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Messages - Ty294

#16
Hey all, so I took up 3D modeling recently (only after 15 years of begging other people to handle modeling issues for me), and I'm having a lot of fun with it. But I do have one issue.

I'm using Blender 3.6 with the SWBF-msh-Blender-IO addon. Works great for weapons and vehicles so far, but there's been a hiccup for character models. I made a few tweaks to some troop models, and the result in-game is that all but one or two of the visible soldier models would go right to low-rez. I have had this sort of thing happen before when using other people's high-poly models, but the ones I was using were not high-poly models, in fact they were slightly modified vanilla models. A couple actually had reduced poly counts from their default form. I then tried just loading an unaltered, default model into Blender, then export it with no changes. That model also caused the troop models to go to low-rez, so obviously it is something to do with the Blender import/export.

I then found there was an export option to "Generate Triangle Strips". Checking this option helps, as it is now up to 3 of the models being visible in high-res. However, I believe there is supposed to be at least 5 in high-res by default. So I'm half-way there, but not all the way there.

Wondering if anyone would know what other else I can try or if there are any settings I need to adjust in order to fix this issue?

Thanks for your time!
#17
This will be in your map's common folder.

BFBuilder\Data###\Common\MSHs

It will be the ones labeled "com_1st_weap_inf_torpedo.msh" and "com_weap_inf_torpedo.msh".
#18
Quote from: Led on February 12, 2023, 03:41:11 AMThanks.  New uploads are rare these days...feel free to PM or make a post to get us to check  :cheers:

Thank you much! I didn't want to single-out any one mod for PMing, hence why I posted here.
#19
Released Maps and Mods / Snowball Fight (3.0)
February 12, 2023, 03:25:50 AM
Snowball Fight (3.0)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1620

It was an old tradition of mine to make snowball fight-themed maps around Christmas time during my first run of modding. I decided I wanted to renew that tradition this year with a further improvement to the concept. Feel free to message me with improvement suggests if you have any!







Readme:
Extract folder SnwFgh to your Star Wars BattlefrontGameDataAddOn folder.

Version 3.0
-Redesigned entire map with altered layout and objects
-New skybox
-Better textures and polish
-Revised sides with three units per team and reworked weapons
-Instant Action screen preview video
-Stock-quality minimap

Bugs
-For whatever reason, the menu music plays noticeably slower when you exit back to main menu

Credits
-God          because in the end, all things are his assets
-tirpider ATAT Commander
-various artists See attached Music Credits for Royalty Free Music credits
#20
Hey, so any mods/admins that happen to pass by and see this... I submitted the map mentioned in the post above back in late December (See Here), and I don't know if it slipped through the cracks and was forgotten (I know I kept forgetting), or if there was something wrong that it was blocked from approval, but if anyone has time, can they look into it?

Thanks!
#21
Coming soon:

Snowball Fight 3.0

Probably will be a couple days late for Christmas (waited too long to submit it... doh), but nonetheless an attempt to revive an old tradition of mine. See screens below:





#22
I know I've made a deployable B1 Battledroid in the past, and I wanna say I think it was still using the "soldier" class. So hypothetically I would think it should be possible to make a deployable "flyer" class as well. The "droid" class currently used is very similar to the "hover" vehicle class, so you could start by switching "droid" to "hover" and see if that causes any issues. And if it still works, you should be able to switch the class to "flyer", then just copy over the various movement characteristics from the gunship. But try switching the classes first to make sure it doesn't crash.
#23
Released Assets / Re: Recovered Beta/Demo Textures
November 18, 2022, 04:53:31 AM
Quote from: AnthonyBF2 on November 17, 2022, 10:13:00 PMI don't have the time and energy to upload 20GB worth of ISOs, roms, exe, etc. I also have crap internet.

Oh, I didn't realize it was quite that big. lol Sorry!
#24
Released Assets / Re: Recovered Beta/Demo Textures
November 17, 2022, 04:14:56 PM
Would it be alright to upload the unsorted files right now? I was in the process of writing out an email to phych0fred about a bunch of textures and models, but if I might be able to shorten the email if I found some of my items in question among those files.
#25
Released Assets / Re: Recovered Beta/Demo Textures
November 17, 2022, 09:54:16 AM
Quote from: Giftheck on November 17, 2022, 08:42:35 AMLuckily I had it downloaded from a while ago. Here's a reupload: https://mega.nz/file/sdx2EC6b#zp47n-GyfmfR3HAIsTpv-XCh3EVyJoTfelDD9rA9SCQ

Thanks!

Didn't quite find what I was hoping to find, but there were still some interesting things in there nonetheless. So thanks to AnthonyBF2 for the original upload as well!
#26
Pretty sure that mysterious CP on the Jabba's Palace map is probably what the Gamorrean Guards use to spawn. They need a spawn point too after all.
#27
SWBF1 Modding / Re: [WIP] Endor: Bright Tree Village.
October 22, 2022, 07:26:33 AM
Quote from: ivocaprison on October 22, 2022, 07:00:25 AMCould you maybe release the assets for this map?

They are already released:

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1353

Be sure to check the downloads section first to see if something is already released!
#28
Welcome Center / Re: Hello there
October 04, 2022, 12:52:11 PM
Your thread title demands the customary answer:



(Also hello and welcome to the site ;) )
#29
General / Re: BF2 2005 dev build
October 04, 2022, 12:21:04 PM
I watched this after-the-fact, and I don't have a Twitch account, so I'll comment here.

Anyway, really interesting stream Phantom, thanks for sharing! I think it's too bad they didn't just keep a maybe slightly updated version of that red BF1-style menu and hud for BF2. Personally I think BF1's menu and hud were leagues better than BF2, but that's just me I guess. Has anyone ever managed to port the BF1 HUD over to BF2?

Also, I'm wondering if there's an asset release in the works, since you mentioned sorting through Psych0fred's files. I'm curious if there's any previously unseen source files among them.
#30
Released Assets / Re: Recovered Beta/Demo Textures
September 29, 2022, 09:40:12 AM
Sorry for the bump, but would it be possible to have the link updated? It currently 404s.