on ground levels as well as space levels. Biggest disappointment of BF2 was the removal of Platforms and Dune Sea - good examples of where spaceships worked on ground battles.
#2389
QuoteWe're so amped up about Project X that it's hard for us not to tell everyone everything about it today. But we can't. When we can talk about this project, we'll have all the exciting news here on this site.


Doesn't mention LucasArts, since I guess that would give it away. They want to tell you, but obviously can't.
#2390
Requests / Re: Munge request
March 04, 2009, 02:10:19 AM
Don't hta files work on a mac? They're just HTML files really, odd that they shouldn't work. Then again, they modify batch files used in Windows, I guess.
#2391
Still trying to figure out vehicles, although if my hunch is right, vehicles can be added without error since vehicle anims are different from unit anims. Some units cannot be ported straight from BF2, IE Grievous and Aayla, otherwise you get glitches (I didn't hear of the glitches Grievous brings but I did see that Aayla's tentacles stretch to the floor!

I tested Vader and he works fine (in fact, I would use him - the BF1 model is terrible and seems incomplete)
#2392
Requests / Re: Munge request
March 03, 2009, 02:49:14 PM
If you're using BFBuilder Pro, you can import the sides into a mod, and they will munge. My MPM was made creating a new mod.
#2393
This is a list of convertable unit models from BF2, that can be ported into BF1. Brackets indicates something that cannot be ported. Units that cannot be ported are also listed. Those without comments can be ported without errors.

UNITS

Republic:

Phase I Clone Trooper/Clone Marine
Phase II Clone Trooper/Clone Marine
Phase I ARC Trooper (kama is missing, best to use BF1 model)
Phase II Heavy Trooper (kama is missing)
Phase I Clone Pilot
Phase II Clone Engineer
Phase II Clone Pilot
Phase I Clone Assassin
Phase II Clone Assassin (kama is missing)
Phase I Jet Trooper
Phase II Jet Trooper
Phase II Clone Commander (Kama is missing)
Obi-Wan Kenobi (skirt missing)
Anakin Skywalker (Robed version seems to not have the robe)
Ki-Adi Mundi (skirt is missing)
Yoda (skeleton ported, robe missing)
Mace Windu (skirt is missing, use BF1 Model)
Aayla Secura (Can be ported, but tentacles were not boned, so they dragged to the "bone_root" object, find BF1 Compatible here)

CIS:

Super Battle Droid
Assault Droid
Droid Pilot
Droid Engineer
MagnaGuard
Droid Assassin
Droid Marine
Droideka (untested)
Darth Maul (no dualsaber, skirt missing)
Darth Sidious (no robes)
Count Dooku (no cape, use either BF1 of BF2 model with BF1 Cape)
General Grievous (cannot be ported, incompatible skeleton file, find BF1 Compatible here, no four sabers)
Jango Fett (not yet solved jetpack jet misalignment)

Rebels:

Rebel Soldier (all portable)
Rebel Vanguard (all portable)
Rebel Smuggler
Rebel Pilot
Bothan Spy
Rebel Marksman (all portable)
Wookie Warrior (model portable, dreads not compatible, leaves holes in the head)
Luke Skywalker
Luke Skywalker (snow)
Han Solo
Princess Leia (skirt absent)
Chewbacca (works, but his sach is pulled down to the ground, possibly needs reboning?)

Imperials:

Stormtrooper
Snowtrooper (no kama)
Shocktrooper
Scout Trooper
Imperial Engineer
AT-ST Pilot
AT-AT Pilot
Imperial Officer (unused)
AT-AT Commander
AT-AT Commander (snow variant)
Dark Trooper
Darth Vader (cape absent, use BF1 cape - BF2 model is better resolution than BF1 model)
Boba Fett (no cape, see Jango)

Natives:

Jedi
Temple Guard
Naboo Queen (Supposedly Apailana, but I think she looks more like Amidala - no skirt)
Tusken Raider
Jawa
Wookies (see Wookie Warrior)
Acklay (non-portable)
Wampas (still seeking a way to get Wampa anims over, model itself works)

VEHICLES

I have ported all vehicles from BF2 into BF1. They all work without major adjustments. HOWEVER, the AT-RT and BARC speeder have poses that need to be written into the 'common.lvl' file. That can be done by using BattleBelk's Interface Tool.

Republic:

Anakin's Jedi Fighter (Just replaced stock jedi Fighter, it works fine!)
ARC-170
V-Wing
AT-RT (need animation written to common.lvl)
BARC Speeder (need animation written to common.lvl)

CIS:

Vulture Droid
Tri-Fighter
Grievous' Fighter
Droid Gunship
Tread Tank (works but no treads)
AAT (Works fine. Extra skeleton slots allows use of missiles.)

Rebels:

A-Wing
Rebel Gunship (just reskin the Republic one)
Heavy Tank

Empire:

TIE Interceptor
Theta-class Shuttle (untested)

Did I miss anything out?
#2394
The mod itself was already quite large, sides would have increased the size of the downloads.
#2395
This will run through the steps of using the Main Play Mod to create a new Hero Map. There were three hero maps included in the download (found here). It requires the Main Play Mod to work. It uses basic LUA editing functions.

First, create a new map in BFBuilder Pro. In this example, we will make a Naboo Theed Assault in the Clone Wars. So we shall call the map "Theed - Hero Assault CW", set it to play as a Clone Wars era map and label it "naba".

Open up the new "Datanaba" folder. Go into the "Commom/Scripts/naba" folder, delete "nabaa.lua", and open "nabac.lua". Now copy the contents of the shipped Naboo Theed lua - found in "BFBuilder/Assets/Naboo/nab2_c.lua" - into "Nabac.lua".

Delete all references to the vehicles and normal units under "ReadDataFile" and paste this in:

   ReadDataFile("SIDE\\rep.lvl",
        "rep_inf_ep3anakin",
        "rep_inf_ep3obiwan",
        "rep_inf_basic_arc",
        "rep_inf_kiadimundi",
        "rep_inf_macewindu",
        "rep_inf_yoda");
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_darthmaul",
        "cis_inf_darthsidious",
        "cis_inf_grievous",
        "cis_inf_jangofett");
Replace the "Republic Stats" and "CIS Stats" sections with this:

--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
      AddUnitClass(REP, "rep_inf_macewindu",5)
      AddUnitClass(REP, "rep_inf_ep3obiwan",5)
      AddUnitClass(REP, "rep_inf_ep3anakin",5)
      AddUnitClass(REP, "rep_inf_kiadimundi",5)
      AddUnitClass(REP, "rep_inf_yoda",5)
      SetHeroClass(REP, "rep_inf_arc_trooperkamino")

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
      AddUnitClass(CIS, "cis_inf_countdooku",5)
      AddUnitClass(CIS, "cis_inf_darthmaul",5)
      AddUnitClass(CIS, "cis_inf_darthsidious",5)
      AddUnitClass(CIS, "cis_inf_jangofett",5)
      AddUnitClass(CIS, "cis_inf_grievous",5)
      SetHeroClass(CIS, "cis_inf_assault")
Now you will need to localize the level. You can download the localizations for the units Here. Copy these files into your SOURCE_PC/Common/Localize folder.

Under "level", add a scope for your levelID (in this instance, "naba"). Then add the CPs (CP1, CP2 etc, for Theed there are 6 CPs). Add an "objectives" scope, and add "1" to it, label that as something like "Defeat the enemy heroes". Delete all objectives from your LUA and add this in their places:

   AddMissionObjective(REP, "red", "level.naba.objectives.1");
    AddMissionObjective(CIS, "red", "level.naba.objectives.1");
Now, munge and test.

Here are the GCW heroes:

   ReadDataFile("SIDE\\all.lvl",
        "all_inf_spy",
"all_inf_chewbacca",
"all_inf_hansolo",
        "all_inf_lukeskywalker",
        "all_inf_marek");
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_bobafett",
"imp_inf_darthsidious",
"imp_inf_darthvader",
        "imp_inf_officersnow",
        "imp_inf_shadowguard");


--              Alliance Stats
        SetTeamName(ALL, "Alliance")
        SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_lukeskywalker",5)
    AddUnitClass(ALL, "all_inf_hansolo",5)
    AddUnitClass(ALL, "all_inf_chewbacca",5)
    AddUnitClass(ALL, "all_inf_marek",5)
    SetHeroClass(ALL, "all_inf_spy")


--              Imperial Stats
        SetTeamName(IMP, "Empire")
        SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_bobafett",5)
    AddUnitClass(IMP, "imp_inf_darthvader",5)
    AddUnitClass(IMP, "imp_inf_darthsidious",5)
    AddUnitClass(IMP, "imp_inf_shadowguard",5)
    SetHeroClass(IMP, "imp_inf_officersnow")
#2396
Requests / Re: Battlefront II Wookie for Battlefront I
February 27, 2009, 12:59:16 AM
I don't have Mod Tool, nor would I know how to use it.
#2397
Requests / Re: Battlefront II Wookie for Battlefront I
February 26, 2009, 01:02:34 PM
I just looked, all the files are still there.
#2398
Requests / Re: Battlefront II Wookie for Battlefront I
February 26, 2009, 06:40:02 AM
No, I found the dreadlocks set up to be the same as the BF1 capes. There's a mesh file in the folder for them, too. This is the code in BF2 (it doesn't work at all in BF1):

AnimatedAddon = "DREADS"
GeometryAddon = "wok_inf_wookiedreads"
AddonAttachJoint = "bone_head"
NumTentacles     = "4"
BonesPerTentacle    = "5"
TentacleCollType    = "1"

All "cloth ODF" info in the warrior file is commented out, so they were planning on using cloth, but didn't in the end?
#2399
Requests / Battlefront II Wookie for Battlefront I
February 26, 2009, 05:30:45 AM
I tried to import the Wookie from BF2. Now the model works fine, but the developers left four holes in its head for its dreadlocks to go. And, of course, you can't attach the dreadlocks. So can somebody make the Wookie for Battlefront I, with dreadlocks attached? And perhaps one without.
#2400
Star Wars Battlefront (2004 Original) / Re: Screenshots
February 25, 2009, 03:14:14 PM
Oh, yeah, I didn't notice that :P