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Messages - Ascertes

#46
Quote from: swgaming1015 on January 11, 2018, 05:41:54 PM
It's certainly tricky. I'd say Battlefront 1 is a better game than Battlefront 2 on their own. But when you take into account mods I think Battlefront 2 becomes the better game. You can mod Battlefront 2 to make it more like Battlefront one but you can't do the same the other way around. For that reason alone I think Battlefront 2 probably has the edge. It's also better because it has a digital edition that's easy to get a hold of. You don't have to track down an old PC copy on eBay or pirate it.

Pretty much this. They're both incredible games in their own right, but there's just more you can do with BF2 that you can't with BF1.

I agree BF2 is the better game, but BF1 has the edge in a couple areas:
1. Easier to mod. I say this from experience  :XD:
2. Yellow command posts for natives. This is something many people have griped about with BF2 (And the primary reason I mod for BF1 mostly.)
3. Ships on ground maps. Hoth is the only exception.
4. Environmentally appealing, outdoor-sy maps (personal preference.) Kashyyyk Islands and Tatooine Dune Sea were my top 2 favorite maps in BF1 partly for their aesthetics. Death Star, Mygeeto, etc...just don't cut it for me.
#47
If the mod is multiplayer compatible, it should appear/be activated when you fire up the server for Multiplayer. If you have a side mod, it should work immediately once the game gets going. If you have a map you're looking to use, find it in the map list when creating the server.

If it doesn't show up, it probably means the creator had the foresight to see that it wouldn't work in multiplayer. If the game crashes, well...that answers that question as well  :P

So really, you just have to install the mods you want and create a server as normal. Make sure your friend also has these same mods and you will be good to go.
#48
SWBF1 Modding / Re: Sun and Shadow Directions
January 09, 2018, 08:20:30 PM
SunInfo()
{
   Angle(145.000005, 150.000000);


I've been messing around with these values.
#49
SWBF1 Modding / Sun and Shadow Directions
January 08, 2018, 04:16:53 PM
Greetings! Bit of a noob question, but I've reading the tutorial here http://www.swbfgamers.com/index.php?topic=8418.0 on sky file editing, but I've been completely unable to get either the sun or the direction of the shadows to change at all in game. I've messed with the numbers under the SunInfo section of my Sky file, but even changing them extremely has no effect in game.

I'm just wondering if I'm just an idiot, or there is something else to this. Thanks!
#50
My advice would be to work backwards from what you did after your last successful test. Anything you did from that point forward is what is causing the issue.
#51
Welcome Center / Re: New guy
January 07, 2018, 09:41:38 PM
Welcome!
#52
Requests / Re: Map Testers Needed :)
January 06, 2018, 07:31:45 PM
Quote from: jonoreilly on January 06, 2018, 01:40:36 AM
I'm no modder so sorry if I'm not very clear explaining myself, but i've just seen visual bugs(?). The sun's shade thing and some places where the map's skin(?) doesnt match the collision grid(?).

However, i've noted an issue with the map boundries. Units can walk reeeeeeeeeeeeeeeeealy far before they sudenly explode, and vehicles can go forever.

Apart from that I really like this map, so keep improving it pls.

I guess I'm not entirely sure what you mean by the skin not matching the collision grid. Are you referring to the "textures" not matching the terrain shape? I'm also aware of the poor sun positioning relative to the shadows being cast, so I do need to fix that.

As for the boundaries, I made the hills around the Settlement and Moisture Farm purely to discourage going in those directions. For some reason, ZeroEditor (the software I use to make maps) crashes whenever I try to make boundaries, so I simply use geography to try and achieve the same thing.
#53
Requests / Re: Map Testers Needed :)
January 04, 2018, 08:32:37 PM
Quote from: jonoreilly on January 04, 2018, 08:20:58 AM
Do you still need help or is there a final version somewhere else?
If not I could try to break it for you  ;)

Hehe, I am still in need of testers! The more the merrier! The file is attached to my original post, so give it a download and tell me what you think!  :tu:

Quote from: Triops on January 04, 2018, 02:51:06 PM
I played your map for a while yesterday. Its a nice and really huge map.

1.)  I found a bug in the area of cp moisture farm. The "tat1_bldg_moisturefarm_courtyard.msh" has bad collisions. On one side around this object I "falled through the map" and on the other side I couldn't use specific ramps or ways to go up some places  for example to all of the the doors of the farmbuildings. (If you don't know what I mean,  I can make a litte youtube video.)
I had a short look into Softimage_Mod_tool and saw that the collisions of "tat1_bldg_moisturefarm_courtyard.msh" do not fit exactiy to the other mesh file, so you are not responsible that it doesn' work correctly because the object in the assets of bfbuilder in not perfectly made. It looks like collisions must be corrected with Softimage_Mod_tool or similar to make it better. Although it has this problems this asset of the mositurfarm look nice and I know no other map where I have seen it. 

2.) The shaddow of the entities is not pointing into the right direction. It is pointing nearly exactly into the direction of the sun so it is about 180 degrees wrong.
I think you can make it better if you edit the position of the sun in the *.sky file.


I hope this helps a bit. Sorry if you don't understand all what I am meaning. English is not my native language and some things are not so easy to explain. 
If you have a question feel wellcome to ask
triops.


1. I have noticed this, but unfortunately I have no experience with soft image tools so I have no means with which to fix it. Consider it a hazard of the map, though I could potentially put something in the bad spots to cover up their existence...hmm.

2. I will try to work on this! Ty for your attention to detail!
#54
Hey Bucman, glad to see you're interested in modding! We could definitely use more modders around here.

As for your question, it is indeed quite possible! As a matter of fact, people have done similar things already. For example, there is a Conversion Pack for swbf2 that adds a ton of new maps, a new era, and new game modes! Clones vs Jedi is on a few different maps, but the Temple Guards are sadly not included. The droids vs Empire is also another addition on Mustafar!

Feel free to browse the SWBF2 Modding Tutorials section, as I believe there is a guide there already that will tell you how to do just what you're asking about! Also, gametoast has a large selection of swbf2 modding tutorials as well.

Good luck on achieving this! I for one would be very interested in playing such mods.
#55
Requests / Re: Map Testers Needed :)
January 03, 2018, 01:46:13 PM
This map is for BF1 unfortunately.  :XD: It's the thought that counts though, right?  ;)
#56
Scummies / Re: Taking a break myself
December 30, 2017, 05:59:46 PM
Have fun and enjoy your break!  :xmastim:

Let the anarchy commence!
#57
Requests / Re: Map Testers Needed :)
December 29, 2017, 12:20:11 PM
Wonderful! Thank you very much, Ginev  :happy:
#58
Requests / Map Testers Needed :)
December 28, 2017, 06:26:15 PM
(Not sure if this is in the right section. If not, please move it!  :P )

Greetings! I have currently finished putting on the final touches to the updated version of my Tatooine: Gulch map. I'm currently looking for people who would be interested in testing this map and providing feedback before I officially release it. I'm mostly just looking for suggestions, potential improvements, errors/bugs I may have missed, etc.

If you are interested, great! I have attached the file below this post. Feel free to either message me with your feedback,  or just leave your thoughts in this thread.

Thanks in advance,
-Asc.

EDIT:
Just to avoid bug/error reports I'm already aware of:
1. AT-TE and AT-AT I know are missing sounds. This has been an absolute nightmare for me to get working, and I fear if I waited to get it fixed, this would never be released.

UPDATE: I've finally figured out how to fix the sun and shadows issue, so yay! Unfortunately I'm still no closer to fixing the sound issues with the AT-TE and AT-AT. I think this a problem I'm just going to have to grit my teeth and deal with. Last call for recommendations before I send this bad boy off to be published!
#59
Released Assets / Naboo: Province Data Folder
December 28, 2017, 02:06:52 PM
Naboo: Province Data Folder

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1451

I really have no interest in updating this map again, as I have already done what I wanted to with it (there are minor changes, but not enough to justify another release.) So, I decided it to release it to the public. Enjoy guys!  :happy:
#60
SWBF2 Modding / Re: How do I add space battles?
December 25, 2017, 01:45:53 PM
The only thing I'm noticing is this part right here:
AddDownloadableContent("tan1","tan1x_con",4)
AddDownloadableContent("spa","spa1x_ass",4)


IIRC, doesn't it usually follow the format of "c" and "g" to denote Clone wars/GCw instead of "x"? So it would look like:
AddDownloadableContent("tan1","tan1c_con",4)
AddDownloadableContent("spa","spa1c_ass",4)


I'm not familiar with adding mods to existing maps, so maybe idk what I'm talking about...