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Messages - RepComm

#61
Released Assets / Re: Alternative Hero Costumes Thread
November 25, 2017, 09:43:03 AM
Quote from: Led on November 25, 2017, 08:13:14 AM
spoiler tags added.

BTW, SWBFdepot is still operational if anyone wants an account.  It is similar to the other download options, except it is run at my own home, and I can backup the files :)
Thanks man!
I'll try it out, where do I start?
#62
And all the msh and tga option files are present and accounted for?
That's the only thing I can think of that would affect the lighting that way besides a rendering bug..
#63
Released Assets / Re: Alternative Hero Costumes Thread
November 24, 2017, 08:50:21 PM
Cool stuff, but
Could I please request you put the Leia remodeling in spoiler tags, for the kiddies.. Me and my little sibling's just got flashed.
#64
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
November 18, 2017, 07:49:34 PM
Quote from: Kit Fisto on November 18, 2017, 12:02:26 AM
...
I also agree with Gistech about adding something in the main courtyard to provide cover and make it look a bit less dull. I think some simple crates should do the job! If you want to be real fancy, destroyed AATs, Naboo speeders or maybe even a downed AT-AT or AT-TE would be awesome!
This is the area I'm talking about. [spoiler]
[/spoiler]
...
How about some festive streamers and banners? :
[spoiler][/spoiler]
#65
Heres two things:
One is the track (a blender cube extruded along a path), and a cool plateau lounge.

Neither are done, I did it this afternoon showing my sibling how to mod. I think I'll probably just fix the graphical bugs, add a few rings and props that look racy, and release it for a racing map. I'll definitely look into faster speeders, since they seem a little slow.
#66
What happens when you do try to load the scene? Mine used to crash with something about a dll (x object something or another?). I had to run "runonce.bat", which is hidden in the /bin/ dir somewhere of XSI, before every start.. It was rediculous. I have recently reinstalled XSI and ZETools from http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1371
And now I'm running smoother than ever.. It may be useful to note that I've also recently factory reset my laptop.
#67
Released Assets / Re: Scripts to replace BFBuilder
October 26, 2017, 03:57:52 PM
It may be useful to make an exact log of every operation performed and dump it into a build.txt file in the map project directory.

Another thing to consider is that Sereja may have had temp files cleared that somehow messed with bfbuilder, of course it doesn't have to be temporary files, either.

edit- Disregard, I am off on both comments. I've been messing with it, and it works great on Windows 8!
#68
My intentions are to at least make a map editor in the browser, but I realize it may be a task bigger than I can handle, so I'm not making promises. I'm using three.js (https://threejs.org) to render everything, and I'm building a plugin system that is currently functional (the actual render code is all in a demo plugin), and I'm writing functional User Interface API (the sky editor is a plugin using the widget manager).

Its still extremely early in development, but you can run/edit/fork the project on GitHub: https://github.com/RepComm/bfsdk
It's the same code that in working on, so you could consider all code 'bleeding edge'

The really neat part is that it's all html/css and JavaScript, so in theory it should work on any device with a modern browser capable of html5.

Edit- Link to project will be up again this afternoon, don't worry.
Edit- Link is up, same url applies.
#69
I guess I missed this awesome project somehow.. And it's open source? You're the bomb, maaaan!
#70
Well, I'm not showcasing my own model by any means.. It's just the stock imp_inf_scout.msh
The cool part is.. It's rendering in my browser tool after beginning it yesterday! Woooooooo!
#71
Released Assets / Re: swbf-unmunge - v0.6.1
October 07, 2017, 12:11:40 AM
I'm working on some formatted instructions (though, I'll probably use Ginev's question as an example at the bottom soon).
http://www.swbfgamers.com/index.php?topic=12452
#72

Hello, lets talk step by step about SleepKiller's SWBF Unmunge commandline tool.

[spoiler=What is all this jargain you speak? I don't follow you're words, human..]
"Munge," or more commonly "compile," is how we refer to the 2004/2005 Battlefront games files,
how we manage the games' content, and transferring assets into their final *.LVL file state.

Our current set of game tools are responsible for taking common asset files such TGA/DDS textures,
MSH 3d scenes, among many others, and compiling/munging them first into built binary files,
and then finally into *.LVL files.

No common tool has existed to go the other way, taking compiled *.LVL game files,
and converting them to our nice, editable content/assets;
Until SleepKiller started his amazing swbf-unmunge commandline tool.

His tool works essentially the same as the mod tools work: batch/bash scripts that run executable tools on the commandline, iterating over directories of assets given a set of instructions to follow in *.req files (which I think stands for 'request', as in "I request these files be compiled for my game, please!".
[/spoiler]

If you need to take game assets and use them ingame, you follow the 'munge'/compile process,
but what if you need compiled *.LVL files back in their original state?

If you're reading this, you probably already know that SleepKiller's fancy new tool exists, and
that it can do the above mentioned process for you (albeit, it's not complete as of 10/6/2017), but
how do we use it?


Lets assume you don't even have the tool yet, what's the first step?
Swbf-unmunge topic is the tools official topic by it's creator,
but we're looking for the tool download itself, which is here, on its GitHub releases page.

The most recent stable version today (10/7/2017) is "v0.6.1", so let's describe that process first.

Simply click the link that our red arrow points to, which downloads a zip containing our tool.
When it's finished downloading, you'll need to extract it to a folder (because there are several files,
and you don't want them all over your desktop, for example).
I'll extract them to my desktop in a new folder "SWBFUnmunge."

Now we'll need an *.LVL file to experiment on, so I'll get load.lvl from my game's directory:
C:/Program Files/LucasArts/Star Wars Battlefront/GameData/Data/_LVL_PC/Load/load.lvl
You can choose whatever file you wish, but I'll assume you're using this one.

Lets copy/paste it to /SWBFUnmunge/ where our tool is, just for fun.

swbf-unmunge.exe is the actual tool, and it works by commands, so let's create our command just to test it out.
There are two generic ways to run the correct command, and the proper usage is described on the tool's front page here.
1. Open command prompt
    (cmd.exe, and depending on the location of LVL files you're using, you might right click it and 'Run As
    Administrator'), and navigate to the folder we extracted swbf-unmunge:
        I'll type cd C:/Users/Jon/Desktop/SWBFUnmunge/
        Next, we'll type swbf-unmunge
        If this works, it should output the correct usage, as displayed:
       
        If not, you should see an error about the command not existing,
        meaning you're 'cd'ed in the wrong directory.
    If all went well, type swbf-unmunge -file load.lvl -version swbf -outversion swbf -imgfmt png
    After the command runs, you should see the files populate in a new folder "/load/" in the same directory as in
    input file we used "load.lvl", we asked the tool to export PNG files, so you should be able to see the textures
    of load.lvl inside the newly created folder, along with any other assets. Pretty cool!

2. If you're cool like me, you can type 'cmd' into the address bar of the file explorer, if you're currently in
    /SWBFUnmunge/, where we extracted swbf-unmunge.exe and it's files.
    This will open a new command window, already 'cd'ed to the directory of your file explorer.
    type swbf-unmunge -file load.lvl -version swbf -outversion swbf -imgfmt png
    Viola.

*Editing more in future with more explanations, and how to use all the options, and (optionally) my GUI*

#73
I got it in Xbox one today, and I really do wish that it is what we got with the first game. I own the first one, and I'm pretty disappointed with just about every aspect of it. At least developers are learning from their marketing mistakes.
#74
Hello, yes I deleted the project completely because I needed to focus on some pressing matters. I had too much of a desire to work on it to stop. It was the only way I could stop myself :P
--
Okay so, if anyone has the built JAR or source of any commit, I am willing to rebuild everything and continue development ( it got pretty far ).

I do not have access to any of the original files ( I deleted mine, and the repository ).
I know I'm grabbing at straws here, but even if anyone has one of the JAR file builds, I can decompile and de-obfuscate it.
#75
Tournament Awards in Zip, with GIMP 2 project files.

Edit by Anyder: Gonna remove the project files, in case they end up in the wrong hands  ;)