Recent posts

#91
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Unit 33 - April 03, 2024, 01:10:11 AM
Quote from: Ty294 on April 02, 2024, 05:21:46 PMVery nice job!

Out of curiosity, did you test to see how many render in-game at once?
I didn't notice too much egregious low rez flipping, but then I used the Tirpider hack for the low rez (so it's less noticable).

btw it's 1,865 triangles

Quote from: Giftheck on April 03, 2024, 01:03:29 AMMy assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.
TY may be referring to the fact I work in Blender - a few of us that use the SK blender addon have a suspicion that something about the export is slightly more taxing for stock BF1, even if model edits are minor.



#92
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Giftheck - April 03, 2024, 01:03:29 AM
My assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.
#93
Released Assets / Re: Unit 33's Rebel Marksman
Last post by Ty294 - April 02, 2024, 05:21:46 PM
Very nice job!

Out of curiosity, did you test to see how many render in-game at once?
#94
Released Assets / Unit 33's Rebel Marksman
Last post by Unit 33 - April 02, 2024, 08:46:55 AM
Unit 33's Rebel Marksman

https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1665

Includes:

New head model, backpack and jacket (3D)! I've added a number of new textures to improve consistency with the other of Pandemic's rebel models.

Lowrez included for BF1.

Credits

- LucasArts
- Pandemic
- EA Capital Games for the head and backpack model
- Unit 33 - Modelling, textures, UV edits


#95
SWBF2 Modding / Re: BF1 Map to BF2 Conversion ...
Last post by tr1x - April 02, 2024, 01:49:09 AM
I have and everything seems to be the same. Even tryed to replace the object with the stock hoth version in ZE but that didnt fix the problem
#96
SWBF1 Modding / Re: BF1 cheats
Last post by Led - April 01, 2024, 07:43:22 PM
command line switch /invincible
you could try to add it through steam.  There is a place for it on the command line settings.

(properties then launch options)
Since the Steam/Gog game is based on 1.3 beta, I am not sure it would work.

If you can find the original 1.2 version game, let us know.
#97
SWBF2 Modding / BF1 maps assets
Last post by drbob76 - April 01, 2024, 06:38:29 PM
Does anyone know if there were assets released for Marvel4's BF1 converted maps (or for any converted BF1 maps), and if so, where can I find them? Apparently, I need them in order to edit things like which faction classes to have.
#98
SWBF1 Modding / Re: BF1 cheats
Last post by drbob76 - April 01, 2024, 06:16:26 PM
Switch?
#99
SWBF2 Modding / Re: BF1 Map to BF2 Conversion ...
Last post by Anyder - April 01, 2024, 12:33:30 PM
Have you looked at the core hoth files and have both compared?
#100
SWBF2 Modding / BF1 Map to BF2 Conversion | Ob...
Last post by tr1x - April 01, 2024, 10:06:08 AM
Hi, I'm already 2 weeks into SWBF modding. Too improve my skills, I've decided to convert one of Sereja's map to BF2. Everything worked out fine. I was able to fix the sfx, the lighting of the terrain/objects and I've also managed to convert the minimap to the BF2 style. Now I have the problem that only one object (hoth_prop_trench_short.odf) is darker than all the others, as you can see in the first picture:


The lighting of this object is obviously way lower compared to the larger hoth trench object (hoth_prop_trench_turrets.odf):


I already looked up some swbf2 videos on yt and the lighting of the shorter hoth trench object (hoth_prop_trench_short.odf) was way higher there.
It wouldn't make sense to me if it was related to the lighting, since all other objects are bright enough. I hope someone who knows how to fix this could help me.