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Messages - Snake

#2236
I don't know if we are allowed to post here but..This is great!! Organization! Thanks for your effort ag, I will do my best to obey.  :D

P.S. Should we add [TUT] for tutorials?
#2237
SWBF1 Modding / Re: [HELP] The CP's again....
April 02, 2010, 05:48:26 AM
Ok, thanks guys!
#2238
SWBF1 Modding / Re: [HELP] The CP's again....
April 01, 2010, 03:54:32 PM
 :o







I can't breathe.  :sick: Well thanks JK, I guess I will do that. But it wasn't the sides. Hahaha, I almost decided to do the WHOLE map before I munged...
#2239
Hey guys, I figured since AG wants everything to be organized I thought I'd post Fett's organized Release thingy.

Quote
When you make a release thread for others to download, some people make it increasingly harder to figure out what you're releasing, where to download, and what it looks like. Here's an outline of what your release should look like.

- First you want to explain what the download is.

Name: (Name of the mod/assets/map)
Type:   (Effectsl, Map, Building Model, etc.)
This contains: (.MSH, .TGA, .ODF, .lvl, map folder, etc.)
Compatible with:  (SWBF1 or SWBF2)
Download Size: (However big it is)
How long this took me: (However long it took you to make)
Program used: (XSI, 3DSMax, ZeroEditor, etc.)
Contact: (Email and/or Xfire)
Pics: (Pics of the mod/map in-game and/or in the program used to make it)
Description: (Write a short description of what your assets are)
Credits: (Who contributed to the making of the assets)
Download Link(s): (The download link of the assets)
OlderVersionsLink: (Links to older versions of this mod/map/assets, if there are any)

Once you're done, your assets will be downloaded like crazy, make sure you come back to check it every once in a while to fix links, and update info.
#2240
SWBF1 Modding / [SOLVED] The CP's again....
April 01, 2010, 03:29:04 PM
Well, as most of you know I'm making the beastly easter mod. Thanks to cull, it is complete. Now I am working on the map. I was going along adding trees for Foo-Foo Forrest and water to Hippity Lake, when I added 2 cps to each place. I went in the locolizing tool and went to the CP1Label and CP2Label and named them. I went after it was done munging to play it. I thought it was peculiar that instead of LOADING it said [NULL] it said [NULL] On everything basically when I got to the map. What made me the MOST mad was that the cp's had dissapeared and the reinforcements were counting down. I wanted to throw my computer across the room  :rant:. I just exited out and thought it might be the locolizing tool. So I went in and changed the names of the CP's to Barracks and Throne Room. I am now munging. I'll edit after i test again.

--EDIT--

Nothing changed. Everything is [NULL] and the cps dont work. Everything is connected properly.  CP1Label and CP2Label connected to the right CP1Capture etc, I have checked them.

Here's some pics:

#2241
Requests / Re: Needed: BFBuilder Assets folder
April 01, 2010, 12:39:50 PM
I thought they were on gametoast but the link is broken :(
#2242
Actually, AaTc (The clan im in) is extremely organized, They are also very good. I don't like it when they are included in other non-organized clans. They are also several gaming leagues for swbf1. Like IHQ and SWC. They have mostly failed because not many clans care for things like this. If you get clans to join I'm sure it would be big.

P.S. I know for one that AaTc won't join anything that compromises their rules. So I suggest you use pretty strict rules.
#2243
SWBF1 Modding / Re: Easter Mod (W.I.P.) *New Pics*
April 01, 2010, 12:19:36 PM
Thanks for the comments guys, I did get the effects from swbf2. And kelle, I'm sure I can make you a pet bunny...(with a cage) xD. I am also adding a map. I have easter eggs i will hide to see who can find them all. But they wont be done before easter most likely. The mod will though...I think
#2244
Awesome I could really use the help, I have no idea how to hex edit. Unfortunately I think there wont be any bunny music in game :(
#2245
SWBF1 Modding / Re: Easter Mod (W.I.P.) *New Pics*
March 31, 2010, 03:01:12 PM
Yep, there's pow, blammo, bam, zap and one or two others i think :D
#2246
Thanks bunches mav!  :friend: :cheer:
#2247
Hey guys as most of you know I'm working on the Easter Mod. I have to try to get it done before easter but I need some help with stuff soon.

#1. How do I get music(The music in the WIP thread) in-game? I know the lines and stuff (I think) but what formet and how do I get it to that format?
#2. I tried making more than one .msh files for the bunny so I could change the skins (I did the same with all the .tga files). The original is bunny.msh I did bunn9.msh (Blue Bunny) bunn3.msh (Green Bunny) etc. It crashed in-game and wont show up in msh viewer. Any ideas why? And if so can anyone tell me how to make different skins of the same model? I thought of maybe using an OverideTexture line like in the Arc Trooper, would that work?

That's all for now! Pleas let me know SOON!
#2248
SWBF1 Modding / Re: Easter Mod (W.I.P.)
March 30, 2010, 01:31:42 PM
Thanks guys, I have been trying to get the music in-game but I'm no expert. I will have to take some tuts so it may not be done before easter. I will release it when i get done :D. There were going to be different colored bunnies but it crashes the game...So I will have to come up with some stuff. Awesome weapons withe Awesome effects are coming though! Post some ideas!
#2249
SWBF1 Modding / Re: Speed Blur (?)
March 30, 2010, 01:28:41 PM
Yeah it was released without a super fast guy...lol If it was answered I might have tomake a 3.0....  :P
#2250
SWBF1 Modding / Re: Easter Mod (W.I.P.)
March 29, 2010, 01:53:39 PM
No i think manderek made it. I just converted it from SWBF2. I would have made other units that are eggs. They wont work though :( and yes I will do the grenades, and theyll have awesome effects lol