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Messages - swgaming1015

#181
SWBF 1 and 2 Tournaments / Re: ICW6 Week 1
June 25, 2016, 12:36:46 PM
I'm having the same problem as ply1. I tried to join the arena at around 17:55 UK time ( 5 minutes before the start time ) and it didn't even let me enter a password. It just stated "incorrect password." I downloaded the map pack and the new EXE but I haven't heard of 1.0 shell.lvl. Do I need to install that too?
#182
SWBF1 Modding / Re: BARC Speeder for Battlefront 1?
June 25, 2016, 08:57:48 AM
Thanks for your help. I found the assets and in case anyone is reading this looking for the BARC Speeder, I'll post a link to them here.

http://www.swbfgamers.com/index.php?topic=423.0
#183
SWBF1 Modding / BARC Speeder for Battlefront 1?
June 24, 2016, 03:46:12 PM
Did anyone ever convert the Republic BARC Speeder in Battlefront 2 for use in Battlefront 1? If not, are there any other Republic speeder models I could use in its place?

[spoiler][/spoiler]


Also, on a side note, is dual pistol animation possible in Battlefront 1 like it is in Battlefront 2?
#184
SWBF1 Modding / Re: DC-17 for Battlefront 1?
June 16, 2016, 03:27:21 AM
Thanks very much, it works perfectly.
#185
SWBF1 Modding / DC-17 for Battlefront 1?
June 15, 2016, 08:01:45 AM
Does anyone know where I could find a DC-17 blaster pistol for Battlefront 1? I've only ever seen it appear in Battlefront 2 mods before. If a DC-17 pistol has never been released then are there any other alternative blaster pistols I could use?

[spoiler][/spoiler]
#186
SWBF1 Modding / Re: Sides Problem
May 30, 2016, 08:20:47 AM
Thanks Sereja, that code worked!

The only reason I put "dc:" in my LUA was that I was hoping to edit other troops.

For example, how would I edit the Clone Engineer to have the Snowtrooper skin? Would I put "dc:" in my LUA and then edit the Engineer ODF in my worlds\sides\REP folder to call for the Snowtrooper model?
#187
SWBF1 Modding / Sides Problem
May 29, 2016, 06:04:53 AM
I want to change the stock Republic side so that the standard Clone Trooper has the Imperial Snowtrooper model. Here's what I've already done:

Copied both IMP and REP from assets to my world sides folder

Put "dc:" in the Clone Wars LUA, (dc:SIDE\\rep.lvl)

Edited the Clone Wars LUA, changing "rep_inf_clone_trooper" to "imp_inf_storm_troopersnow"



After doing all of this the map crashes when I play in Clone Wars Era. Did I miss a step? Any help is appreciated.
#188
Welcome Center / Re: Hello, I'm new here!
May 26, 2016, 08:10:08 AM
Welcome!

Do you mean that you were taken to The Escapist when downloading mods or installing them? If you were taken to The Escapist when downloading mods then that's normal. It happens because gamefront.com, which hosted many mods, closed down.
#189
The only released asset from those maps that I am aware of is The Venator from the Battle of Teth which can be found here:


http://www.mediafire.com/download/l708rg2k0drem0w/TCW+old+venator.7z
#190
SWBF1 Modding / Re: Black Horizon in Map?
May 13, 2016, 03:56:15 PM
I'll probably try that then. It's interesting that you think it might be to do with the terrain_bump texture because now that you mention it, I had some problems with that to begin with. I never put tat1_bump in the detail box in zeroeditor ( it turned the whole map ground black for some reason ) but instead put tat1_detail1.tga in the detail box. Could it be something to do with that?
#191
SWBF1 Modding / Re: Black Horizon in Map?
May 13, 2016, 03:23:21 PM
I changed the "FogFar" parameter to 1200 and 2000 and both had the same interesting result. The Geo1 texture in the distance is no longer visible but the mountains and horizon are still black. When I move closer to the mountains they regain their texture but any mountains in the distance stay black.
#192
SWBF1 Modding / Black Horizon in Map?
May 13, 2016, 10:21:43 AM
I'm making a Sail Barge Assult map but I can't get the horizon to look right. The horizon and the surrounding mountains are black and don't have a texture. Here's a video showing the problem:

https://youtu.be/b2I6YGeUKr4

I assume this has something to do with the tat1_far_detail.tga file. I have referenced this file in my world sky file but nothing has changed.

Here's my world sky file:

SkyInfo()
{
    ObjectVisibility(40.000000, 80.000000, 1600.000000);
    FogColor(252, 252, 252);
    FogRange(0.000000, 3000.000000);
    NearSceneRange(50.0, 220.0, 60.0, 300.0);
    FarSceneRange(450.000000, 1000.0);
    AmbientColor(120, 101, 76);
    TopDirectionalAmbientColor(120, 101, 76);
    BottomDirectionalAmbientColor(126, 70, 35);
    CharacterAmbientColor(209,156,73);
    VehicleAmbientColor(189, 136, 53);
    Enable(1559);
    FogRamp(3);
}
SunInfo()
{
    Angle(140.000005, -10.000011);
    Color(120, 120, 120);
    Texture("");
    Degree(90.000011);
    BackAngle(180.000022, 0.000000);
    BackColor(128, 128, 128);
    BackDegree(0.000000);
}

DomeInfo()
{
    Texture("SKY_Tatooine1.tga");
    Angle(190.000005);
    Ambient(128.000038, 128.000038, 128.000038);
    Filter(1);
    Threshold(150);
    Intensity(50);
    Softness(1);
    SoftnessParam(60);
    PC()
    {
        TerrainBumpTexture("tat1_bump", 1.0);
    }

    DomeModel()
    {
        Geometry("tat1_sky_dome");
    }
    DomeModel()
    {
        Geometry("tat1_skyrocks_01");
        Offset(100.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("tat1_skyrocks_02");
        Offset(110.0);
        MovementScale(0.995);
    }
    DomeModel()
    {
        Geometry("");
        Offset(10.0);
        MovementScale(0.995);
    }
    LowResTerrain()
    {
        Texture("tat1");
        PatchResolution(5);
        FogNear(300.0);
        FogFar(700.0);
        FogColor(142,82,38, 128);
        DetailTexture("tat1_far_detail");
        DetailTextureScale(0.25);
    }
}

//Big rep flyer
SkyObject()
{
    Geometry("");
    NumObjects(2);
    Height(200, 300);
    VelocityZ(20, 50);
    Distance(1500);
    InDirectionFactor(2);
}
//Rep fighters
SkyObject()
{
    Geometry("");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 120);
    VelocityY(-10, 10);
    Distance(600);
    InDirectionFactor(0.5);
}
//CIS fighters
SkyObject()
{
    Geometry("");
    NumObjects(20);
    Height(80, 140);
    VelocityZ(80, 100);
    VelocityY(-10, 10);
    Distance(300);
    InDirectionFactor(0.5);
}
//CIS rockets
SkyObject()
{
    Geometry("");
    NumObjects(8);
    Height(0, 0);
    VelocityY(10, 12);
    Acceleration(0.0, 2.0, 0.0);
    Distance(1000);
    LifeTime(80.0);
}


Lastly, the files in the World1/PC folder of my map are as follows:

SKY_Tatooine1.tga
SKY_Tatooine1.tga.option
tat1_bump.tga
tat1_bump.tga.option
tat1_far_detail.tga
tat1_lowresterrain.tga
tat1_lowresterrain.tga.option
tat1_sky_dome.msh
tat1_sky_dome.msh.option
tat1_skyrocks_01.msh
tat1_skyrocks_01.msh.option
tat1_skyrocks_02.msh
tat1_skyrocks_02.msh.option

Any help is appreciated!
#193
Thanks Led and Tirpider, the game works perfectly!
#194
Requests / Ships that you can board?
April 24, 2016, 09:57:35 AM
Is it possible to make modded ships that you have to board to pilot? For instance, instead of just pressing enter when near the millennium falcon, could you run through the hallways, get into the cockpit and then press enter to fly the ship. It would also be great to land the ship and run down the ramp instead of just appearing outside. Is this possible on a technical level?
#195
Thanks very much everyone!