Gistech are there working textures?
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#47
SWBF1 Modding / Re: editing jumping on the odf?
February 08, 2018, 06:58:02 AM
Mission Vao voice:SIMPLE!!!
In Battlefront 2 jedi odf files there is line called:
JumpHeight = 3.5
Try that for Battlefront 1 it might work.If that do not work check the Battlefront 1 Jedi odf files.There might be different line there.I do not have BF1 Modding Tools right now so i cannot check.
In Battlefront 2 jedi odf files there is line called:
JumpHeight = 3.5
Try that for Battlefront 1 it might work.If that do not work check the Battlefront 1 Jedi odf files.There might be different line there.I do not have BF1 Modding Tools right now so i cannot check.
#48
Released Maps and Mods / Re: Serejas_Quarzite_Subtram.rar
February 01, 2018, 12:13:06 PM
Why i always am deleting my Battlefront 1 when Sereja release some of his best maps?
Someone please make a video of the map
Someone please make a video of the map
#49
Requests / Re: Imperial light cruiser
January 26, 2018, 04:12:14 PM
I re-exported it again.Here is a new link.I also edited the original link in the RElease Thread.
https://mega.nz/#!pxUjFa6T!TxswhOpVZmfwuLosRE_uLnGkuWmuw9sxGDIt14kOvbk
Enjoy it.I really do not remember who made the model.So if you guys know add him in the readme.Thanks in Advance.
https://mega.nz/#!pxUjFa6T!TxswhOpVZmfwuLosRE_uLnGkuWmuw9sxGDIt14kOvbk
Enjoy it.I really do not remember who made the model.So if you guys know add him in the readme.Thanks in Advance.
#50
Requests / Re: Map Testers Needed :)
January 03, 2018, 08:37:49 AM #51
3D-Modeling, Animation and Texturing / Re: How do I make a reflecting material
January 02, 2018, 02:50:04 PM
If you have working XSI and know how to export model then you simply click ZETOOLs and then click Materials.There click on the name of the material you want to add the effect.Then click ZEIFY and then click Edit.Find the render type bar and put a number there.Every number represend a effect.If you want shiny put 27 and check the box for specular light.You can reduce the specular color to somewhere on the middle (500 instead of 1000) cuz 1000 its too shiny.Then close the material page and then export your model.Ingame he should have effect.
EDIT:Also have in mind that in order your model to be shiny you must have directional light in your map.In ZERO EDITOR go to light section and put a simple light.Change the type to DIR and enable the Specular option.
EDIT:Also have in mind that in order your model to be shiny you must have directional light in your map.In ZERO EDITOR go to light section and put a simple light.Change the type to DIR and enable the Specular option.
#52
Star Wars Battlefront: EA Reboots 1 and 2 / Re: Sign this petition for better Star Wars games!
January 02, 2018, 02:24:09 AM
In my opinion DproG1995 they do not need ot try make them better.They have potential but they just rush them.Thats it...
#53
SWBF1 Modding / Re: New audio streams, and 'unique' unit music
January 01, 2018, 07:11:03 AM
If you want to regulate how far a certain sound to be heared you can put your sounds in "sound layers".
#54
SWBF1 Modding / Re: New audio streams, and 'unique' unit music
December 29, 2017, 09:50:10 AM
Putting custom voices on your units to say stuff like "Cover me" or "Watch out Grenade!!!" is possible.I did it once but i really do not remember how i did it.Lucky enough i released here my Tutorial about how to put ambient and weapon sounds in your map.
#55
Requests / Re: Map Testers Needed :)
December 29, 2017, 02:25:32 AM
I would like to test it.I am paying attention to details or bugs so i think i might be usefull.
#56
SWBF2 Modding / Re: SleepKiller's SWBFII Shader Patch - WIP
December 28, 2017, 03:36:00 PM
No i do not use.Some of my BumpMaps (which are basically normalmaps) have alpha channel texture but not the diffuse one.So if i put grayscales on my diffuse and normalmaps this shinny problem will be fixed?
#57
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 28, 2017, 07:00:43 AM
I remember i made a Mygeeto map years ago for Bf1.If you can find it somewhere that will be cool.However the problem is that the Ai"s are alot.
#58
SWBF2 Modding / Re: SleepKiller's SWBFII Shader Patch - WIP
December 28, 2017, 01:48:16 AM
Cool!
I made some testing and figired out that your specular light is not readimg how much power must be used om my models.For example while i was using the original shaders i figured out that if i use render type 27 with specular checked,specular color to 177 and specular decay on 60 my models look very good ingame.Its like a better bumpmap.However when i use your shaders everything is super shiny which mean that your shaders cannot read how powerfull is the specular effect.If you want i can give yoi an early prealpha versiom of my First Assault Tatooine map so that you can test your shaders there.
I made some testing and figired out that your specular light is not readimg how much power must be used om my models.For example while i was using the original shaders i figured out that if i use render type 27 with specular checked,specular color to 177 and specular decay on 60 my models look very good ingame.Its like a better bumpmap.However when i use your shaders everything is super shiny which mean that your shaders cannot read how powerfull is the specular effect.If you want i can give yoi an early prealpha versiom of my First Assault Tatooine map so that you can test your shaders there.
#59
3D-Modeling, Animation and Texturing / Re: Collisions not working on TIE SILENCER
December 28, 2017, 12:26:15 AM
The problem is that the game do not read the collision from the model msh itself.You need to import the model in Xsi with Zetools and to check it.Maybe the collision name is misspeled or there is no collision what so ever.Put some box mesh and name it collision1.If its not working again then you need to put primitive collisions
#60
SWBF2 Modding / Re: SleepKiller's SWBFII Shader Patch - WIP
December 27, 2017, 01:00:01 PM
Maybe just maybe someone...in the future...relef shder for models or atleast terrain texture?