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Topics - jdee-barc

#21
SWBF1 Modding / Setting up a map without plans
August 17, 2012, 10:05:06 AM
What happens when there are no planning hubs/connections set up in a map? Do the ai just remain stationary or do they bolt for the nearest cp?
#22
General / swbfgamers on moddb?
August 16, 2012, 06:25:17 AM
Have we ever thought about having an swbfgamers profile on moddb.com? We could host mods there as well and they would get much more attention.
#23
Requests / Request for a script
July 30, 2012, 01:17:10 PM
I'm looking for the shell.lvl script "ifs_missionselect" in its unmunged form.

A very old swbfgamers post from Radical_Pi states that there can be three eras in an addon map. lets say the addon map is id'd as mod1
1. CW era (mod1c or mod1r)
2. GCW era (mod1i or mod1a)
3. mod1_add

This third thing with _add at the end of it can be uncovered by double clicking the map you want to play, and when the era choosing prompt pops up, either click in the empty space above Clone Wars Era or the empty space below Galactic Civil War era approx. FOUR TIMES. And in the playlist a lua script name followed with _add at the bottom should show up, ie. bes1_add.

Proof-of-existence


If anyone has an unmunged version of the scriptd ifs_missionselect from shell.lvl could you send it my way, please? I'd like to be able to have a button for this 3rd "era" to test it out.
#24
General / Will be gone 'till July 22nd!
June 28, 2012, 10:32:55 PM
I'm going to the Apple Hill Center for Chamber Music in Keene, New Hampshire from June 29-July 22nd. Playing works of Dvorak, Ibert, Bach, Kovacs, and Schoenfield  :tu:!

I'll be bach soon!
#25
SWBF1 Modding / high-res textures
June 25, 2012, 07:16:47 AM
Does Battlefront crash when you use giant textures at 2048x2048 or what? I edited a few clone skins to be this high-res in my mod and now my rep sides are crashing the game and its not telling me anything in the bfront log.
#26
J-Dee's BattleFront 1.5 / Original WIP Topic
June 22, 2012, 07:00:19 AM
Current Status:
Sides: Completed (just fixing bugs)
Maps of the mod

Gogo12 Maps: Originally he was working on this project with me, developing the maps for the mod. HE has since moved onto his own awesome projects. You can thank him for the following awesome maps
Raxus Prime: Junkyard
Morishim: Canyons
Dxun Moon: Mandalorian Camp (If have the free time and everythings done I'll set up a mandalorian side)
Nar Shaada: Rooftops
Korriban: Valley of the Sith Lords
Hoth: Echo Base (extended)
Geonosis: Spire (extended edition for GCW era)
Dantooine: Compound
Felucia: Forest
Space Naboo
CIS Core Ship
Ord Ibanna: Gas facility

Psych0fred's Chain Isle

SWBF2 Converted Maps available in the mod
Mygeeto (Scum/Strike)
Mustafar (Scum/Strike)
Utapau (Scum/Strike)
Jedi Temple (Jedi Temple)
Polis Massa (Battlebelk)
Tantive IV (SleepKiller
BF2 Kamino WIP (me)

My Finished Maps
Conversion of Authraw's Dathomir BF2 map (Converted with his blessing)
Bespin: Platforms (modified)
Kashyyyk: Docks (extended version)

Maps In-progress:
Yavin IV: Abandoned Oasis
Geonosis: Spire Alpha Build
Alaris Prime: research Facility
Conversion of Naboo: Prototype
Venator: Hangars

Maps in the concept/planning stage
Rhen Var: Harbor (extended)
Ziost: Sith Temple
Tatooine: Dune Sea (extended)
Yavin 13: Desert Village
Scripts: 70% and increasing (I have to edit things everytime I add a new map)



Update!

Dat AT-PT http://cache.daylife.com/imageserve/0bkj3km5vc03l/610x.jpg replaces the AT-ST for the Empire. Many thanks to FragMe for releasing the unmunged assets!

Weapons: Heavy laser cannon, concussion grenade launcher (launches powerful concussion grenades at high speeds and long distances)


2. Campaign Test on the venator map (the local rebels on team 3 won't spawn for some reason)


3. A Rocket launcher fail on Rhen Var, Where I fired a rocket that targeted the RM-09 ship, went through the open doors, looped back and hit me instead.
#27
SWBF1 Modding / Help requested
June 20, 2012, 06:12:16 AM
I need to create a spawn path inside this venator around this static shuttle cp


How do I do this?
#28
Requests / Vehicle Shielding request
June 19, 2012, 09:42:08 AM
Can someone make some shields for the following vehicles? I'm having a lot of trouble trying to make them :dry:

The should just be some bubble shields odfs and maybe fx files (the more transparent the better) that can fit around these vehicles
AT-ST
IFT-X
#29
Requests / 2 Requests
June 15, 2012, 02:59:53 PM
Can someone to take the stock Kamino map and the stock Rhen Var maps and add spawns for a local team 3, just kind of at different cps?

Kamino locals: Kaminoans
RHen Var local 3rd team: TBD

thanks in advance!
#30
Released Assets / Poison Gas Gun for SWBF1
February 12, 2012, 03:17:09 PM
Credits
RepSharpshooter for the gun Model
ARC_COmmander for the effect from the BFX assets


This is a gun that shoots a highly neuro-toxic gas in burst of 15 shots. It has this cool thing in that it causes units inflicted with the gas to twitch, jerk, crumple to the ground, or move convulsively for a few seconds before dying. Its not perfect, but it does the job and its fun to use on crowds of soldiers.

As seen in my mod.

Bugs: It damages droids. but it shouldn't since its neuro-toxin and droids don't have a nervous system.


Enjoy


Download link
http://db.tt/lR07BlF6

edit by buckler:  I uploaded here:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=443
#31
I was wondering how legal or illegal or just not right this is: taking the PS2 and Xbox versions of SWBF and SWBF2, playing them on a pc using an emulator, while using DXRipper to extract pS2 and xbox versions of models.

I'm wondering this from when i was playing SWBF2 on my friend's ps2 and noticed that the pistol model for the imperials was much different then the model for the pc version (the ps2 version looked accurate, the pc version, well, it looks like a pointed tube with a pistol grip and a small scope. I'd also make comparesions about the other models too.

I need your opinion.
#32
SWBF1 Modding / New Mod WIP! BF1.5 v2.0 "Squad-Up"
September 16, 2011, 05:26:04 PM
Outdated information removed

Click link for most relevant information http://www.swbfgamers.com/index.php?topic=3851.msg45616#msg45616
#33
Is anyone else not able to open gametoast.com right now? I can't for some reason. ???

EDIT it works now after about an hour. dispose of this topic as needed.
#34
I have this idea, a mind-blowingly time-consuming, difficult, possibly deadly, idea that won't work (would take simply too long) if i'm doing it on my own.  Its to make a game, based off of the SWBF series, but since the zero engine/swbf source code (except lvl file assets) is not availabe at all, i plan on using the free/Open Source PixelLight Engine as it seems like a good engine and similar to SWBF's zero in terms of appearance (except higher-resolution and with physics engine).

I would need the following modders on different aspects of the game.

-Modeling/texturing/Animating/physics
-Characters/VEhicles/Weapons
-Maps
-Sound
-Programming (ie scripting/ai/physics

Objectives for the game
class based with limited customization of each class
Space-2-Ground Maps
partially open-source (meaning modding is supported, but not completley redesigning the game for release)
more to think about...

Who would want to help me with this idea? (need fairly experienced modders/programmers)


PixelLightEngine http://www.pixellight.org/site/



People who'd be willing to help so far
me
bamdur

This will also be going up on gametoast
#35
On July 1st I'm going to be in a music festival/camp/workshop  ( :cheer:)series in NH from July 1st to July 30th. So this means I'm be online probably every 5 or 6 days. And this also means I won't be able to update or answer questions regarding my BF1.5 mod. So your questions and bug reports should be pmed to me.


See yall in 30 days   :cheers:
#36
This is what I've been working on since last summer, the sequel to the old "Second Sides Mod" that i made in july or so.

EDIT: D/L Link broken. .zip archive got corrupted :( . Wait for version 2.0 If you're looking at this topic now


Readme


Battlefront 1.5 is the first attempt at an actual era mod for SWBF1. Based on a combination of two simple scripts, new game modes and eras can be added for new sides, while retaining stock sides and stock maps, and bypassing the addon map limit. It introduces worlds ported from SWBF2, community made worlds, and new modes, using new units, new vehicles, new heroes, and upgraded visuals

Installation Instructions
Before doing any of this, make sure you have the 1.2 Patch installed for SWBF

Extract the folders Data and AddOn. copy this into the destination box: C:\Program Files\LucasArts\star Wars Battlefront\GameData (or wherever your GameData folder exists)
Say yes to replace and/or overwrite for all items


optional if you don't want stock sides in maps included in mod (like bf2 conversions, and community made maps
remove the following folders from AddOn if you have them
myg1, kashunt, nab4, fel1, mus1, uta1, MCW (another Mygeeto conversion), FF1 (another Felucia conversion), chainisle, RSN, BEQ

IMPORTANT: AFTER INSTALLING, I AM ABSOLUTLEY SERIOUS, YOU MUST READ THE DOCUMENTS IN THE NEWLY CREATED FOLDER "DOCUMENTATION", ALTHOUGH, THE ONE ABOUT ANIMATION YOU CAN CHOOSE TO SKI

For those looking to install it on a mac, I'll put up a zip archive with the folders for manual install.
For those seeking to uninstall, an uninstaller will be made at a later time.

CREDITS
DEVISSR_REX and Icemember: A lot of the clone and stormtrooper model
ACE Mastermind: OOM Droid Models, backpackless droid models
battlebelk: core, mission, and common lvl builders
SleepKiller: new game fonts
DarthDUCK: Pistol animation, Remapped troopers
Kinetosimpetus: DC-17 Pistols
CodaRez: EVO trooper, Improved IG-88 model, Improved Stock Stormtroopers
Rougeknight: Halo Gun Model
Maveritchell: Z-95 Headhunter Model.
Conversion Pack Team: Conversion Pack vehicle assets (in particular, the Star Viper)
Teancum: the missionlist script. Without it, this mod would not have eras and modes, also, his improved A-Wing
AQT: Jumptrooper, Stormtrooper skinpack, TFU Militia model, TORtrooper model
Zymotico: JK2 V-19
Imp_Strikeforce/Rebel_scum: Mygeeto, Mustafar, Felucia, and Utapau Conversions
Psych0fred: Chainisle Map, releasing fully working K-Wing, Light Attack Speeder, and HAG assets
BIG-Cooke: AAT skin
Dragonum: DC-15s Pistol
The Royal Guard was made for JKA by Eric Landenreau, and converted by DarthDUCK
ggctuk: Main play mod assets v6, Imperial Clone Commander skins, katarn trooper and incinerator trooper assets
arc_commander: BFX assets
bamdur: help with animations
Vyse for the Vibrosword?
Caleb117 for an alternative chaingun model
gogo12: Dantooine, Core Ship Map, Renegade Squadron Space Map (labeled as Space Kashyyyk)
THEWULFMAN: 501st clone skins
Pandemic for Stock Assets
Repsharpshooter for the E11s Model and DC-15ex model
OOM-9: DC-15 Carbine
MaxLoef: DC-15A Rifle texture


NOTE: GOGO12's RENEGADE SQUADRON MAP IS LISTED AS [MOD]SPACE KASHYYYK. I thought RENEGADE SQUADRON SEEMED BETTER FOR A STANDALONE MAP THAN A LARGE MOD.


BUGS
Utapau and Mygeeto occasionally have buggy collision issues.
AI pilots in Renegade Squadron map tend to fly into their own capital ships at the beginning of the mission
Bespin Platforms in CW mod era: Visual effects tend to short out and dissapear after a while. I have no idea as to why this is the case
the visual patch for the stock sides, i've tested to be multiplayer compatible, but I'm only 99% sure of that, not 100% sure.
Commander Cody and the Jumptrooper have bone-roots sticking out under their legs.
B1 droids look a bit awkward when they hold their pistols.
The ARF scout and clone engineer models for some reason won't conform to the skeletons that made them walk more realistcally, so they walk in the default animation that is ok, but makes them bend unnaturally to the left.
Thanks for downloading Battlfront 1.5!
The Royal Guard is scrunched up. I don't know what happened during the munging process, but it made everything about it twice as fat.





OK here are more bugs. Because i don't want to get this topic filled with bug reports. PM me about a bug you find.

Bugs reported already
Multiplayer doesn't work for modded eras (I"m looking into this)
Droid chunks are miscolored
there is no sound on [MOD]Kashyyyk Docks in GCW era
the credits list is slightly inaccurate
no sound for E-11 Blaster Rifle in mod sides
no sound for LAAT gunships on [MOD]rhen var harbor
#37
jdee/barc's First TCW Clone Legion Skinpack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=350

Phase 1 Clone legion skins for SWBF


Readme:

Skins by jdee/barc from my mod.
-Phase 1 Clone legions

credit:
jdee/barc: skin creation
AQT and satti: base textures from stormtrooper skins and ep3 trooper skin pack

how to use (you need modding knowledge)

for a regular trooper. use the following command
OverrideTexture = "327_inf_trooper"  (which would make it a 327th legion trooper) for example

for a ep2 model that doesn't support override texture, like the clone pilot do this
change the name of the texture to match with that of the default texture. or hex edit if you know how to.

Legions included
91st
9th
212th
327th

for the 501st, you can download an HD skin by THEWULFMAN on filefront.

You may change this skins, as long as you credit those who are credited above. Its proper etiquette, but i won't be too annoyed if you forget
#38
I was playing some apps on my ipod and realized that it might be possible to do this.
-----------------------
ANGRY BIRDS ERA  (you have to know what angry birds is and to have played it to understand this idea)
-----------------------

You play as the birds, against the weird green pig things (who have no weapons)
The Bird Side
Your weapons:
-red bird launcher: lobs red birds. charge to shoot the really fat red bird that causes more widespread destruction
-bird sniper rifle: shoots one of those really fast yellow birds
-
-blue bird shotgun: shoots 3 of those blue birds at once (because you can't  get an ordnanace to split in 3 in bf1)
-green bird rocket launcher: shoots a green bird that follows the path of who you are aiming at.


Secondary weapons
-bird grenade: you throw one of the blackbirds that explodes like a bomb
-bird refill: refill on some birds
-recon bird: the white bird that drops a bomb and flys away.
-Eagle Strike: sends the eagle crashing down on the enemy like an orbital strike
-TNT pack: explodes with a huge radius
Bird commander setups
regular: red bird launcher x8, bird grenade x3
heavy: green bird rocket launcher x4, bird grenade x3, TNT x2
sniper: bird sniper rifle x10, bird grenade x3, recon bird x3
assault: blue bird shotgun x15, bird grenade x3, bird refill.
commander: red bird launcher x12, bird grenade x4, eagle strike


EDIT
the soldiers would either be humans or they would have to be modeled out.
#39
For about a year, I've been working on a mod, about the closest thing that you can get to an era mod in SWBF1. Gametoast's login page won't let me login so i moved the mod here (just incase bamdur, gogo12/ginev, and others were wondering). and the mod has gone through many rerenovations since i last was on gametoast. Ladies and Gentlemen... I present to you,
----------------------------------------
Battlefront 1.5 "era" Mod (Still a work-in-progress, requires 1.2 patch)
What it introduces:
New "eras"
through some toying around with an addme script in an addon map, i have created new modes for playing on certain maps. Such as Hunt Modes, Duel Modes (jedi vs. Sith), TFU era modes, and more. This allows one to play the stock maps with the stock sides for multiplayer compatibility with those who do not posess the mod.

New Visual updates to stock sides and files
This is kind of like the BF2 1.3 patch in terms of visuals. It upgrades weapon and Unit models and skins to community made, BF2-made models, and some of my own skins. (still multiplayer compatible). Particle Effects all from BF2 and BF2 mods (like the flashing grenade effect)

New Worlds ported from BF2

Jedi Temple
Mygeeto
Mustafar
Utapau
Polis Massa
Felucia
Space Map by gogo12
Nighttime Theed (to replac/e regular theed)


Worlds from the modding community (either they have released the sources saying that we have to credit them, or have given me permission)
Majin revan's Mykyr
Jend07's Bespin Escape (instead of making an era for Bespin Cloud City)
Psych0fred's Geonosis: Chainisle (makes a great TFU map)
Gogo12's space map
Gogo12's Dantooine
Gogo12's Behind Enemy Lines (Geonosian Core Ship)
Gogo12's  Dxun Moon
Ok i can't list all of gogo12/ginev's maps because he gave me permission to use whichever ones i like

I'll also see if can get permission to use Rend's coruscant maps

New Sides that do not override the stock sides (because the stay in the addon folder)
For CW era I've tried to make a TCW Mod as close as possible for BF1. I can't use the real tcw models by Andeweget and Force Master and others, because they are too high quality to work properly on BF1 (they alwasy show lowrez), but i have made some TCW-like skins and phase 1 clone legions for the phase 1 troopers and added units like ARC Officer (an ARC version of the clone commando), Commander Cody in a phase 1 form, ARF scouts instead of regular clone snipers.

For the CIS in this case, i've included some very good units. The Tactical Droid, cut from BF1 before it was released (has a Flamethrower, Disguise Kit, Time Bomb, and Orbital Strikes), the BX Commando Droid, and others (and new heroes like OOM-9, Cad Bane, Durge, etc)


For the GCW era I have completely revamped the sides. I removed the Darktrooper (replaced with Imperial Assassin, like a clone assassin), and put the Wookiee so that it only appears on kashyyyk, while putting in its place, other units)

I have included new vehicles, some of them, my own creation
Vehicles of my own creation.
Republic Light High Orbit Dropship (LHOD): This is a large unarmed ship, that deploys 2 IFT Tanks, 1 LAAT gunship, 1 RM-09 Shuttle, and 2 speeder bikes

Flyers
Gunships/Shuttles
LA-AT Gunship, LAAT ARC gunship, LA-AT (no ball turrets)
Sentinel Class Shuttle
MAF
Separatist Commando Transport
Imperial LAAT Gunship
Rebel RM-09 Shuttle
Republic RM-09 Shuttle
K-Wing
HMP Droid Gunship

Heavy Starfighters
Rebel Y-Wing
Republic ARC-170
TIE Defender
Bellabub 22 Starfighter

Starfighters
X-Wing
Headhunter
V-19 Torrent
TIE Interceptor
Vulture Droid Starfighter
TIE X-1
B-Wing

Interceptors
A-Wing
V-Wing
TIE/in  Starfighter
Jedi Starfighter
Trifighter

Command Walkers/Hoverers
AT-AT
MTT
AT-TE
Rebel AT-TE

Hovertanks
AAT
Cydon Prax Tank
HAG
GAT
Snail Tank
Hailfire TAnk
IFT-X
IFT-T
Basilisk War Droid (for Rebels)
AAC-1 HOvertank (for rebels)
Combat Speeder (now for imperials)

Walking Tanks
Spider Droid
Dwarf Spider Droid
AT-ST
AT-XT

Speeders
Speeder Bikes
Light Attack Speeder
STAP

@bamdur can you send the animations over to site instead of gametoast
@gogo12/ginev: can you send the maps you just made over here instead of gametast

Link 2 the old thread on gametoast. information is outdated.
http://gametoast.com/forums/viewtopic.php?f=1&t=25455&start=180


I will keep on contiuing to post updates here.
#40
I'm wondering whether i should keep the mod I'm working on Multiplayer compatible or not.

Multiplayer compatiblity: pros
multiplayer availble

cons:
takes up too much disk space
there is more content in the sides than actually shows up on the maps right now.
there is a limit to the number of addon maps that are allowed

Not Multiplayer pros
less disk space
more room for more content

cons.
not multiplayer compatible


Those are the pros and cons for each decision