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Messages - Sereja

#1246
Requests / Re: Request: Kama on Han Solo model.
May 13, 2012, 03:58:21 AM
It is realy shame, I can't help you with animation. Still some static addons cud improve Solo's kama. Here the link to kama pockets, I made:
http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=573
Hope, you know, how to connect it with cape.
#1247
Requests / Re: Request: Kama on Han Solo model.
May 12, 2012, 09:26:33 PM
I think snowtroopers cape somehow connected with leg bones. Is it possible to do this for Han Solo model, or it will be just simple static addon?
#1248
Requests / Re: Request: Kama on Han Solo model.
May 12, 2012, 09:38:12 AM
Han Solo model is realy nice. Is it possible to download it somewhere, or it still is not exist for SWBF1?
#1249
Most convenient for me - it is my own sides mod: realistic and functional at same time. But when I modding at some map, I have to back up it, to see how my custom map sides works.
#1250
SWBF1 Modding / Re: [HELP]Removing collision
May 11, 2012, 05:54:10 PM
I found this problem, when I try convert Polis Massa map. You have to chenge "prop" to "armedbuilding", and add some line, like this:
[GameObjectClass]      

ClassLabel      =   "armedbuilding"
GeometryName   =   "Pol_bldg_health_dock.msh"

[Properties]      

GeometryName   =   "Pol_bldg_health_dock"
OrdnanceCollision =   "none"
VehicleCollision = "none"
SoldierCollision = "none"

VehicleCollision = "CLEAR"
SoldierCollision = "CLEAR"
FoleyFXGroup    = "metal_foley"

Some of this lines not needed, but I was bored, to figure out which one...
#1251
SWBF1 Modding / Re: 6 or 7 Units
May 11, 2012, 07:14:19 AM
As I see from both pics, the 6 buttons are dead. This mean, if those modders even can edit interface, they can't make new buttons to work. So, those buttons just a part of decor...
#1252
The favorite stock weapon for me, is weapon, wich I have to add minimal changes, in my edited sides, and it works almost like stock. So, it will be rifle, grandes, and droideka repeat blasters.
#1253
Well, actualy I am not talking about canons, just about logic. But if the people wish to get fun, the limit is only they'r fantasy of course...
If you found some problem with Mace Windu body, you can try connect his head with Luke body. After well reskin, it may look's like "shirtless". The problem will be only with hands and neck, but it may be reskin as some anklets, for example...
#1254
The scale parameter in .odf must be similar with scale parameters in .msh.option file: .odf woks for zeroeditor view, .msh.option for game.
#1255
SWBF1 Modding / Re: [HELP] Terrain Cutters
May 10, 2012, 08:39:10 AM
You need to add .msh.option with -nocollison line in it. If this does not help, you need to add the name of some invisible model in .odf. , like that:
[GameObjectClass]       

ClassLabel  =   "prop"
GeometryName    =   "cuttercube.msh"

[Properties]       

GeometryName    =   "com_inv_col_8"
#1256
No, this information is unknown for me. And lf you find such site, you will anyway need to use credit card. The only credit card free site, I know, is where from I get my disc. This is a web shop, named, swkotor.ru, but it works only for Russia.
#1257
You have to duplicate your .ter file: one for munge, and one for work. Back up your .ter for munge, and open zeroeditor with .ter for work. Make your terrain totaly flatt, and low. Add all planing and barriers, you need. Then, backup your terrain for work, and return .ter for munge.
#1258
Look's fun, but I think, using jetpack with cape is suicide. Even, if you imagen, those cape maded, whith fire resist material, this unit surely loose areodinamic, become uncontrol, and crash soon, after jet start.
Just teory: if imperial stormtroopers may have jetpack, it surely must be close to ep3 design. Back to ep2 may look's as degrade for them...
Maybe some day, you have to try make imperial jet trooper with ep3 jetpack...
#1259
I like ewoks, they qute and fun. They are live in tree village, and this is some realy mistic place. Their adventure look's like fairy tale or something...
#1260
Well done! Now, urban rebel squad is complete! Thank's!
Here some new heads:
http://www.swbfgamers.com/index.php?&action=downloads;sa=view;down=564
1. female imperial officer head, must be connected with SWBF1 marksman.
2. Sanyassan maradeur head, must be connected with tusken raider body, and rebel pilot helmet. Also, I include version with hair ponytail (for this one helmet not needed).
3. I am also include NAVY helmet and sith hair, from my v2 version, becouse I try this addons in game, and figure out, they look's unrealstic. So, I fix them.