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Messages - Snake

#2251
Hey peeps, I'm working on the U.S.S. Honor map but I need to put some custom sides in, How exactly do I do that? Is it with the locolizing tool or something? I'd really appreciate help on this if anyone can give me some instructions.
#2252
SWBF1 Modding / Re: Zero Editor Trouble
March 26, 2010, 05:36:16 PM
I'm right there with ya man  :confused: i dont have those exact problems but mine always fail. I don't know how to fix that, ive never experienced or heard of it. :(
#2253
Yeah that's what I put at first but I had never changed strafe by itself so i thought it might be the other. lol I'll change thanks for the input.
#2254
There are some people who have just started modding SWBF1. I thought I'd make a tut on editing some stuff. Mostly just to explain things. If an admin thinks this is not worth the post it's fine if you delete it  :)

First off, let's go through the top of the Character. For this I will be using a Clone Trooper .odf.

[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_trooper.msh"

The ClassLabel shows what this unit is. All characters should be soldier.
The GeometryName is the name of the .MSH file. The .MSH is the model of the character. It has .tga files connected to it which makes the skin.

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Properties is an important part of the character. It has effects, weapons, sounds, speed, health and some other things.
The three things after [Properties] are effects. You can change effects by making a folder in your Sides folder (ex. REP) and naming it effects. Go to Assets> Shipped Common Effects and copy and paste the effects you want in the effects folder you made. Make sure you get any .tga files and .msh files that go with it.

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

The Label and Unit Type are just more things like the ClassLabel above. It tells the game what kind of unit this is.
IconTexture and map texture are for the MiniMap. Same with the MapScale. That shows the size of the arrow on the minimap.

GeometryName       = "rep_inf_trooper"
GeometryLowRes         = "rep_inf_trooper_low1"
FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"

This part is very important. GeometryName is the name of the .MSH (Like above) without the .msh on the end. The GeometryLowRes is for when you are far away. **NOTE** The LowRes and Geometry are NOT the same. If you put for example rep_inf_trooper as GeometryLowRes it will look really weird in-game. You have to have two separate models. FirstPerson is exactly what it says, the first person model (The arms and hands). First and ThirdPersonFov, well that doesn't really do anything important, I have not tested with that. AnimationName is how the trooper is animated. For some reason pandemic made all troopers all_inf_snowtrooper. I would not recommend changing this for troopers unless you know what you're doing.

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

This is all stuff about the view. You can have fun with this but it also does not do much important.

MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

This stuff is not very hard to figure out, MaxHealth is of course, the maximum amount of health the trooper can get. Acceleration is the acceleration. It helps go with the animation so if you increase this and the MaxSpeed the walking animation won't work, he will be sliding along. MaxSpeed, MaxStrafeSpeed, MaxTurn speed, is obviously for different speeds. MaxSpeed is the speed of walking. MaxStrafeSpeed is the speed of when you are using the right and left keys to move. MaxTurnSpeed is the speed of turning......(duh)

WeaponName1       = "rep_weap_inf_rifle"
WeaponAmmo1       = 4
WeaponName2       = "rep_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "rep_weap_inf_haywiredetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "rep_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

This is for weapons. The max amount of weapons is 5. Sometimes it won't show up so I wouldn't add more than 5. WeaponChannel is how it is secondary or primary. You can remove these to make it one channel.

AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch   = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70

Hopefully you're catching on by now that Pandemic made it pretty simple to tell what's what in modding. This is i think the accuracy of a shot. I have not tested with these lines yet. But I know it doesn't do much.

HurtSound            = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound            = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"

These are sounds, These can be changed by going in Assets> Sound Config Files. These don't do much but they are fun to play with.

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10

This is the probability of what the unit drops when it dies. Like health, ammo or both.

Hope this helps for newbie's, I might be making more later. My xfire is aatcsnake if you have questions.
#2255
SWBF1 Modding / Re: How to munge needed
March 26, 2010, 11:25:15 AM
Sounds awesome, I think there is another tool for it, maybe google it or something. Or ask psych0fred.
#2256
SWBF1 Modding / [SOLVED] FreeCam singleplayer glitch
March 26, 2010, 11:19:25 AM
Hey guys, I was messing around with freecam on singleplayer but I needed to go back to chase camera. I didn't want to restart swbf1 so i tried pressing random buttons. I found that the "M" Key is like a resume key. It lets the game play but you are still in freecam. That can also help for taking fun videos. You can also control your character after pressing m while staying in freecam. If you want to go back to chase camera just press esc and then Chase Camera. :D hope that helps! I don't know if this has been discovered before but I figured alot of people would like to know this.
#2257
It's finally done!!  :cheer: The ApeX Gaming Mod 2.0 is finished. I will release the ApeX Mod 2.0 assets (Not mine), the ApeX Mod 1.0 and ofcourse the ApeX Mod 2.0 itself. The only thing I can take credit for in the mod are the skins and the republic shotgun(Which took like 20 seconds but i didnt use modeling.)

Name: ApeX Gaming Mod 2.0
Type: Character/Weapon/Skin Mod
This contains: rep.lvl
Compatible with: SWBF1
Download Size:
How long this took me: About 2-3 weeks
Program used: BFBuilder/BFBuilderPro/BF2 Mod Tools
Contact: Xfire is aatcsnake
Pics: **WARNING** These pics contain extreme beastliness  :P







Description: I made this because I missed the old ApeX Gaming Mod. I wanted it to be a little less overpowered though but with cooler weapons and characters.
Download Link(s):
ApeX Gaming Mod 2.0: http://www.mediafire.com/?wvqgjny1yw5
ApeX Gaming Mod 2.0 Assets: http://www.mediafire.com/?xgyynzyztgy
ApeX Gaming Mod 1.0: http://www.mediafire.com/?myrmtjzicdn
Credits:
psych0fred for the at-xt hovernaught light attack speeder kwing and n1 fighter. Pandemic for the Boba Fett model, Me for the ApeX style skins, kinetos impetus for the sky corps trooper, psych0fred again for the orbital strike and seismic mine, rogueknight for the dp-23, vyse for the vibro sword, Gogie i think for the mandalorian skins, and Pandemic for the regular clones envolved and ofcourse everyone who helped and supported me in the making of the mod. I think that's all, if i missed any let me know!

Special thanks to God (Duh), Pandemic, Lucasarts, and psych0fred
--NOTES--
-The vibro sword doesn't show up in-game but it still works.
-Collision damage on all units
-I ALLOW EDITING! Just make sure you give credits for the skins. You CANNOT CANNOT CANNOT CANNOTuse ApeX or ApeX Modding/Gaming logos or skins without my approval!
#2258
I can't wait for some projects from you guys, I bet it will be awesome ;).
@gog12: I can make a republic side for you, or you could use my ApeX Gaming Mod 2.0 but it's a little overpowered, you may want to try it out and see when I release it.
#2259
SWBF1 Modding / Re: (W.I.P.) U.S.S. Honor
March 25, 2010, 05:28:53 AM
Oh yeah I remember that, Yes that is what I'm doing. I'm actually using some tantive iv assets. So far i did a hangar, a few hallways, a command center and a barracks but it crashed, most likely because of some swbf2 stuff. So it might take me a little longer
#2260
SWBF1 Modding / Re: Factual Questions from the Noob
March 25, 2010, 04:47:03 AM
haha no prob epifire, hope you have alot of success in modding swbf1  :tu:
#2261
SWBF1 Modding / Re: Factual Questions from the Noob
March 24, 2010, 02:28:29 PM
The LUA is stuff that has to do with a map I believe, Or it kind of tells the game certain things like what units in the odf files to put in and how many walkers there are and stuff like that. LVL_PC_ in the SWBF1 folder on your hardrive is where you put mods LVL_PC_ > SIDE > replace one of the .lvl files with your mods .lvl file. Munging simply compiles the mod you have made so the game can read it, it forms it into the .lvl file enabling you to put it in SWBF1. .MSH is yes the model of the object. It tells the game where the .TGA file goes on the model. Which brings me to .TGA's they are the skin, they are the colors that make the game even funner :D. .ODF is the properties of the object. Like weapons, health, foley, and sounds. Let me know if you need any other help I'd be glad to help you ;) my xfire is aatcsnake

www.amacademy.webs.com is just for modding the SWBF series, I suggest going there. There are alot of tutorials on the forums and alot of people who can mod to help you :D.♠
#2262
SWBF1 Modding / Re: Speed Blur (?)
March 24, 2010, 12:29:28 PM
I think that would be impossible, you would probably have to make a whole new properties chain of lines to show the game you want the blur when the trooper moves. Might be possible in SWBF2 but most likely not in SWBF1. But good idea lol
#2263
SWBF1 Modding / Re: (W.I.P.) ApeX Gaming Mod 2.0
March 24, 2010, 12:27:47 PM
Thanks JediKiller! (For the link and the good luck wishes :D) and I edited the post with new pics and I have one more + close ups of the others if you guys want. I will be releasing soon!
#2264
Released Maps and Mods / Re: Tusken Encounter
March 23, 2010, 05:21:26 PM
That looks great Jango! I like the graffi stick thingy but it's a little above the hand in the video, either way it looks fun! :tu:
#2265
SWBF1 Modding / Re: (W.I.P.) U.S.S. Honor
March 23, 2010, 03:49:08 PM
I'm not sure I don't think I played that one when I had SWBF2