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Messages - Sereja

#46
I guess it's just a matter of meditation...
#47
Yes, the game can't handle with such complicated collision, so you need to select your model, and click in Modify>Poly.Mesh>Polygon Reduction, then choose the Ratio value which is ok for you.
#48
Quote from: Giftheck on October 24, 2018, 09:03:53 AM
I built my own door for Bespin. It's not exactly conventional as I built the door object with a frame, but none of it animates in-game. It's using the Tantive IV door animations (as I only need a simple 'up/down' animation). The sound works but the door doesn't open. Any ideas?

Here's the hierarchy and the door:

[spoiler][/spoiler]

Could the issue be because the frame is part of the object and should be a separate object?
Firstly, I may suggest to make invisible all of those useless "garbage things" in your hierarchy or it's will be hard to see what's you really need.Under Explorer window click (Custom) and uncheck Properties.
I spot your bone_door and it's green (no animation). According the tutorial, it's should be blue. Still, my tutorial is only explain how to make custom animation, but not how to import the stock one. If you wish to add Tantive IV door animation for your custom door - it will be much harder, and I never done it's before. Well, in theory, it's should be work more like that: you need to find in the SWBF2 assets\Animations\Prop\tan_prop_door folder the open.msh and import it to the your Scene by selecting bone_door and check in ZETools pop-up window Apply animation to selected hierarchy. After that your door should move at least in the XSI, if you click the > button. If after importing animation your door steel won't moving in game - you may also need to try add animation by usual way: go in green Animation theme, check your door model, under Deform click Envelope>Set Envelope>Yes and click on the bone door, then click right mouse button. It will be blue if done right.
#49
In the XSI under left, Model panel click Property>Map Paint Tools>Brush Properties. It gives you pop-up window which is better keep open. Here you need to choose Vertex Colors, maybe change Brush to Raycast, and choose color which you like. Then you have to activate brush itself, by choosing your model, and click  Property>Map Paint Tools>Paint Vertex Color Tool.
#50
Well, the original assets have -vertexlighting line in the msh.option. Perhaps you may also need to edit vertex color of the model, to make those line work.
#51
Quote from: Kit Fisto on October 15, 2018, 11:35:03 PM
I get an extraction error. Did anyone else get this? I'm expanding with unarchiver.
Well, if it can't extract only common.lvl, you may always try to replace it by common.lvl from the one of my other maps.
Quote from: Giftheck on October 14, 2018, 10:07:14 PM
Is that Cato Neimoidia?
Nah, it's only a corridor of the spaceliner, named "Coronet".
Quote from: bogeyblue on October 20, 2018, 05:29:39 AM
thanks Sereja really love your top quality stuff. Have you ever spoken about modding for swbf2?
Yes, I have try to modding for SWBF2, but it's too complicated for me. And I doubt the result is worth the time I spent on it. The gameplay of SWBF2 is too annoying for me, so I am not play it.
#52
Thanks to all of the testers, but I didn't make any special changes with final version, since was busy with some other beautyfull project.
[spoiler][/spoiler]
#53
Yes, the lack of low res models will crash game immediately, so you couldn't test it at all if that was so. When your game is original - it takes lowres from the stock database of the game. But, if you change it by instalation some mods - unfortunately it will crash.  :(
#54
EXPLOSIVE! BRILLIANT! MUST SEE!

Raxus Prime: Junkyard.

Proudly introduce for you, my map: Raxus Prime: Junkyard!

Features:
1. My models, effects, and animations;
2. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon;
3. Alternative mission.lvl's added;
4. killable jedi;
5. 5th weapon added;
6. 2nd, locals added;
7. SWBF2/custom sound effects and new backgrouund music added;
8. New infantry, animation added;
9. Glass render effects added.
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]

Enjoy! :)
#55
Making vacuum regions is easy: you need to create .odf like that:
effect_vacuum_a.odf
[GameObjectClass]
GeometryScale = 1.0
ClassLabel      = "powerupstation"
GeometryName        = "effect_vacuum_a.msh"

[Properties]

GeometryName        = "effect_arrow"

PowerupDelay        = "0.3"  //<delay time, default 0.5>
//SoldierHealth       =  "-15.0"  //<health to add, default 0.0>
PersonHealth       =  "-20.0"  //<health to add, default 0.0>
DroidHealth       =  "-20.0"  //<health to add, default 0.0>
AnimalHealth       =  "-20.0"  //<health to add, default 0.0>
VehicleHealth       =  "-120.0"  //<health to add, default 0.0>
Powerupsound        = ""
AmbientSound        = ""
BuiltSound          = ""


[InstanceProperties]
EffectRegion        = ""
Radius          = 5.0


You may change parameters of the damage delay, or which type of infantry may be more damaged here, but "EffectRegion" and "Radius" lines won't ever work via odf.

Also you need to have some two models: one for  being visible in ZE (effect_vacuum_a), other invisible for the game (effect_arrow). Actually they could be any.

Next you need to create region for this .odf like that

Region("Vac1", 0)
{
Position(163.568405, -49.546333, 515.726990);
Rotation(0.999988, 0.000000, -0.006594, 0.000000);
Size(2.350677, 11.767506, 2.287112);
Name("Vac1");
}

And at last save via ZE, the odf in .wld file like that:

Object("effect_vacuum_a3", "effect_vacuum_a", -187734836)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-430.232, -14.295, -14.819);
SeqNo(-187734836);
Team(0);
NetworkId(-1);
EffectRegion("Vac1");
Radius("5.0");
}


Actually you can change the Radius only here, but it needs only if you didn't make a region.

Take a note, that for each new vacuum region you need to create the new .odf.
#56
SWBF1 Modding / Re: [WIP] "Raxus Prime: Scrap Yard"
September 30, 2018, 10:50:03 AM
Quote from: Gistech on September 30, 2018, 12:43:07 AM
So far, I've found no major glitches with the map, though I did notice that given the Jet Trooper has the Sniper Rifle and Blaster Rifle there seems to be no reason to play as the Clone Trooper class.
Hmm... That's weird: I was almost sure I didn't give a Blaster Rifle to the Jet Trooper :blink:. Perhaps he took it by himself. :P
Quote from: Gistech on September 30, 2018, 12:43:07 AM
Some of the animated objects like the giant claw in the middle of the map don't seem to have collision while animating but that's not a huge issue, I believe.
Actually those claw have a collision, at least ordnance collision. I do not know why it's hard to make soldier and vehicle collision for an animated props. Perhaps this is issue of the ZETools. For example if you took an animated bridge from SWBF2 Death Star assets and try to import & export it to the XSI by ZETools - it will loose soldier collision.
#57
SWBF1 Modding / Re: [WIP] "Raxus Prime: Scrap Yard"
September 28, 2018, 12:42:39 PM
Unfortunately, because of problems with my PC, my modding activity is quite limited now. I was manage to install Windows XP, but a lot of modding software works incorrect or doesn't work at all with it. For example I can't convert sound files anymore, so no new music here :shrug:. Still this map is ready to play I guess, I even add some extra vehicles there (and yes this map got turrets.)
[spoiler][/spoiler]
[spoiler][/spoiler]
I do not expect a lot of bugs or crashes, but if somebody wish to test it - I will send a link.
#58
Quote from: Dark_Phantom on August 26, 2018, 05:35:14 PM
Generally, if you have a more recent Nvidia graphics card, it could be the source of the issue.  However, if it is the same machine, maybe a setting is wrong?
Hmm... the trouble with PC happens when once during thunder the lightning striked at my home. Some hardware burned down, and it was need to be changed. Perhaps new parts is not compatible for modding, since 3D graphic, even in BFVewer, now is realy slow...
Quote from: Led on August 26, 2018, 06:14:14 PM
BTW, I would be happy to send you a hard disk with XP installed on it if you wish.
Thanks, but funny enough, if the things goes on like that, I may really need it. :D
#59
My old PC stop working and the guy from repair service, in some reason install Windows 7 for it. So the question is: is it possible to make work ZeroEditor on Windows 7, or I need to find Windows XP disc somewhere?

For now it show error message and say something like that:

Runtime Error!

Program: C/BFbuilder/Data019/zeroeditor.exe

This application has requested the Runtime to terminate it in an unusual way.
#60
Released Assets / Wookie Ornithopter.
July 30, 2018, 08:22:23 AM
Wookie Ornithopter.

This is my, adopted for SWBF1, Wookie Ornithopter.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1469
[spoiler][/spoiler]
[spoiler][/spoiler]