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Topics - i2Bros

#21
I am having some issues understanding how enveloping works in XSI Softimage. I can use the brush tool to change weights, but I can't assign bones to an obj anymore. What should I do?
#22
Requests / REQUEST: HeadSwap Kitbash - TCW Pilot Phase II
December 06, 2017, 12:51:09 AM
I have a kitbash request. I wanna put a Warthog head on the TCW clone trooper body. I will credit you forever. This is the mod I am working on: http://www.moddb.com/mods/the-battles-of-the-clone-wars/#6769390

that's the link of the msh: https://www.dropbox.com/s/rnlrzolhmhkcl5s/i2Bros_TCW_Warthog.rar?dl=0

Thanks for reading, thanks twice for the skin when it's done.
#23
I am really losing my head on this. What's going on? I can hear everything but the custom weapons sounds
That's my 025.lua script
[spoiler]--
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   

   --  CIS Attacking (attacker is always #1)
    CIS = 1;
    REP = 2;
    --  These variables do not change
    ATT = CIS;
    DEF = REP;


function ScriptPostLoad()

    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp4"}
    cp4 = CommandPost:New{name = "cp5"}
    cp5 = CommandPost:New{name = "cp6"}
    cp6 = CommandPost:New{name = "cp7"}
    cp7 = CommandPost:New{name = "cp8"}
    cp8 = CommandPost:New{name = "cp9"}
    cp9 = CommandPost:New{name = "cp10"}
    cp10 = CommandPost:New{name = "cp12"}
   
   
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
    conquest:AddCommandPost(cp8)
    conquest:AddCommandPost(cp9)
    conquest:AddCommandPost(cp10)
   
    conquest:Start()
   
      onfirstspawn = OnCharacterSpawn(
           function(character)
               if IsCharacterHuman(character) then
                  SetProperty(GetCharacterUnit(character), "AddHealth", 50)
               end
           end)

    EnableSPHeroRules()

   
end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

    SetUberMode(1);   
    ReadDataFile("ingame.lvl")
   

    SetMaxFlyHeight(186)
    SetMaxPlayerFlyHeight(186)
   
   SetMemoryPoolSize ("Combo",200)              -- should be ~ 2x number of jedi classes
   SetMemoryPoolSize ("Combo::State",500)      -- should be ~12x #Combo
   SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
   SetMemoryPoolSize ("Combo::Condition",500)  -- should be a bit bigger than #Combo::State
   SetMemoryPoolSize ("Combo::Attack",500)     -- should be ~8-12x #Combo
   SetMemoryPoolSize ("Combo::DamageSample",4000)  -- should be ~8-12x #Combo::Attack
   SetMemoryPoolSize ("Combo::Deflect",500)     -- should be ~1x #combo
   SetMemoryPoolSize ("ClothData",200)
   SetMemoryPoolSize ("EntityCloth",200)
   SetMemoryPoolSize ("Music", 200)

    ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:sound\\025.lvl;025cw")

ReadDataFile("dc:sound\\bot.lvl")
OpenAudioStream("dc:sound\\bot.lvl", "BOT_Unit_VO_S")
ReadDataFile("dc:sound\\bot.lvl;BOTcw")


    ReadDataFile("dc:SIDE\\Krell.lvl",
                             "rep_hero_krell")
    ReadDataFile("dc:SIDE\\501.lvl",
                             "501_inf_ep3_rifleman",
                "501_inf_ep3_rocketeer",
                "501_inf_ep3_engineer",
                "501_inf_ep3_sniper",
                "501_inf_ep3_medic",
                "501_inf_ep3_arf",
                "rep_inf_hardcase",
                "rep_inf_dogma",
                "rep_inf_fives",
                "rep_inf_rex",
                             "rep_walk_oneman_atst",
                             "rep_walk_atte",
              "rep_fly_gunship",
              "rep_fly_gunship2",
              "rep_fly_gunship3",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "umb_inf_Umbaran_01",
                             "umb_inf_Umbaran_02",
                             "umb_inf_Umbaran_03",
                "cis_inf_engineer",
                "cis_inf_commander",
                "umb_inf_Umbaran_08",
                "cis_inf_tactical",
                "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
             "cis_fly_ufighter",
            "cis_hover_utank",
              "umb_walk_spider",
                                    "cis_hover_aat")
                             
                             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 203,
         reinforcements = 750,
         soldier  = { "501_inf_ep3_rifleman",85, 100},
         assault  = { "501_inf_ep3_rocketeer",75, 100},
         engineer = { "501_inf_ep3_engineer",10, 40},
         sniper   = { "501_inf_ep3_sniper",9, 25},
         officer = {"501_inf_ep3_medic",1, 4},
         special = { "501_inf_ep3_arf",20, 25},
          
      },
      cis = {
         team = CIS,
         units = 203,
         reinforcements = 750,
         soldier  = { "umb_inf_Umbaran_01",75, 100},
         assault  = { "umb_inf_Umbaran_02",55, 100},
         engineer = { "cis_inf_engineer",10, 40},
         sniper   = { "umb_inf_Umbaran_03",10, 40},
         officer = {"cis_inf_officer",30, 40},
         special = { "cis_inf_droideka",10, 40},
      }
   }

      AddUnitClass(CIS, "cis_inf_commander",1,2)
      AddUnitClass(CIS, "umb_inf_Umbaran_08",1,2)
      AddUnitClass(CIS, "cis_inf_tactical",1,1)
      AddUnitClass(REP, "rep_inf_dogma",1,1)
      AddUnitClass(REP, "rep_inf_fives",1,1)
     AddUnitClass(REP, "rep_inf_rex",1,1)
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_krell")
   

    --  Level Stats
    --  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("WalkerLegPair", 12)
--SetMemoryPoolSize("TreeGridStack", 960)
SetMemoryPoolSize("TreeGridStack", 999)
SetMemoryPoolSize("EntityHover", 14)
SetMemoryPoolSize("EntityWalker", 4)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("Aimer", 500)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("Obstacle", 999)
SetMemoryPoolSize("WalkerBlendUnit", 60)

    --  Attacker Stats
    --SetTeamAsFriend(ATT, 3)

    --  Defender Stats
    --SetTeamAsEnemy(DEF, 3)
   
SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:025\\025.lvl", "025_conquest")
    ReadDataFile("dc:025\\025.lvl", "025_conquest")
    SetDenseEnvironment("false")

    AddDeathRegion("Death1");
    AddDeathRegion("Death2");
    AddDeathRegion("Death3");
    AddDeathRegion("Death4");
    AddDeathRegion("Death5");
    AddDeathRegion("Death6");
    AddDeathRegion("Death7");
    AddDeathRegion("Death8");
    AddDeathRegion("Death9");
    AddDeathRegion("Death10");
    AddDeathRegion("Death11");
    AddDeathRegion("Death12");
    AddDeathRegion("Death13");
    AddDeathRegion("Death14");
    AddDeathRegion("Death15");
    AddDeathRegion("Death16");
    AddDeathRegion("Death17");
    AddDeathRegion("Death18");
    AddDeathRegion("Death19");
    AddDeathRegion("Death20");
    AddDeathRegion("Death21");
    AddDeathRegion("Death22");
    AddDeathRegion("Death23");
    AddDeathRegion("Death24");

--  Birdies
    SetNumBirdTypes(2);
    SetBirdType(0,1.0,"bird3");
    SetBirdType(1,1.5,"bird4");

    --  Sound
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

    OpenAudioStream("sound\\global.lvl",  "cw_music")
    OpenAudioStream("dc:sound\\025.lvl",  "025gcw_music")
    OpenAudioStream("dc:sound\\025.lvl",  "025gcw")
    OpenAudioStream("sound\\kas.lvl",  "kas")
    OpenAudioStream("sound\\kas.lvl",  "kas")

    OpenAudioStream("dc:sound\\025.lvl",  "025")
    OpenAudioStream("dc:sound\\025.lvl",  "025")


       SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
       SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
       SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
       SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
       
       SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
       SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
       SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
       SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)     
   
    SetAmbientMusic(REP, 1.0, "imp_umb_amb_start",  0,1)
    SetAmbientMusic(REP, 0.9, "imp_umb_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1, "imp_umb_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "all_umb_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.9, "all_umb_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1, "all_umb_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kas_amb_victory")
    SetDefeatMusic (REP, "rep_kas_amb_defeat")
    SetVictoryMusic(CIS, "cis_kas_amb_victory")
    SetDefeatMusic (CIS, "cis_kas_amb_defeat")

    SetOutOfBoundsVoiceOver(2, "Repleaving")
    SetOutOfBoundsVoiceOver(1, "Cisleaving")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    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")

--start camerashots
--highway
AddCameraShot(0.866429, 0.000000, 0.497798, 0.000000, 218.657883, 15.766537, 142.812714);
--tentacules
AddCameraShot(-0.318809, 0.000000, -0.946403, 0.000000, 27.424097, 29.265772, -521.292725);
--bridge
AddCameraShot(0.703257, 0.000000, -0.710362, 0.000000, 119.500610, 42.950558, 208.319794);
--end camerashots

end

[/spoiler]
#24
I followed all the steps as described here: http://schlechtwetterfront.github.io/xsizetools/
and here: https://youtu.be/NvDMErhwm9Y
I can't still use the tools in Softimage tho. I reinstalled already twice, I want to kill myself  :'(
#25
Requests / MP3 to WAV converter for SWBF2?
November 26, 2017, 04:23:58 AM
Is there a specific converter? Or what program is the fittest for this operation?
#26
Requests / Removing award weapons
November 26, 2017, 02:46:35 AM
How do I remove award weapons at once? I removed the weapons, but the class bugs and I can't use the primary rifle. Its so annoying!
#27
Requests / Tracking Mine Concept
November 18, 2017, 02:52:56 AM
Is there a way to create a granade that can be throwed, that explodes like a mine but has the effect of "highlighting" an enemy behind cover? Is that possible? And by highlighting I don't mean necessarily a red glowing texture on the hitten target, even something like the yellow objective arrow, the red icon when an enemy is localized or the the four white marks that appear when a target is tracked with the tracking button. All this but behind walls. Is this possible in some way?
#28
SWBF2 Modding / HUD Weapons Icon fix doesn't work
November 18, 2017, 02:17:30 AM
When I try to fix icons in my mod, if I change the munge_side.bat, side won't munge, but if I don't change it. no hud change will happen. What can I do?
I am using a "FloatingIconTutorial", but I can't track back the author. Is there a way to fix floating icons once and for all?
p.s. HUD and Localize modding in SWBF2 is painful.
#29
As stated in the title I am stuck with this annoying issue: when I munge there is no actual munging. The VisualMunge goes on and it says it's completed, but munging times are too much short and ofc no munged file appears in the addon folder except for an empty folder named as "data_CWS", which is my mod name. I tried everything:
-new data_CWS built from scratch
-new mod tools installation
-manual clean of the munging files.

For the sake of your diagnosis, my operative system is Windows 10 Pro x64. Also I am using files from my past PC, nothing is new from scratch tbh. I really need help cause I am developing a really followed mod on moddb and people want to kill me already cause it's ages I am not uplaoding a thing.  :'(
#30
http://www.moddb.com/mods/the-battles-of-the-clone-wars/news/i-need-help10
Hello guys, I am back. I won't post as much as I did in the past, I will check the forums every day from 18:00 pm to 20:00 pm. This is the time I'll be spending on modding. Also I am gathering a team of devs to finish the mod, so if you have some interest, contact me via PM, here or on the moddb private page.
MOD SWEET HOME.
#31
I need these files asap. Where I can find them? If there isn't such thing, could you kindly help me out reconverting them? I need the for my TBCW mod. ;)
#32
Requests / SWBF1 original maps assets
December 22, 2016, 10:01:57 AM
Hi guys! It has been a long time since my last login. Anyway, I was searching for the SWBF1 vanilla map assets possibly already converted to SWBF2 code. If there's none, I'll deal with the original ones and convert them to BF2.
#33
Hi guys! Quick question: How do I deal with characters models with 45 angle degrees arms? How do I fit the skeleton to them? When I try to move the bones and then envelope the skin simply translate the same distance far from the bones. How can I do?

p.s. I have a TCW Padme model, put if I can't rig it properly I'll have to use a modified stock Leia body plus a TCW Padme head, and that would look awful.
#34
Requests / SWBF2 Animation Guide/Tutorial/How to needed
November 01, 2016, 07:39:15 AM
Hi guys, I have a TCW model but it can't fit the stock human skeleton, how can I make a new skeleton with new animations? (almost like El_fabricio did for his SWBF3 ported characters)
#35
SWBF2 Modding / How do I make Tridroid work on a map?
October 31, 2016, 12:17:19 PM
Guys I've downloaded ForceMaster's Tridroid and I tried to to put him on Coruscant: Modern Warfare, but it doesn't work. ForceMaster stated that he needs two legs, I tried both 2 and 3 but nothing works in game. What can I do?
this is the map lua:
[spoiler]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("LinkedDestroyables")
ScriptCB_DoFile("LinkedTurrets")
ScriptCB_DoFile("LinkedShields")
 
   
   --  REP Attacking (attacker is always #1)
        REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()   
   
      SetupShields()
   SetupDestroyables()
   SetupTurrets()

    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp6 = CommandPost:New{name = "cp6"}
    cp7 = CommandPost:New{name = "cp7"}
    cp8 = CommandPost:New{name = "cp8"}
    cp9 = CommandPost:New{name = "cp9"}



    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp6)
    conquest:AddCommandPost(cp7)
    conquest:AddCommandPost(cp8)   
    conquest:AddCommandPost(cp9)

   
    conquest:Start()
SetUberMode(1);
    EnableSPHeroRules()
        AddDeathRegion("deathregion_1")
AddDeathRegion("deathregion_2")
EnableFlyerPath(flyers,1)
end

function SetupDestroyables()
    --CIS destroyables
    lifeSupportLinkageCIS = LinkedDestroyables:New{ objectSets = {{"fedcoreship_generator"}, {"fedcoreship","fc_tur1","fc_tur2","fc_tur3","fc_tur4","fc_tur5","fc_tur6","fc_tur7","fc_tur8","fc_tur9","fc_tur10"}} }
    lifeSupportLinkageCIS:Init()

    --Coruscant Adverts
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s1"}, {"ad1","ad2"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s2"}, {"ad3","ad4","ad5"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s3"}, {"ad6"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s4"}, {"ad7"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s5"}, {"ad8"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s6"}, {"ad9"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s7"}, {"ad10"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s8"}, {"ad11"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s9"}, {"ad12","ad13"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s10"}, {"ad14","ad15"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s11"}, {"ad16","ad17"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s12"}, {"ad18"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s13"}, {"ad19","ad20","ad21"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s14"}, {"ad22","ad23","ad24"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s15"}, {"ad25"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s16"}, {"ad26"}} }
    lifeSupportLinkageREP:Init()
    lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"s17"}, {"ad27"}} }
    lifeSupportLinkageREP:Init()



end

function SetupShields()
   -- Coruscant Shield Turret
   local linkedShieldObjectsREP = { "turret_console_mili"}
   shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "Coruscant_Prop_Generator"}
   shieldStuffREP:Init()
   
   function shieldStuffREP:OnAllShieldsDown()
      ShowMessageText("level.spa.hangar.shields.atk.down", REP)
      ShowMessageText("level.spa.hangar.shields.def.down", CIS)
   end

   function shieldStuffREP:OnAllShieldsUp()
      ShowMessageText("level.spa.hangar.shields.atk.up", REP)
      ShowMessageText("level.spa.hangar.shields.def.up", CIS)
   end
end


--Coruscant Turrets

function SetupTurrets()
     turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "turret_console_mili",
        turrets = {"auto_turret_1", "auto_turret_2", "auto_turret_3", "auto_turret_4", "auto_turret_5", "auto_turret_6", "auto_turret_7", "auto_turret_8", "auto_turret_9", "roofgun_1", "roofgun_2", "roofgun_3", "roofgun_4", "roofgun_5", "roofgun_6", "roofgun_7", "roofgun_8", "roofgun_9"} }
    turretLinkageREP:Init()
   
    function turretLinkageREP:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

    end

  --RepublicTurrets
    turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep_defense",
        turrets = {"rep_tur1","rep_tur2","rep_tur3","rep_tur4","rep_tur5","rep_tur6"} }
    turretLinkageREP:Init()
   
    function turretLinkageREP:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
    end

  --CIS Turrets
    turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis_defense",
        turrets = {"CIS_tur1","CIS_tur2","CIS_tur3","CIS_tur4","CIS_tur5","CIS_tur6"} }
    turretLinkageCIS:Init()
   
    function turretLinkageCIS:OnDisableMainframe()
        ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
        ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)
    end
end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("dc:Load\\common.lvl")
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(1100)
    SetMaxPlayerFlyHeight (1100)
    SetMinFlyHeight(-500)
    SetMinPlayerFlyHeight (-500)

   
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo 


ReadDataFile("dc:sound\\bon.lvl;boncw")
ReadDataFile("dc:sound\\cmw.lvl;cmwcw")
ReadDataFile("sound\\spa.lvl;spa2cw")

    ReadDataFile("SIDE\\63rd.lvl",
                "rep_inf_ep3_rifleman",
                "rep_inf_ep3_rocketeer",
                "rep_inf_ep3_engineer",
                "rep_inf_ep3_sniper",
                "rep_inf_ep3_officer",
                "rep_inf_hound",
                "rep_inf_thorn",
                "rep_inf_fox",
                "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_macewindu",
                             "rep_fly_anakinstarfighter",
   "rep_fly_vwing",
   "rep_fly_arc170fighter",
   "rep_fly_gunship")

    ReadDataFile("SIDE\\cis.lvl",
                "cis_inf_rifleman",
      "cis_inf_rocketeer",
                "cis_inf_engineer",
                "cis_inf_commander",
                "cis_inf_MG",
                "cis_inf_tactical",
                "cis_inf_officer",
                "cis_inf_sniper",
                "cis_inf_droideka",
                             "cis_hero_countdooku",
                             "cis_hover_aat",
   "cis_walk_tridroid",
   "cis_fly_tridroidfighter",
   "cis_fly_greviousfighter",
   "cis_fly_droidfighter",
   "cis_fly_droidgunship")
                             
                             
    ReadDataFile("dc:SIDE\\tur.lvl",
         "tur_bldg_spa_rep_chaingun",
         "tur_bldg_spa_cis_chaingun",
         "tur_bldg_chaingun_roof",
         "tur_bldg_chaingun_roof_heavy",
         "tur_bldg_predator_turret",
         "tur_bldg_laser" )         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 50,
         reinforcements = 500,
                    soldier  = { "rep_inf_ep3_rifleman",9, 25},
                     assault  = { "rep_inf_ep3_rocketeer",1, 4},
                     engineer = { "rep_inf_ep3_engineer",1, 4},
                     sniper   = { "rep_inf_ep3_sniper",1, 4},
                     officer = {"rep_inf_ep3_officer",1, 4},
                     special = { "rep_inf_ep3_jettrooper",1, 4},
           
        }
    }
    SetupTeams{
        cis = {
            team = CIS,
            units = 50,
            reinforcements = 500,
            soldier  = { "cis_inf_rifleman",9, 25},
            assault  = { "cis_inf_rocketeer",1, 4},
            engineer = { "cis_inf_engineer",1, 4},
            sniper   = { "cis_inf_sniper",1, 4},
            officer = {"cis_inf_officer",1, 4},
            special = { "cis_inf_droideka",1, 4},
      }
   }
   
      AddUnitClass(CIS, "cis_inf_commander",1,2)
      AddUnitClass(CIS, "cis_inf_MG",1,2)
      AddUnitClass(CIS, "cis_inf_tactical",1,1)
      AddUnitClass(REP, "rep_inf_hound",1,1)
      AddUnitClass(REP, "rep_inf_thorn",1,1)
     AddUnitClass(REP, "rep_inf_fox",1,1)     

   SetHeroClass(CIS, "cis_hero_countdooku")
   SetHeroClass(REP, "rep_hero_macewindu")
   


    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(1, 10) -- special -> droidekas
    AddWalkerType(1, 3) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 50)
    SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 2)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("CommandFlyer", 4)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntityRemoteTerminal",18)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)

   

    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:CMW\\CMW.lvl", "CMW_conquest")
    ReadDataFile("dc:CMW\\CMW.lvl", "CMW_conquest","CMW_CW")
    SetDenseEnvironment("false")





   
    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

   
    OpenAudioStream("dc:sound\\cmw.lvl",  "cmwcw_music")
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa3_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

   SetAmbientMusic(REP, 1.0, "rep_spa_amb_start",  0,1)
       SetAmbientMusic(REP, 0.9, "rep_spa_amb_middle", 1,1)
       SetAmbientMusic(REP, 0.1,"rep_spa_amb_end",    2,1)
       SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start",  0,1)
       SetAmbientMusic(CIS, 0.9, "cis_spa_amb_middle", 1,1)
       SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end",    2,1)
   
       SetVictoryMusic(REP, "rep_spa_amb_victory")
       SetDefeatMusic (REP, "rep_spa_amb_defeat")
       SetVictoryMusic(CIS, "cis_spa_amb_victory")
       SetDefeatMusic (CIS, "cis_spa_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --SetSoundEffect("WeaponUnableSelect",      "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end


[/spoiler]
#36
For all the Starship Troopers fans out there, this is a thread devoted to make assets based off the movie characters, creatures and weapons.

This is a first release including M.I. troopers, both female and male ones.
[spoiler]


[/spoiler]

EDIT: https://drive.google.com/open?id=1_AUXiE4fx4c80x-7uHYRAmWO4mNkT-Uk
#37
Hi, guys! I'm working on a huge mod and gametoast is a valuable resource of assets for my purposes. Sadly, I can't access gametoast without a vpn and the one I use randomly stopped working today. There is legal way to have an access there? Can some of you get me unblocked? I've even a WIP page there and tons of valuable material also, that would get lost if I won't be able to access anymore. Any props?
#38
Requests / TCW Obi Wan SE3 body texture missing
October 16, 2016, 08:53:18 AM
I downloaded this: http://tf3dm.com/3d-model/obiwan-kenobi-53682.html,
but the body texture is missing for the V2 model. I know that we got the complete CWA models pack, so can you please extract his body texture once again? It would be useful also for other SWBF modders and JKA modders.
#39
General / Moddb SHUT DOWN?
October 15, 2016, 12:01:48 AM
This link is not working for me: www.moddb.com/
Anybody knows if it's a russian ips or something? I'm really upset by the last global events.
#40
As you know FM hasn't been active on gametoast at least for ione year and I need AOV source files map because that map would be perfect for the 104th battalion in my TBCW mod. Any suggestion?