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Messages - vf501

#16
SWBF1 Modding / Re: Avion Modders
September 29, 2010, 10:42:22 AM
So I heard of this new thing called Google.  It sounds like an internet based search engine where you type in a few keywords of wha you are looking for.

Softimage+XSI+tutorials seems to work.

In fact edhariss.com at the top of the results is excellent due to Ed Hariss being a long time 3D VFX artist and one of the original people who was there at the start of XSI.  The next page of results even has the VAST learning tutorials and the excellent XSI community forum xsibase.com.

http://www.google.com/search?client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&channel=s&hl=en&source=hp&q=Softimage+XSI+tutorials&btnG=Google+Search

The information is out there, if you guys are truly committed to doing your TC (conversion into what is not really explained) mod for SWBF, then you guys should also have the initiative to find the info you need and learn the tools on your own.

The difference between a good modeler and a bad modeler is not the software package, who taught them necessarily, but their dedication.
#17
SWBF1 Modding / Re: Animations?
September 22, 2010, 04:47:48 PM


google.com

Go there, type in "Star Wars Battlefront Mod Tools", hit enter.  Feel the magic as it finds the link for you.
#18
Quote from: owenbritton on September 19, 2010, 06:10:46 PM
Who's gonna come after me?
Lucasarts?
Pandemic?

If they were paying attention we would have had a new patch in the last 4 years.

Fang my contact info is in the post if you wanna take this up.

Doesn't matter.  All it takes is one Legal Aid noticing and then you're screwed.  LucasArts owns the Intellectual Property and they decide who can profit from it.   You want to make cash off of it, you pay their Licensing fees.

On the gripping hand, if you setup a website to distribute your work and (key part comming up)ask not demand compensation/donations then they can't say anything as those are by the downloader's choice.
#19
SWBF1 Modding / Re: Animations?
September 21, 2010, 06:27:54 PM
1. Go to Filefront
2. Download the ModTools
3. Read the Documentation
4. Curse the fact you have a Mac and can't run the ModTools
5. ????
6. PROFIT!

or

1. Go to Filefront
2. Download the ModTools
3. Read the Documentation
4. Read the Documentation
5. Read the Documentation
6. Are your eyes bleeding from reading it?
7. No?
8. Read the Documentation
9. Still don't understand?
10. Go to gametoast.com and look at their Modding FAQ
#20
Other Games / Re: Cod4 ModWarfare?
September 21, 2010, 06:23:27 PM
If you can somehow manage to play in ver 1.6.5 of CoD4, look up the DSA servers.  They run full map rotations (except Killhouse/Shipement on a few servers) and have a wide variety of mod/custom map servers available.

The |DSA|CustomMapsOnly server runs ModWarfare and true to its name has custom maps only.

But you do need to be running 1.6.5 and not 1.7.  DSA only plays 1.7 for scrims in leagues.
#21
The Pandemic MSH Exporter is for the full version of XSI 4.2-5.11 only, this is not a hack to make it work for the XSI Mod_Tools.

This should also work under Windows Vista x64.

First a Rundown of how the Exporter works.

The XSI plugin Pandemic made for SWBF2 for cloth editing and msh exporting breaks when installed on XSI running under Windows 7 x64. This is due to it being a VB (VisualBasic) script. This means it uses Windows based dependencies in the system and ActiveX components to convert .scn to .msh.

The functions are carried out by the PandemicMSHExporter.vbs calling up functions built into its extension which is PandemicExporter.dll.

The PE.dll is a data link library which contains all the necessary functions and calls to make a XSI scene into a usable .msh. The main problem is that this .dll was written, and compiled for x86 (32bit) systems. So when you install it under x64 systems, the .dll registration required for the .dll to be called by the scripts breaks. This has to do with how x86/x64 support is implemented in Windows. All x86 extensions are run from Windows\sysWOW64. The problem being that the PE.dll under Win7x64 calls for extension dependencies found only in Windows\system32 which house x64 extensions. This breaks its ability to register with the OS.

Fixing the Issue
Install XSI
Install the Pandemic SWBF2 plugin
Go to C:\Windows\system32
Find cmd.exe
Right Click and select run as admin
Type regsvr32 C:\Users\YourUserNameHere\Softimage\XSI_X.X\Addons\PandemicBF2\Application\bin\nt-x86\PandemicExporter.dll
Hit Enter.

This registers the PandemicExporter.dll to the system at Root level, which resides even above admin level. Trying to register the .dll by running the cmd.exe at admin level will only result in failure. Not registering the PandemicExporter.dll causes the following error in XSI, and calls line 81 of the exporter script out as the error even though it is not.

Activex component cannot create object


The above error is associated with VBscript .dlls not being registered with the OS.
#22
SWBF1 Modding / Re: {TUT} making new ground textures
September 06, 2010, 03:35:12 PM
Derp!

Layoff the caps.  Everything you said is already known and you didn't really give any information at all.  There is more to texturing than just photosourcing too.

Textures need to be .tga non RLE compressed.

64x64
128x128
256x256
521x512
1024x1024
2048x2048

64x128
128x256
256x512
512x1024
1024x2048

those the the valid resolutions supported in SWBF2.
#23
Other Games / Re: I'm Feeling Good Right Now
August 27, 2010, 01:58:28 AM
All your stats.

http://www.bfbc2.eu/en/pc/stats/QueSera <- Me
http://www.bfbc2.eu/en/pc/stats/Redtheundead (I assume this is Red)
http://www.bfbc2.eu/en/pc/stats/aeriaglorismpc
http://www.bfbc2.eu/en/pc/stats/Delta_0316

We really need to group up and play together if possible (time permitting).
#24
Other Games / Re: I'm Feeling Good Right Now
August 26, 2010, 02:55:02 PM
Stat padding never contributes.  Camping Recons that only use the Sniper rifle are the leading causes of a team loosing.

On the other hand if a Recon plays Long Range support properly by hunting down Engineers and Medics and Laying down Mortar Fire and doing liberal use of the Spotting mechanic.  Then they are useful.  I tend to prefer Aggro Recon, and getting up close and personal with the VSS or a Bolt Action rifle.


22:1 is pretty good though.  Work on the rest of your game though.  Your Objective score is pretty good, but your Team score is pretty low along with your score per minute.  Give some of the other weapons some use too.  The AEK, PKM and the XM8 Compact/LMG are all solid.  The 9A-91 SMG is also the strongest SMG.
http://www.bfbc2.eu/en/pc/stats/Delta_0316
#25
If I up my laptop's Proc from 2.13Ghz to 2.4Ghz, it handles GTA IV on medium at 30+ frames a second.  Rockstar's recent patches optimized the engine quite a bit in comparison to launch day.

Laptop.

Intel P7450 @ 2.13GHz
Clock Generator: ICSLPR363DGLF

Using SetFSB I up the FSB to 300.1 with a x8 multiplier. That gives a core clock speed of 2400.1 Mhz.  Temps go up by 6 C on load, and it's no where near dangerous at 74C on full load.

Even with its low Stock Speed the P7450 is still a solid Laptop Processor.  Plus SetFSB is more reliable than ASUS' own Power4Gear software that ups it to 2.3Ghz.
#26
Microsoft can continue to ignore the PC community.  I won't mind as it means GFWL use by developers will stop and MS won't release a new version or update GFWL to be more craptastic than it already is.  Steamworks please, does everything GFWL does with none of the hassle and it does more.  Take GTA IV for instance.  It's a good game but the way it handles Save Games and Single Player with GFWL is a pain in the bottom.

GFWL auto game updates are hellish too. Red Faction Guerrilla had a GFWL error in which the update to Patch 1 would hang even on fast systems.  Patch 2 still had the hang issue on some systems.  SO you had to download and manual patch the game anyways.
#27
Other Games / Re: HL 2 AI Programing.
August 11, 2010, 01:27:46 AM
Quote from: Led Zeppelin > God on August 10, 2010, 05:40:26 AM
grays mod...

Gary's Mod 10. Either playing it or making mod/gametypes for it is not  a Step by Step guide for developing in the Source SDK.  For any part of it.  Source SDK is an entirely different beast, and even though GM is Source, what works in GM is not always translatable to another source game.  Some guides for working in GM can give hints and tips for general use.  But GM is not the Holy Grail of Source Modding you're making it out to be.

Mindless repetition of Gary's Mod is liken to someone saying "Unreal Tournament 3" to a person asking questions about the Unreal Engine Development Kit.  Both may be the same engine, but they operate on different premises for many functions.
#28
Other Games / Re: HL 2 AI Programing.
August 09, 2010, 09:15:09 PM
The Valve Dev wiki I linked you is more than enough documentation to get started with AI in Source engine.  Its up to you to read it and practice with it.  Most people here barely can mod SWBF, so expecting a step by step hold your hand AI guide for Source is a bit much.
#29
http://lmgtfy.com/?q=.msh+exporter+battlefront+star+wars+models+3D

Because Google is so hard to use.  All the options found work on Weapons, Vehicles and Prop models.

For character models though, you need the full version of Softimag XSI ver 5.0-5.11.  Either Foundations, Essentials or Advanced.  The .msh exporter for XSI only works properly under Windows XP too.  The XSI exporter comes with the SWBF and SWBF2 modtools.
#30
Other Games / Re: HL 2 AI Programing.
August 08, 2010, 02:17:12 AM
http://developer.valvesoftware.com/wiki/Category:AI

Oh snap. Google works.

Search terms: half life 2 SDK AI pathing programing