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Messages - Sereja

#61
Geonosian Dreadnaught Pennance Class
This is my, adopted for SWBF1, Geonosian Dreadnaught Pennance Class (converted).
Too big for drive (prop and sky object only).
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1468
[spoiler][/spoiler]
#62
Released Assets / VAAT/e
July 30, 2018, 08:09:18 AM
VAAT/e
This is my, adopted for SWBF1, Variable Altitude Assault Transport/enforcement (VAAT/e) (converted).
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1467
[spoiler][/spoiler]
[spoiler][/spoiler]
#63
Released Assets / Wookie Dropship
July 30, 2018, 08:02:11 AM
Wookie Dropship
This is my, adopted for SWBF1, Wookie Dropship (converted).
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1466
[spoiler][/spoiler]
[spoiler][/spoiler]
#64
SWBF1 Modding / Re: [WIP] "Raxus Prime: Scrap Yard"
July 30, 2018, 07:59:05 AM
Thanks! :)
Quote from: Kit Fisto on July 09, 2018, 04:15:33 PM
As always your maps look amazing! Will there be debris and what not to take cover behind at the more open CPs?
Well, it's mostly vehicular map and I focused here at the tanks combat, so there isn't much covers for infantry...
[spoiler][/spoiler]
Quote from: Isaac1138 on July 17, 2018, 03:46:37 PM
Are you planning on making this map a little bit like the version from "the Force Unleashed" Wii?

Becauase that would make this map more immersive since the version tends to have dense pathways and cool lighting because of the fog and acid rain.  It would be awesome to include NPCs from that level like Kazden Paradus, junk ghouls, junk titan, rodian mercernaries, and Drexl Roosh.  Props like old republic gunships, downed star destroyer or venators, and scrapped vulture droids.  You could also try making grapple droids from Ep3 video game.

Just a few ideas.
Nope. The lava cannons are realy from Force Unleashed, but Kazden Paradus lived on Raxus Prime when Republic already gone, but no any Rebel Allince appear yet. So there is no fractions to fight with for him. My version of Raxus Prime based at the old Clone Wars game, where the vehicles, but not heroes playd main role.
Quote from: Ginev on July 17, 2018, 10:07:19 PM
Darn it.He is BACK!I was thinking Sereja stoped modding.
Heh, it isn't easy to just stop modding. But because of problem with my old PC, I have rare internet connections, and mostly use other device for coming here. Typing text by using it isn't realy convinient.

Right now I will try to find some industrial echo sound of the big facilities, to make it more atmospheric.
#65
SWBF1 Modding / Re: [WIP] "Raxus Prime: Scrap Yard"
July 08, 2018, 10:46:36 AM
I guess the Coruscant Assault Ship from Bounty Hunter, and the Wookie Zeppelin from Republic Commando.
#66
SWBF1 Modding / [WIP] "Raxus Prime: Scrap Yard"
July 08, 2018, 10:29:17 AM

release
https://www.swbfgamers.com/index.php?topic=13120.msg119688

Here is some pics from my new project map, named "Raxus Prime: Scrap Yard".
As you can see, there is nothing special, since I used assets from The Clone Wars game, but most of them was improved by bump textures and lowrez models.
Also crane and some buildings now have theyr own animations.

[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]

I am also work at some new vehicles including converted ones.
[spoiler][/spoiler]
But now not sure, is it ok or not with your new rules... :wacko:
#67
General / Re: Best games for PS4.
May 01, 2018, 05:31:39 AM
Quote from: Kit Fisto on April 30, 2018, 07:07:26 PM
I'm seriously considering buying Mad Max for my Xbox. Is it a lot of fun outside exploration? Is the action/story any good?
Well, the story is very short, but strong enough to give us another one explanation, why Mad Max become mad. [spoiler]Life gives him another chance to choose between lonely life and had a new happy family, but once again he lost everyone who may love him... Sad story, no doubt.[/spoiler]
Actually, I think it's well done arcade game, where you have a lot of hand to hand fights, and crazy races. Some action on the road happens all the time, so at least for me, the game isn't bored.
#68
General / Best games for PS4.
April 29, 2018, 11:43:14 AM
I had managed to buy PS4 (at last), so I guess it's good idea to share opinion which game for it is worth to buy (since discs are quite expensive).

My choice was "Mad Max" and "Horizon Zero Dawn". If you like realistic beauty open world in postapocaliptical style, which takes all your free time to explore - my best recomendation!  :)
#69
Thanks, guys, it seem works now. Refresh tutorial is helps: I just copyed core.lvl and put it in to the _LVL_PC folder. The real mystery now: why core.lvl dissapeard from there, since Particle Editor works fine before...  Perhaps some computer worm may eat it? :o
Or I have another explanation: seems it's SleepKillers invention out of control and cleaning everything at my PC. It was maded for creating maps without BFbuiler, but it making new map folders with some weird ability to delete everything when you click the clean.bat. To fix this, in each new map sound folder need to be renamed, but I guess I forget to do it this time...

I steel use Windows XP.
#70
Well, it's could be nice if you may upload your Particle Editor folder, and your binkw32.dll. Perhaps the problem may be exactly in my binkw32.dll...
But, why it happens with SWBF1 and SWBF2 mod tools both at same time - still a big mystery to me.
#71
My Particle Editor is now stop to work. It gives an error message when I try to open it. So I can't make any new effect anymore... :( It's sad, but the situation could by far more dangerous. I have also SWBF2 mod tools, with it's own Particle Editor, and when I try to open it, it - gives the same error. Logicaly, it's something wrong with my PC, not with the tools, so I copyed Particle Editor folder, with binkw32.dll in it, and install it at the another computer. It's weird, but It gives the same error again... :confused: How unexpected. I do not know about the real reason of such sabotage, but it's possible some kind of virus atack. (It's very weird, since any other function of PC works fine). If that so, I probably can't upload anything anymore, and my modding activity ends here. :bye:

Still, to clear up the situation, I probably need help of some desperate volonteer, who have realy strong antivirus, working Particle Editor, and agree to check my Particle Editor, is it work or not.

WARNING: use it at your own risk:

http://www.mediafire.com/file/7lfsyql85k95339/ParticleEditor_notworked.rar
#72
Quote from: Gistech on January 26, 2018, 12:56:15 PM
It seems like the LUA scripts aren't included with the download but the .REQ files for them are. Would you be willing to upload them, Sereja?
Ah, yes, it seems I messed up with my own folders.  :wacko:
Hope that helps:
GCW
[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.012.objectives.imp.1");
AddMissionObjective(IMP,"orange", "level.012.objectives.imp.2");
AddMissionObjective(IMP,"orange", "level.012.objectives.imp.3");
AddMissionObjective(ALL,"red", "level.012.objectives.all.1");
AddMissionObjective(ALL,"orange", "level.012.objectives.all.2");
AddMissionObjective(ALL,"orange","level.012.objectives.all.3");
--end objectives

    SetMinFlyHeight(-140)
    SetMinPlayerFlyHeight(-140)

    SetMaxPlayerFlyHeight(140)

--start soundlvl
    ReadDataFile("sound\\nab.lvl;nab2gcw");
    ReadDataFile("dc:sound\\012.lvl;012gcw");
--end soundlvl

ReadDataFile("dc:COMMON\\vader_common.lvl");

-- Start sidelvls

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_fly_tiefighter",
"imp_hover_fightertank");

ReadDataFile("dc:SIDE\\domes.lvl", "imp_fly_dome");

ReadDataFile("dc:SIDE\\all.lvl", "all_vehicles");
ReadDataFile("dc:SIDE\\all.lvl", "all_walk_kaadu");

ReadDataFile("dc:SIDE\\imp.lvl", "imp_fly_gunship");

ReadDataFile("dc:SIDE\\heroes.lvl", "all_inf_heroes");

ReadDataFile("dc:SIDE\\imperials.lvl", "imp_inf_gunner");

--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "nab_inf_guard",6)
AddUnitClass(ALL, "nab_inf_vanguard",3)
AddUnitClass(ALL, "nab_inf_fpilot",2)
AddUnitClass(ALL, "nab_inf_handmaiden",2)
AddUnitClass(ALL, "nab_inf_captain",3)
--AddUnitClass(ALL, "all_inf_gungan2",1)
--AddUnitClass(ALL, "all_inf_chewbacca",1)
--AddUnitClass(ALL, "all_droid_R2D23",1)
--AddUnitClass(ALL, "all_inf_gungogle",1)

SetHeroClass(ALL, "all_inf_lukeskywalker2")

SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper2",8)
AddUnitClass(IMP, "imp_inf_sand_trooper",2)
AddUnitClass(IMP, "imp_inf_pilottie2",2)
AddUnitClass(IMP, "imp_inf_scout_trooper2",2)
AddUnitClass(IMP, "imp_inf_navytrooper",1)
--AddUnitClass(IMP, "imp_inf_gunner",1)
--AddUnitClass(IMP, "imp_inf_jettrooper",1)
--AddUnitClass(IMP, "imp_inf_bobafett",1)

SetHeroClass(IMP, "imp_inf_darthvader3")

--  Local Stats
    SetTeamName (3, "locals")
    AddUnitClass (3, "imp_inf_navy", 2);
    AddUnitClass (3, "imp_inf_officer", 2);
    AddUnitClass (3, "imp_inf_jettrooper", 2);
    AddUnitClass (3, "imp_inf_gunner", 2);
    AddUnitClass (3, "imp_inf_mark4", 2);
    AddUnitClass (3, "imp_inf_it_o", 1);
    AddUnitClass (3, "imp_inf_bobafett", 1);

    SetUnitCount (3, 6)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)
    SetTeamAsEnemy(3,4)

--  Local Stats
    SetTeamName(4, "locals")
    AddUnitClass(4, "all_inf_gungan2", 2)
    AddUnitClass(4, "all_inf_gungogle", 2)
    AddUnitClass(4, "nab_inf_nabooqueen", 1)
    AddUnitClass(4, "all_inf_hansolo", 1)
    AddUnitClass(4, "all_inf_chewbacca", 1)
    AddUnitClass(4, "all_droid_R2D23", 1)

    SetUnitCount(4, 4)
    SetTeamAsEnemy(4,DEF)
    SetTeamAsFriend(4,ATT)
    SetTeamAsEnemy(4,3)

--end loadouts
--start teamstats
SetUnitCount(ATT, 30)
SetReinforcementCount(ATT, 500)

    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

SetUnitCount(DEF, 30)
SetReinforcementCount(DEF, 500)

    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--end teamstats
--start alliances

SetTeamAsEnemy(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsFriend(DEF, 3)
SetTeamAsEnemy(3, 4)

SetTeamAsFriend(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsFriend(ATT, 4)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(4, 3)

SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 8)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("TreeGridStack", 700)
SetMemoryPoolSize("Obstacle", 1394)
SetMemoryPoolSize("SoundSpaceRegion", 40)
SetMemoryPoolSize("WalkerLegPair", 7)
SetMemoryPoolSize("WalkerBlend", 13)
SetMemoryPoolSize("WalkerBlendUnit", 39)
SetMemoryPoolSize("EntityLight", 152)
--end memorypools
--start worldlvl
ReadDataFile("dc:012\\012.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird1");

--end birdsandfish
--start deathregions
    AddDeathRegion("Death1");
--end deathregions

--start soundconfig

    OpenAudioStream("dc:sound\\012.lvl",  "012gcw_music")

    OpenAudioStream("sound\\nab.lvl",  "nabgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");

    OpenAudioStream("dc:sound\\012.lvl",  "012");
    OpenAudioStream("dc:sound\\012.lvl",  "012");

    OpenAudioStream("sound\\yav.lvl",  "yav1_emt");
--OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
--    SetAmbientMusic(ALL, 1.0, "all_nab_amb_start",  0,1);
--    SetAmbientMusic(ALL, 0.99, "all_nab_amb_middle", 1,1);
--    SetAmbientMusic(ALL, 0.1,"all_nab_amb_end",    2,1);
--    SetAmbientMusic(IMP, 1.0, "imp_nab_amb_start",  0,1);
--    SetAmbientMusic(IMP, 0.99, "imp_nab_amb_middle", 1,1);
--    SetAmbientMusic(IMP, 0.1,"imp_nab_amb_end",    2,1);

    SetAmbientMusic(ALL, 1.0, "all_nab4_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.80, "all_nab4_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.25,"all_nab4_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_nab4_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.80, "imp_nab4_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.25,"imp_nab4_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_nab_amb_victory");
    SetDefeatMusic (ALL, "all_nab_amb_defeat");
    SetVictoryMusic(IMP, "imp_nab_amb_victory");
    SetDefeatMusic (IMP, "imp_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots


--arch
AddCameraShot(0.699169, 0.000000, -0.714951, 0.000000, 124.138992, 29.504126, 267.272858);
--generator
AddCameraShot(0.996457, 0.000000, 0.084080, 0.000000, 178.588196, 4.166764, 46.815147);
--loggia
AddCameraShot(0.997702, 0.000000, -0.007122, 0.000000, 21.939123, 2.624976, 445.979645);
--throneroom
AddCameraShot(-0.390951, 0.000000, -0.920411, 0.000000, -101.787354, 25.450806, 259.847839);
--end camerashots

--start footer
end
--end footer



[/spoiler]
CW
[spoiler]--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.012.objectives.rep.1");
AddMissionObjective(REP,"orange", "level.012.objectives.rep.2");
AddMissionObjective(REP,"orange", "level.012.objectives.rep.3");
AddMissionObjective(CIS,"red", "level.012.objectives.cis.1");
AddMissionObjective(CIS,"orange", "level.012.objectives.cis.2");
AddMissionObjective(CIS,"orange","level.012.objectives.cis.3");
--end objectives

    SetMinFlyHeight(-140)
    SetMinPlayerFlyHeight(-140)

    SetMaxPlayerFlyHeight(140)

--start soundlvl
    ReadDataFile("sound\\nab.lvl;nab2cw");
    ReadDataFile("dc:sound\\012.lvl;012cw");
--end soundlvl

ReadDataFile("dc:COMMON\\maul_common.lvl");

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_fedlander_dome",
"cis_inf_basic",
"cis_hover_aat",
"cis_hover_stap",
"cis_fly_droidfighter",
"cis_inf_droideka");
--  ReadDataFile("SIDE\\rep.lvl",
--  "rep_inf_basic",
--  "rep_inf_macewindu",
--  "rep_inf_jet_trooper");

ReadDataFile("dc:SIDE\\domes.lvl", "cis_fly_dome");

ReadDataFile("dc:SIDE\\all.lvl", "all_vehicles");

ReadDataFile("dc:SIDE\\cis.lvl", "cis_hover_aat2");

ReadDataFile("dc:SIDE\\imp.lvl", "rep_fly_gunship");

ReadDataFile("dc:SIDE\\heroes.lvl", "rep_inf_heroes");

ReadDataFile("dc:SIDE\\clones.lvl", "rep_inf_clone_troopers");

ReadDataFile("dc:SIDE\\seps.lvl", "cis_inf_magnaguard");

--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")

AddUnitClass(CIS, "cis_inf_battledroid2_inf",8)
AddUnitClass(CIS, "cis_inf_super_battledroid2",2)
AddUnitClass(CIS, "cis_inf_battledroid_pilot2",2)
AddUnitClass(CIS, "cis_inf_assassindroid2",2)
--AddUnitClass(CIS, "geo_inf_geonosian2",2)
--AddUnitClass(CIS, "cis_inf_magnaguard",1)
AddUnitClass(CIS, "cis_inf_droideka2",2)
--AddUnitClass(CIS, "cis_inf_darthmaul",1)

SetHeroClass(CIS, "cis_inf_darthmaul")

SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")

AddUnitClass(REP, "rep_inf_clone_trooper3",8)
AddUnitClass(REP, "rep_inf_clone_commander3",1)
AddUnitClass(REP, "rep_inf_ep3spacepilot",2)
AddUnitClass(REP, "rep_inf_jet_trooper3",2)
AddUnitClass(REP, "rep_inf_commander_cody",1)

SetHeroClass(REP, "rep_inf_obiwankenobi")

--  Local Stats
    SetTeamName (3, "locals")
    AddUnitClass (3, "nab_inf_guard0", 5);
    AddUnitClass (3, "nab_inf_vanguard0", 3);
    AddUnitClass (3, "nab_inf_fpilot0", 2);
    AddUnitClass (3, "nab_inf_handmaiden0", 1);
    AddUnitClass (3, "nab_inf_captain0", 2);
    AddUnitClass (3, "nab_inf_padme", 1);
    AddUnitClass (3, "imp_inf_mark4", 1);
    AddUnitClass (3, "imp_inf_it_o", 1);

    SetUnitCount (3, 6)
    SetTeamAsEnemy(3,ATT)
    SetTeamAsFriend(3,DEF)
    SetTeamAsEnemy(3,4)

--  Local Stats
    SetTeamName(4, "locals")
    AddUnitClass(4, "geo_inf_geonosian2", 2)
    AddUnitClass(4, "imp_inf_remotedroid3", 1)
    AddUnitClass(4, "cis_inf_magnaguard", 1)

    SetUnitCount(4, 4)
    SetTeamAsEnemy(4,DEF)
    SetTeamAsFriend(4,ATT)
    SetTeamAsEnemy(4,3)

--end loadouts
--start teamstats
SetUnitCount(ATT, 30)
SetReinforcementCount(ATT, 500)

    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

SetUnitCount(DEF, 30)
SetReinforcementCount(DEF, 500)

    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)

--end teamstats
--start alliances

SetTeamAsEnemy(3, ATT)
SetTeamAsFriend(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsFriend(DEF, 3)
SetTeamAsEnemy(3, 4)

SetTeamAsFriend(4, ATT)
SetTeamAsEnemy(4, DEF)
SetTeamAsFriend(ATT, 4)
SetTeamAsEnemy(DEF, 4)
SetTeamAsEnemy(4, 3)

SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("EntityWalker", 5)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("TreeGridStack", 700)
SetMemoryPoolSize("Obstacle", 1394)
SetMemoryPoolSize("SoundSpaceRegion", 40)
SetMemoryPoolSize("EntityLight", 132)
SetMemoryPoolSize("WalkerLegPair", 5)
SetMemoryPoolSize("WalkerBlend", 13)
SetMemoryPoolSize("WalkerBlendUnit", 39)
--end memorypools
--start worldlvl
ReadDataFile("dc:012\\012.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish

--  Birdies
    SetNumBirdTypes(1);
    SetBirdType(0,1.0,"bird1");

--end birdsandfish
--start deathregions
    AddDeathRegion("Death1");
--end deathregions

--start soundconfig

    OpenAudioStream("sound\\nab.lvl",  "nabcw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
    OpenAudioStream("sound\\nab.lvl",  "nab2");
    OpenAudioStream("sound\\nab.lvl",  "nab2");

    OpenAudioStream("dc:sound\\012.lvl",  "012");
    OpenAudioStream("dc:sound\\012.lvl",  "012");

    OpenAudioStream("sound\\yav.lvl",  "yav1_emt");
--OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
    SetAmbientMusic(REP, 1.0, "rep_nab_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_nab_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_nab_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_nab_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_nab_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_nab_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_nab_amb_victory");
    SetDefeatMusic (REP, "rep_nab_amb_defeat");
    SetVictoryMusic(CIS, "cis_nab_amb_victory");
    SetDefeatMusic (CIS, "cis_nab_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots

--arch
AddCameraShot(0.699169, 0.000000, -0.714951, 0.000000, 124.138992, 29.504126, 267.272858);
--generator
AddCameraShot(0.996457, 0.000000, 0.084080, 0.000000, 178.588196, 4.166764, 46.815147);
--loggia
AddCameraShot(0.997702, 0.000000, -0.007122, 0.000000, 21.939123, 2.624976, 445.979645);
--throneroom
AddCameraShot(-0.390951, 0.000000, -0.920411, 0.000000, -101.787354, 25.450806, 259.847839);


--start footer
end
--end footer



[/spoiler]
#73
Thanks. There's really a lot of buildings, so you can create your own city. :D
I am not retired yet, but really busy days do not let me turn on my PC sometimes. Still, I may release another one map, as soon as it will be finished. It calls "Quarzite: Subtram" and it's very small, limited by actual size of this subtram.
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The map have crazy gameplay because of this, but still needs localization, camerashots, movie, readme etc. 
#74
Thanks, I also like this beautiful map. I hade a chance to make it such a detailed, because some parts of this environment really exists, like Caserta Palace from Italy, Hever Loggia from Britain, White House ceiling from USA, and even sewer hatches from Hungary.  :D

There is also few Easter Eggs hiding somewhere...

And yes, I will release the assets when time is come.
#75
Naboo: City of Theed.

Proudly introduce for you, my map: Naboo: City of Theed!

Features:
1. My models, effects, reticules and huds; hex edited sides;
2. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon;
3. killable jedi;
4. 5th weapon added;
5. 2nd, locals added;
6. decreased weapon impact effects sides added;
7. SWBF2/custom sound effects and new backgrouund music added;
8. New infantry, animation added;
9. Glass render effects added.

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Special thanks to all of the testers.

Enjoy! :)