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Topics - MileHighGuy

#21
Requests / Can someone munge this skeleton for me?
November 25, 2013, 02:06:06 PM
I would do it myself but my munge.bats are not working for animations (they munge too quickly and don't close).

Well, the skeleton is found here: http://www.gametoast.com/viewtopic.php?f=64&t=21695

Its a skeleton to attach any weapon msh via addon mesh. If you could munge this skeleton it would be great. thanks.
#22
I'm trying to munge a skeleton but its not working... I know i am forgetting one thing.. This is kind of ironic, but does anyone have my old example file for this? the link is down.
#23
Hi i recently tried to come back to modding and i installed all the usual things. I am using snake's ultimate tools.I did the 64 bit munge and it started working normally. It got to the animation files and then to the localization files. It hangs up here:

Merging ..\..\..\Data\Localize\uk_english.cfg...

I think that means it munged the languages but couldn't move on to the next section. Anyone got an idea?

I have windows 7 64 bit. I have used this computer to make functional maps and sides in the past.
#24
Im getting the zeroeditor runtime error again, and i have tried many things to fix it but none have worked.

(It's this pop up upon opening ZE)
Runtime Error!

Program: C:\BFBuilder\DataABC\zeroeditor.exe

Has anyone had this error and solved it? and how?

I have windows 7 64 bit.
#25
SWBF1 Modding / Anti-Jedi Weapons?
January 17, 2011, 07:55:04 AM
Im having some trouble coming up with weapons that would be good against a jedi. Blasters are no good for the most part because of the jedi's block. So far I have:

Flamethrower
Pulse Cannon (very short range rocket thing)
Multi Grenade

I need at least 2 more, can you guys help me?
#26
SWBF1 Modding / Gravity messed up with vehicles [HELP]
December 18, 2010, 11:53:50 AM
When the stock vehicles in my map turn while im going foreward they do a barrel roll (when i press ^ and > at the same time). Here is a video: http://www.xfire.com/video/3d1f87/
Help?
#27
Ive finally made somewhat of a tutorial for how to make custom skeletons. this contains all you need to make a custom skeleton(by custom skeletons i mean skeletons imported from bf2 or skeletons that are re-sized).
I cant be bothered to make step by step instructions but i think this will do.

http://www.filefront.com/17659710/Custom Anim Example.zip

How to scale up animations tutorial (just adapt this to the swbf1 format):
http://www.gametoast.com/forums/viewtopic.php?f=27&t=11546

You need to be a fairly experienced modder and have an understanding of custom sides to do this.

Ask any questions you have and i will do my best to answer them.

Can an admin upload this to the site? Filefront will eventually delete this file
#28
Hey guys, im modding bf1 on my new windows 7 laptop. My main problem is that whenever i press munge, the screen comes up, but it gets stuck on this line: C:\BFBuilder\DataABC\_BUILD_PC>
#29
Here is the solution to the very common problem of bright terrain:

1. Open the map in zero editor.
2. Go to the colors tab.
3. Darken the foreground to "128 128 128" using "Color Fill".
4. If your terrain is still bright,
make sure you have a texture detail for whatever texture is still bright (this solved the circle of light around the player for me).

The brightness of the terrain has noting to do with the sky file (afaik) so you need not change that.

NOTE: you may want to burn the terrain by going to the "image" tab in zeroeditor then selecting burn terrain. Im not sure if it is necessary.
#30
SWBF1 Modding / Laser System With AutoFire = "1"
February 15, 2010, 11:11:55 AM
I'm trying to make a laser security system sort of like this:



With The AutoFire = "1" on a deployable remote, but it is not working. It will deploy, but not fire the beam weapon. Any Ideas on whats wrong?

Here are the odfs:

The Dispenser ODF
Quote[WeaponClass]
ClassLabel          = "dispenser"

[Properties]
IconTexture         = "HUD_com_probedroid_health_icon"

MuzzleFlash         = ""
Discharge         = ""

GeometryName          = "com_weap_inf_grenadethermal_ord"

RoundsPerClip          = "1"
ReloadTime          = "0.0"
LockOnRange         = "80.0"
LockTime          = "0.4"

ZoomMin            = "0.0"
ZoomMax            = "0.0"
ZoomRate         = "0.0"

AnimationBank         = "grenade"

SwitchImmediately       = "0"


TrackingSound             = ""

OrdnanceName        = "hmn_weap_inf_laser_system_ord"

ShotDelay          = "0.5"
MinSpread         = "0.0"
MaxSpread         = "0.0"
AutoAimSize         = "1.0"

SalvoCount         = "1"
SalvoDelay         = "0.0"
InitialSalvoDelay      = "0.3"

FireSound           = "com_weap_inf_remotedroid_fire"
ReloadSound         = "all_weap_inf_equip_med"
ChangeModeSound       = "all_weap_inf_equip_med"
WeaponChangeSound   = "all_weap_inf_equip_med"
The Laser SystemODF
Quote[GameObjectClass]
ClassLabel       = "droid"
GeometryName        "com_weap_probedroid.msh"

[Properties]
ImpactEffectWater    = "watersplash_ord"

FLYERSECTION       = "BODY"
VehicleType       = "light"

PilotType      = "remote"

MapTexture       = "troop_icon"
HealthTexture      = "HUD_com_probedroid_health_icon"
MapScale       = 1.0

GeometryName       = "com_weap_probedroid"
CollisionScale       = 10.0

MaxHealth       = 300.0

SetAltitude      = 1.0
GravityScale      = 1.0//2
LiftSpring      = 5.0001  //10Lighter the veh the high the number
LiftDamp      = 3.0

ScanningRange      = 30.0
TransmitRange      = 300.0

Acceleration       = 0.0
Deceleration      = 0.0
Traction      = 1000.0
ForwardSpeed      = 0.0
ReverseSpeed      = 0.0
StrafeSpeed      = 0.0

SpinRate      = 0.0
TurnRate      = 0.0
TurnFilter      = 0.0
PitchRate      = 0.0
PitchFilter      = 0.0
BankAngle      = 0.0
BankFilter      = 0

MoveTension      = "0.0"//how much swim the craft has from the center of the screen


LevelSpring      = 2.5
LevelDamp      = 10000.0

EyePointOffset       = "0.0 0.5 0.0"
TrackOffset       = "0.0 -0.25 1.5"
TiltValue      = "5.0"

PitchLimits      = "-50.0 50.0"
YawLimits      = "-0.0 0.0"
AimerPitchLimits   = "-90 90"
AimerYawLimits      = "-90 90"

WEAPONSECTION   = 1
WeaponName      = "hmn_weap_inf_laser_beam"
WeaponAmmo      = 0
WeaponChannel      = 0
AutoFire = "1"

AmbientSound   = "remotedroid_engine_lp"
Ambient2Sound  = "remotedroid_radio"
HurtSound      = ""
DeathSound     = ""

AISizeType      = "SMALL"

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision      = "p_buildingsphere"
VehicleCollision      = "p_buildingsphere"
OrdnanceCollision      = "p_sphere"
SoldierCollision      = "p_sphere"
#31
Released Maps and Mods / BF1 Yoda
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

Yoda converted to BF1.



Credits:
MileHighGuy
Pandemic
Lucasarts
MPCGamers
#32
SWBF1 Modding / Destructable CP problem
October 17, 2009, 09:41:22 AM
I have a map with a normal cp and a destructable cp only. Whenever i start my map I can play it, but it goes immeadiatley to victory timer. I remember somone here having a similar problem and they managed to get it to work, so does anyone have a fix?
#33
Released Maps and Mods / raka's quest mp patch
August 22, 2009, 09:45:37 AM
raka's quest mp patch



http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=57

fixes height

add to your addon with rakas quest 1.0 and overwrite the files
#34
SWBF1 Modding / Skin Showcase
July 18, 2009, 07:29:58 PM
post your skins in this topic! it can be the actual skin or a screenshot of it in game

please only post skins that you have made, dont steal work
#35
SWBF1 Modding / female symbol in odf?
July 11, 2009, 05:02:26 PM
there is the symbol for a female inf this stock odf "rep_weap_inf_rocket_launcher_ord". below it are terms that are usually used in the main odf (eg "rep_weap_inf_rocket_launcher"). what is this used for?


Quote[OrdnanceClass]
ClassLabel       = "bullet"

[Properties]
ImpactEffectWater    = "watersplash_sm"

GeometryName       = "com_weap_missile"
ExplosionExpire      = "rep_weap_inf_rocket_launcher_exp"
ExplosionImpact      = "rep_weap_inf_rocket_launcher_exp"
//ImpactEffect      = "medium_explosion"
TrailEffect      = "smoketrail_blue"

LightColor              = "43 43 253 150"
LightRadius             = "4.0"

Damage          = "120.0"

LifeSpan      = "8.0"
Velocity       = "40.0"
Gravity         = "0.0"
Rebound         = "0.3"
Friction      = "1.5"

WaverRate      = "0.33"
WaverTurn      = "0.5"

VehicleScale      = "0.0"
PersonScale       = "0.5"
DroidScale       = "1.0"
AnimalScale      = "0.5"
BuildingScale      = "0.1"
(female symbol goes here)
StickPerson      = 0
StickAnimal      = 0
StickDroid      = 0
StickVehicle      = 0
StickBuilding      = 0
StickBuildingDead   = 0
StickBuildingUnbuilt   = 0
StickTerrain      = 0

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "0"
TargetAnimal      = "0"
TargetDroid      = "0"
TargetVehicle      = "1"
TargetBuilding      = "0"

MinRange      = "5"
OptimalRange      = "60"
MaxRange      = "100"

OrdnanceSound      = "com_weap_inf_ord_hum_rocket"

it doesnt appear in the quote but in notepad its the female symbol- see it for your self
#36
WIP SWBF BUILD v1

this is a mod where you can dispense objects like in gmod

the map is just a big flat map just like gm_fltagrass

so far there is only one unit-if i can get some ideas for some more i can release a beta

UNITS

QuoteCrate Builder

Crate Dispenser
-Dispense A plain old crate

Large Crate Dispenser
-dispense a plain old large crate

Follow-Me Crate Dispenser
-Dispense a crate that follows you wherever you go!

Remover/Destroyer
-Remove/Destroy dispensed objects

Screenshots:
http://www.xfire.com/screenshots/milehighguy/ss_file-543aa745e75cb0560cb4c22588b5cd3a1e21246d.jpg
http://www.xfire.com/screenshots/milehighguy/ss_file-68760007a40654cf9c0f425dfb44e25993e7875d.jpg

Videos
http://www.xfire.com/video/d4f34/ < follow-me crate dispenser
http://www.xfire.com/video/d4b58/ <crate dispenser

Please post ideas about the map,units, and weapons!
#37
SWBF1 Modding / no ai units? (solved)
June 16, 2009, 03:52:04 PM
well gametoast wasnt vey helpful so ill ask it here


how can i make my map have no ai units?

i removed the numbers beside the troop name but that didnt work
and i put setunitcount to zero but that crashed my game

any ideas?
#38
so here is the next version of the map.

in this mod the pilots are replaced by commander units (clone commander, bothan spy, imperial pilot, magnaguard) and all skins are changed to bf2 skins

it has support for both gcw and cw eras

download link:
//http://files.filefront.com/RhenVarBf2Sidesv2zip/;13829908;/fileinfo.html

please post comment and suggestions so i can make it better

readme:
QuoteRHEN VAR SIDES MAP

by MileHighGuy

this map is the stock rhen var harbor with star wars battlefront 2 sides
the new units, clone commander, magnaguard, imperial officer, and bothan spy, replace the pilots.

BUGS/ISSUES to be fixed
need kamas
no sound for sonic blaster

IN NEXT VERSION
all other unit's wepons will be swbf2 version
surprise

CREDITS
Pandemic
Everyone at gametoast,MacPC game forums,and Filefront Forums

INSTRUCTIONS

Extract RhenVarBf2Sides then open the folder

then without closing the window

click my computer

click (C:) drive (or your default hard drive)

click program files

click lucasarts

click star wars battlefront 2

click gamedata

click addon (if you dont have one make an addon folder)
#39
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=588
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=589


Rhen Var: Harbor BF2 Units

this map is the stock rhen var harbor with star wars battlefront 2 sides
the new units, clone commander and magnaguard, replace the pilots.
(this will not replace stock map)

Clone Commander:
Chaingun
Pistol
Fusion Cutter
Health Ammo

MagnaGuard:
Bulldog RLR
Radiation Launcher
Fusion Cutter
Health Ammo

video(of new units, other units do not have replaced meshes in video):
Video removed
download:
http://files.filefront.com/RhenVarBf2Sideszip/;13506092;/fileinfo.html

Other download
http://cid-72810db9cbd90cba.skydrive.live.com/self.aspx/.Public/RhenVarBf2Sides.zip

and if you have any suggestions, please post. thanks  :-P