Sereja's Hoth: Echo Base
This is my version, of SWBF2 converted map, Hoth: Echo Base.
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi52.fastpic.ru%2Fbig%2F2013%2F0108%2F3c%2F9ecbfe02d98cb40dc5c5ab8502fe0d3c.jpg&hash=6876e200cf105a949c9620db906da057ea536aa8)[/spoiler]
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=894 (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=894)
Features:
1. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon.
2. Decreased weapon impact effects.
3. 5th weapon added.
4. Secondary locals added.
5. Decal added.
Instalation:
Put the 027 folder in your Gamedata\AddOn folder.
KNOWN BUGS:
1. Muzzleflash effects become appear in random places. Not sure, but looks like this bug was added by SWBF creators.
2. R2D2 and, in CW era Probe Droid Viper, has no sound. Reason: sound making is a most hard thing to understanding for me...
WARNING: my map is still overload with effects, so, if you have slow PC, it may crash or lag!
To solve this problem, you may use alternative sides, with more decreased effects quality, from my Sides folder. Just replace normal sides .lvl to alternative.
Easter Egg Contest: Just find my awatar pic, and you win!
Oh, yes, somewhere there, still exist awatar pic, of Kit Fisto, from the first requested Hoth map...
Tester: Kit Fsto.
I look forward to playing this map on the weekend, when school isn't busy for me.
looks cool, ill test it later ;)
(Hope it doesnt crash me like Santa's Home :( )
Downloading now. Sereja's maps get an instant download. :)
Edit: I've had a quick play through and I like the new teams. [spoiler]The Wampas suprised me in a cave :) [/spoiler] The extra effects are brilliant as usual. Still can't find the avatar though.
Thank's! :)
Ok, since nobody never found yet any Easter Egg, in any of my map, I will give you a tips:
[spoiler]Try protect the generator,
and you meet a map creator![/spoiler]
[spoiler]Run away to hangar faster,
there already hiding tester![/spoiler]
Oh my.
Hoth is my favourite map and now it's better, huzzah!
Sereja, this is great. Go eat a cake or something.
Quote from: Sereja on January 08, 2013, 01:33:13 PM
Thank's! :)
Ok, since nobody never found yet any Easter Egg, in any of my map, I will give you a tips:
[spoiler]Try protect the generator,
and you meet a map creator![/spoiler]
[spoiler]Run away to hangar faster,
there already hiding tester![/spoiler]
HeeHee! I forgot that my picture was in that map! 8)
nice how you've made Hoth playable for CW era 8)
Thank's! :)
Well, actualy, when you usualy, start new project, BFBuilder always ask you, about 1 or 2 eras, you wish to create. I am choose 2 eras all the time, even when it's realy no needed, like it was in Fairy Tale or Santa's Home. Reason: 1 era mode, has some bugs: realy hard to make localization (application button just freezing), sound stop works, and BFBuilder application give some "error scenary warnings" all the time :wacko:.
So, making 2 eras much more easy to me, and more interesting to play, I guess...
Amazing job Sereja as always :)
Quote from: [FC]Helios on January 17, 2013, 01:24:39 PM
Amazing job Sereja as always :)
Planning to play this map on Saturday, if I have time. Also, congrats on the 1000th post, Helios. :D
EDIT: I have finally played the map (played it yesterday). It's nice, I like the footprint effect you made. Aside from the obvious weapon changes, it all looks nice. Although I admit Hoth isn't my favourite map, love the map regardless.
Quote from: {Alpha}Gold Man on January 17, 2013, 01:35:42 PM
Planning to play this map on Saturday, if I have time. Also, congrats on the 1000th post, Helios. :D
Yeah, congrats on spamming us to death ! Lol
Quote from: {Alpha}Gold Man on January 17, 2013, 01:35:42 PM
Planning to play this map on Saturday, if I have time. Also, congrats on the 1000th post, Helios. :D
Lol thanks 2000 here i come!
How did you do that awesome footprint effect?! :ohmy:
Quote from: Glitch on January 24, 2013, 03:06:58 PM
How did you do that awesome footprint effect?! :ohmy:
same way the droideka has a dust path on other planets, I think.
Quote from: -RepublicCommando- on January 24, 2013, 03:14:52 PM
same way the droideka has a dust path on other planets, I think.
No. It is a custom decal.
Quote from: -RepublicCommando- on January 24, 2013, 03:14:52 PM
same way the droideka has a dust path on other planets, I think.
Not at all! :P
This effect, named "decal", and I never sow it, on any mod or stock maps, or even never found tutorial about this. So, it is posible, my personal discovery :cheer:. Probably, creators, made it for SWBF1, but keep it, only for SWBF2...
So, here the small tutorial about this:
Making Decal.1. First, go to SWBF2 assets, and find decal file, named hot1_decals.fx, in next directory:
C:\BF2_ModTools\assets\worlds\HOT\effects
Rename it to your ModID, like 027_decals.fx, and put it, in your Worlds Effects folder.
2. In same directory, you may found lot's of tga footprint and explosion samples, so copy them to your effects, or create your own. Do not forget to edit alpha channel.
3. Open your world ModID.REQ file, and add the name of your decal file, exactly in next lines:
[spoiler]ucft
{
REQN
{
"config"
}
REQN
{
"class"
}
REQN
{
"texture"
"027_map"
}
REQN
{
"texture"
"platform=pc"
}
REQN
{
"path"
"027"
}
REQN
{
"congraph"
"027"
}
REQN
{
"envfx"
"027"
"027_decals"
}
REQN
{
"world"
"027"
}
REQN
{
"prop"
"027"
}
REQN
{
"boundary"
"027"
}
REQN
{
"config"
"flyerspray"
"walkerstomp"
"walkerstomp_sm"
"hailfire_wake"
"dustwake"
"bigwalkerstomp"
}
}
[/spoiler]
4. Edit your decal file, and put in there all needed names of your footprint and explosion scourch tga. Here the sample of it:
[spoiler]XBOX()
{
Decal("decal_explosion")
{
Texture("decal_explosion_scorch");
BumpTexture("decal_explosion_crack_bump");
Lifetime(60.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
}
PC()
{
Decal("decal_explosion")
{
Texture("decal_explosion_scorch");
BumpTexture("decal_explosion_crack_bump");
Lifetime(60.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_blast_explosion")
{
Texture("decal_blast_explosion_scorch");
Lifetime(10.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_missile_explosion")
{
Texture("decal_missile_explosion_scorch");
Lifetime(10.0);
FadeInTime(1.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_atxt_footprint")
{
BumpTexture("atxt_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_atrt_footprint")
{
BumpTexture("atrt_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_atte_footprint")
{
BumpTexture("atte_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_atat_footprint")
{
BumpTexture("atat_footprint2_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_atst_footprint")
{
BumpTexture("atst_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_spider_footprint")
{
BumpTexture("spider_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_dwarfspider_footprint")
{
BumpTexture("dwarfspider_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(50);
Color(255,255,255,255);
}
Decal("decal_soldier_footprint")
{
BumpTexture("soldier_footprint_bump");
Lifetime(8.0);
FadeInTime(0.0);
FadeOutTime(2.0);
MaxDecals(500);
Color(255,255,255,255);
}
Decal("decal_tauntaun_footprint")
{
BumpTexture("beast_footprint_bump");
Lifetime(10.0);
FadeInTime(0.0);
FadeOutTime(6.0);
MaxDecals(100);
Color(255,255,255,255);
}
}
[/spoiler]
5. Now, you should edit odf, and the lines are different, for different tipe of units.
Soldiers:
probably, it is imposible to add different footprints, for different tipe of soldiers, so, humans, droids and wookie use the same boots :D.
Walkers:
You can add the name, and edit footprint size, by this lines:
StompDecal = "decal_atte_footprint"
StompDecalSize = "1.1"
Explosion:
You can add the name of decal, by this line:
Decal = "decal_explosion"
But the size, of explosion decal, connected, with explosion damage:
Damage = "40.0"
DamageRadius = "30.0"
That's it! :)
Here is a link to SK's decal tutorial, too:
http://www.swbfgamers.com/index.php?topic=4137.0
Oh, shame, I did not see this before...
In newer maps like this the sides are updated from the ones that you made from your awesome BFsides mods. Perhaps we will see an updated sides mod from you in the future? By the way this is just awesome! I love how well the clone wars sides fit in here and everything from vehicles to the custom classes work great!
Thank's :)!
By made those conversions, I am training my modding skills. Also, I may just copy and paste, already maded sides, in to the new, more serious maps.
Unfortunately "side mod", is very limited, in case of different skins/models.
For example, I can't made "snow clones", for snow maps only, urban rebels for Yavin IV, etc.
Quote from: Sereja on January 28, 2013, 10:08:35 AM
Unfortunately "side mod", is very limited, in case of different skins/models.
For example, I can't made "snow clones", for snow maps only, urban rebels for Yavin IV, etc.
Actually I think you can do that. The Main Play mod has different units for different maps...
Hmm... Those Mod, probably somehow, automaticaly edit SWBF mission.lvl, or something else...
Yes they did come with a mission.lvl. Why don't you do a mod like Sleepkillers Unleashed mod, where you can inlcude custom sides and maps!
Best Mod
How to add 5th weapon slot.Please sereja make a tutorial for this too.Please please! :wub: :XD:
Quote from: Ginev on July 25, 2013, 11:19:42 PM
How to add 5th weapon slot.Please sereja make a tutorial for this too.Please please! :wub: :XD:
sleepkiller already did its here
http://www.swbfgamers.com/index.php?topic=4741