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Messages - Drakov64

#1
Requests / Re: [SWVF1] Thule mod map
February 28, 2022, 11:38:57 AM
Quote from: KommissarReb on February 28, 2022, 10:56:00 AMMajin Revan made a Thule Moon map back in 2009 http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=141 If you're unsatisfied with it, you could do what I did and start making the maps that we want to make. I had some cool ideas for maps I was hoping other people would make, but when I started learning how to do it on my own with the help of all the posts on here and other websites I now am self-reliant in that regard and understand what it's like to be a mapper.

As for Sereja, he's a Ukrainian man. I am wishing him the best of luck right now and hope we won't lose him considering the situation he's in.

True, true. But it's not a simple map I wanted to do, there are many very good mappers out there but Sereja is a gifted one. I was astonished by his Raxus Prime one, he perfectly knows the original level he based his map on, and every map he's made is a master piece by itself. I can make a map, not a masterpiece with so many custom assets and sounds, it's not just mapping at this level, it's redevelopping the whole game ^^

Also, didn't know he's Ukrainian. Pretty sure he'll make it, juste hope he was not too close to the border (guess if it was the case he moved to the western border. I hope so)
#2
Requests / [SWVF1] Thule mod map
February 28, 2022, 09:57:51 AM
Hello everybody.

Just here to ask for a mod map based on Thule, from the original Star Wars The Clone Wars video game. Using the same assets for environment and adding new ships like Cydon Prax's Dreadnought, Protodekas and new turrets (from the original game) to defend landing areas.
It could be a rather huge map. Or not, just depends.

I know Sereja did a great work on his Umbara map when it comes to the environment, ambiance, sounds etc, I don't know if anybody may do the same for Thule, which in my opinion is very underrated through the Star Wars franchise.
#3
Hi, Dark_Phantom.

First, thank you very much for answer.

Second, I'm very glad that this idea reach somebody else's mind. I understand that it's difficult to start modding from scratch, mostly for an old, obscure consoles exclusive game.

If you ever start such a project, please reach me. I'm not a dev, far from being a modder, but I'd be much joyful to know such a project is started, if donation is needed...well I could help this way with what I can :)
#4
Hello SWBF fans,

I don't know where to post this, as it is not a Battlefront game I'm requesting a mod for, but I'm requesting a mod so I post this to the mods section. (to be moved if I'm wrong)

Well, here's my request...I've been a huge fan of Star Wars the Clone Wars, the 2003 game released on Gamecube, Xbox and PS2 only. It's like a prequel to Battlefront games, using the same engine, and from which many assets and the TX-130 tank among other things have been borrowed for the original BF game.

I wondered if somebody out there would be able to mod the game to give it a second life ? Like let players select a vehicle (originally playable or non playable) to play for each level mostly, but among other things either ? I thought this game had potential to be far better with a vehicle choice ability and deserved to be better known. After all it's this game that brought the famous TX-130 tank to life...

Anybody interested in such a project ?
#5
Hey Ascertes,

first, thank you for your answer, secondly, sorry my late one.

Mmmhhh I see in the tur side folder that there are two important folders, ODF (so the objects), and MSH (so the meshes) along with a .req file, a REQ folder and an EFFECTS folder.
In the ODF folder I have many tur_weap_XXX files, called after every type of turret findable ingame. In the MSH folder there is not as many tur_weap_XXX files, so, what I'm wondering about is : must TGA and MSH files be called the same name as ODFs? If yes then, yeah I'm truly lacking files about this.

If not then I'm still wondering what is wrong.

Anyway Ascertes, thank you for your help!  Have one  :cheers:
#6
SWBF2 Modding / Odf items not appearing on the test map
January 18, 2020, 02:14:00 PM
Hello there !

I wanted to try Zero Editor again, 10 years after my first failures, to try making some things for me and maybe the community later.

10 years ago, I know I could set up some things like vehicles, turrets, props, these kind of .

Right now, it seems it is half working.

I'm on the basic map that's shipped with the 4 CPs, relearning the ways of ZE. All I want is : add turrets, vehicles, props, custom assets DLed on the interweb (right trying with Teancum's CIS Supertank), then trying to customize sides for factions, mostly to add B1 for the CIS on some maps.

So, first thing, when I go to the tur sides folder where lie ODF and MSH files for all of the game's turrets, it seems that when, saved, munged, and tried, the only turret that seems to work is the laser turret, the basic one.
Not the mortar, guided rocket, beam, geonosian or hoth ones appear, only the laser one. M'kay...
Then I try adding a simple Republic IFT tank. ODF and MSH files are in the map folder, I add the spawner close to CP1, bind the spawner to CP1, rep_hover_fightertank as a tag in republicatk, add a control zone to the CP (inside which the spawn arrow lies)

Save, munge.

Try.

Nothing.

I'm wondering what the heck did I do wrong? Ten years ago I can't remember it being this complicated, I followed tutorials and everyhting, I'm doing exactly what is told, what am I missing?

I thank you for your help.

My goal would in the end be to overhaul every BF2&BF1 maps for BF2 by adding some stuff, modding sides, adding custom sides from the internet on every map to make them better and funnier than their vanilla counterparts and let people discover what modders do with their custom assets like teancum's supertank.

Just it.

Thanks for your providential help.
#7
SWBF2 Modding / Re: Battlefront: Last Hope WIP
September 03, 2017, 06:26:40 AM
Hello, I'm still following the mod since last year and was able to try the first map you released (CW & GCW only :'( )

So, few suggestions and bug reports...

Suggestions :

-Why not keeping standard droid blaster rifle sound instead of the one you use? The standard one sounds more natural and Battlefront
-The map feels empty, you should add more fixed items like bonus droids or turrets, even cloud cars, or more ships to most platforms, noticeably those handing LAATs and droid transports
-You should reduce names size. 'cause "Variable Geometry Self-propeled B1 Droid Bomber" is like a bit too long...
-Names you given your soldiers are cool, though don't allow to quickly understand which class we're going to select. "Clone Sharpshooter" is more readable than "327th Battalion clone sharpshooter", though at least it's Star Wars lore respecting
-V-Wing is OP as hell, though now it's useful as a starfighter. You should bring the balance to the Force, to it...
-You made Hyena slow. Make it harsh to destroy, as it is mostly an easy target in the air.
-If your skill allows you, add some animations in the sky, like droid and jedi starfighters if you know what I mean
-Specific to this map, maybe you could add personnal heroes starfighters? Like a ETA-2 class blue paint-schemed jedi starfighter for Aayla or a blue paint-schemed delta class jedi starfighter for Barriss?
-CIS lacks the droideka, though it's the unit that makes them quite unique in term of gameplay


Bugs :

-Dooku, Grievous and Aayla lightsabers deal no damage, and do not hit at all
-In GCW, jump only uses an animation, but does not propulse you in the air and deals damage to your character.
-Many missing sounds (lightsabers, starfighters...)
-In starfighters (most noticeably Hyena and Arc-170), camera heads front right inside the vehicle instead of staying a bit back it
-With some units, you can't change back to another weapon. For example with clone engineer, I can't change back from fusion cutter to blaster carbine, it becomes a problem quickly...

Nice things :

-Arc-170 now has usable rear turret. Thank you bro.
-Trade Fed frigate behind the battlefield, with wich you can interact. There's a problem preventing to see it from a further range, but that's a cool thing.
-Barriss Offee
-AA turrets now serve as AA turret, as opposed to the Conversion Pack ones



Looking forward for much more content of this mod to play and test :)
#8
SWBF2 Modding / Re: Battlefront: Last Hope WIP
March 12, 2017, 01:43:07 PM
Mh that's okay :D

Have you received my PM?
#9
SWBF2 Modding / Re: Battlefront: Last Hope WIP
March 12, 2017, 12:49:21 PM
You have an idea of exactly why it would crash?
#10
SWBF2 Modding / Re: Battlefront: Last Hope WIP
March 12, 2017, 06:49:41 AM
Thank you alot ! Will be a pleasure to help you tracking down bugs before full release.

Will you add custom models to it like the Prax's Dreadnaught and Protodeka? Anyway you can have an example from the Battlefront Zero mod, which adds many maps and new assets from the clone wars extended universe, the Thule map was nicely done on it, if you want to have a look.

I also viewed a video of your custom Boz Pity Plains map. Really nice one, but if you can take AT-XT assets from +123 mod for main and secondary weapons...

Anyway you're doing a great job, keep it up ^^
#11
SWBF2 Modding / Re: Battlefront: Last Hope WIP
March 11, 2017, 01:13:47 PM
Okay, thank you for your quick answer !

That answers my qeustions, thanks :)

For Thule...Man, if you manage to make it a battle as cool as one The Clone Wars, 2002, then you're my SWBF2 modding god **

Day one for the beta release of your mod, anywa already following it on Moddb
#12
SWBF2 Modding / Re: Battlefront: Last Hope WIP
March 11, 2017, 06:46:22 AM
Hello Delta, I have a few questions about your newer mod as a dedicated Battlefront 2 player (but not modder)

1) When are you planning on releasing a beta version of the whole/a part of the mod?

2) Are you planning to add content while leaving the original game's gameplay unmodified? (like leaving the overall TTK as it is in the vanilla version, not adding an ammo counter to vehicles classes that didn't have one in the vanilla version...) which IMO would be better

3) Are you planning to add, along with the current eras you wish to add in your mod, other eras like Dark Times, the newer trilogy, New Republic eras?


Those are just questions, to know if you have an accurate sight of the start and end of your mod, or if it will deal with further evolutions, and if it is worth it for me to keep an eye it

Anyway, when I learnt about this one I was more hyped than I was for the announcement od Dice's battlefront. This is my childhood's dream to play those eras in battlefront, with their very own identities, like you shown on your last pic :)
And if you want some ideas for the Clone Wars era, you can try to satisfy your SW's fan thirst by adding a full custom Thule map :D
Though as it is your first steps as a modder I doubt you'd be able to create this kind of map ^^
#13
Thank you for the link !

Yeah during some researches during the download, it seems that as battlefront 2 as troubles with CD/DVD version, battlefront 1 has some with languages.

So, when I launch the installation, when it starts, I get an "Unknown Error". Apparently it often happens, but I got no clear answer on the web. I already reinstalled the game yesterday evening, as I altered some files (LVL files for Naboo Plains mod), so it is a clean install (from CDs, as I said). I tried launching the install as admin, and from the game's folder, but doesn't work... Gonna search for a potential solution, but am not sure.

EDIT : Even though the install is stopped, I can see Tatooine : Jabba's Palace in the maps list, however and logically, I can't use it, saying it can't open Mission.lvl. I can also see planet's name during loading times.
#14
Hellow, thanks for really fast answers.

Well no there is not jabba's palace in the IA maps list

And my game is in french
#15
Hello folks

I am at desperate measures.

Since I got the CD version of Battlefront 1 recently, I couldn't patch it with either 1.1, 1.2 or 1.3 beta patches, as I would always get the error "This update is not compatible with your version of star wars battlefront"

I have tried patches from all the web I could find, none works, and I don't know what to do to make it work.

I am on Windows 8.1 if it can help.

Thank you in advance, battlefrontians.