Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Snake

#2251
SWBF1 Modding / Easter Mod (W.I.P.) *New Pics*
March 28, 2010, 07:06:28 PM
Hey guys im working on an easter project, It is going to be pretty cool, I hope i can get it done by easter, Here's some pics:

*NOTE* open this music in another tab before looking at pics!!!!!!! :D My ultimate theme music












I ADDED MORE PICS! Just for you! :D
#2252
Beast! Did you put this together or just releasing it? Either way nice job!  :tu:
#2253
SWBF1 Modding / Re: New Clone Campaign (WIP)
March 28, 2010, 03:21:37 PM
Looks awesome!

Maybe for kamino you could do like that one swbf2 mission where ep2 clones fight ep3 clones. But the other sounds cool too :D
#2254
Ooooh, thanks JK, my eyes aren't as discerning as yours.  :happy:
#2255
Um, they're the same thing, is that an error or am I really supposed to do that?
#2256
Yeah basically, like the rogue clones map or something, I want to put my mod in my map. How do I do it?
#2257
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.
#2258
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. :(
#2259
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.
#2260
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.
#2261
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.
#2262
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.
#2263
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!
#2264
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.
#2265
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