SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Released Maps and Mods => Topic started by: MileHighGuy on January 18, 2010, 09:42:23 AM

Title: BF1 Yoda
Post by: MileHighGuy on January 18, 2010, 09:42:23 AM
BF1 Yoda

Edited by buckler:  Link is from here to filefront is broken, if anyone has these files, please let me know and we can put them up here.



http://www.SWBFgamers.com/index.php?action=downloads;sa=view;down=251 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=251)

Yoda converted to BF1.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fscreenshot.xfire.com%2Fscreenshot%2Flarge%2F0544c41f368247b8364b4c3d71fbbc611f846df6.jpg&hash=ca070204cad14c4b98db7bc46113b181502d72dc) (http://www.xfire.com/profile/milehighguy/screenshots/?ss_file=0544c41f368247b8364b4c3d71fbbc611f846df6.jpg)

Credits:
MileHighGuy
Pandemic
Lucasarts
MPCGamers
Title: Re: BF1 Yoda
Post by: Giftheck on January 18, 2010, 02:59:20 PM
Can I use this in the main game as is without having to modify the common.lvl? Plus, hwo did you do it? Can you release a tut?
Title: Re: BF1 Yoda
Post by: MileHighGuy on January 18, 2010, 04:43:33 PM
just create a side called yoda with bfbuilder pro and then paste in the files. I'll write a tutorial sometime soon.
Title: Re: BF1 Yoda
Post by: Darth Verik on January 19, 2010, 03:02:05 AM
Wooooottt thiiisiss iisss AWESOME!
Title: Re: BF1 Yoda
Post by: Xfire Keenmike aka cull on January 19, 2010, 04:01:15 AM
MileHighGuy, can you tell me what files were the most difficult to get to work in swbf1? And which files didn't need any changes coming from swbf2 assets. (http://i725.photobucket.com/albums/ww253/keenmike/difficult.jpg)
Title: Re: BF1 Yoda
Post by: DunkleSonne AKA: DarkSun on January 19, 2010, 10:28:19 PM
This looks great! Will download soon! :xmastim:
Title: Re: BF1 Yoda
Post by: Darth Verik on January 20, 2010, 08:19:45 AM
Quote from: Mike, a cull nightfriend on January 19, 2010, 04:01:15 AM
MileHighGuy, can you tell me what files were the most difficult to get to work in swbf1? And which files didn't need any changes coming from swbf2 assets. (http://i725.photobucket.com/albums/ww253/keenmike/difficult.jpg)

Holy crack those are a lot of mod files, how can you even work whit that much files
Title: Re: BF1 Yoda
Post by: Xfire Keenmike aka cull on January 20, 2010, 08:24:18 AM
MileHighGuy made it easy for anyone that wants yoda in a mod map or special side mod. And even in an online compatiable sides line up, in theory.
Title: Re: BF1 Yoda
Post by: Darth Verik on January 20, 2010, 08:30:04 AM
Is it possible to make a dagobah whit a yoda on one side and Darth Vader on the other side whit stormtroopers?
like one side is Rebels:
R2D2
Luke Skywalker
Yoda
And maybe Ben Kenobi as a ghost aperance
Side Empire:
StormTrooper
Missle guy
Pilot (maybe the officer guy)
Sniper
Darth Vader (whit an exploding head, maybe napseeker can make that like he did Jango's head)
Title: Re: BF1 Yoda
Post by: MileHighGuy on January 20, 2010, 03:56:32 PM
Quote from: Mike, a cull nightfriend on January 19, 2010, 04:01:15 AM
MileHighGuy, can you tell me what files were the most difficult to get to work in swbf1? And which files didn't need any changes coming from swbf2 assets. (http://i725.photobucket.com/albums/ww253/keenmike/difficult.jpg)

mshes, tgas, and req files can usually be used in swbf1 with no change. With odfs its easier to start with a bf1 one and add bf2 things to it (if they work).
Title: Re: BF1 Yoda
Post by: Darth Verik on January 23, 2010, 03:24:59 AM
So....i hope a lot of people will use this one in there mod map
Title: Re: BF1 Yoda
Post by: Giftheck on January 23, 2010, 05:23:09 AM
it would have been the animation files that would have been tricky, I should imagine. If you make a tut, we can finally get other skeletons, and possibly even replacement animations, into BF1.
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