Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Giftheck

#2296
Requests / Re: BF2 Kashyyyk
September 22, 2009, 06:17:07 AM
Napseeker is right, I managed to port almost ALL of BF2's vehicles back into BF1 (although it requires a lot of ODF editing). The only absent ones ar ethe Snail Tank and BARC Speeder. If you will, Kashyyyk: Beachhead will be the testing ground to see if they can be made to work poroperly.

It's because the animation "barc9_pose" (Unit sat on a BARC speeder) is absent from the human animation bank. I found this out with the AT-RT anim too, so I re-added the animation into BF1 and it worked! I'm assuming that the custom maps call on their own common.lvl animation banks rather than the main "DATA" common.lvl, so I should be able to add the BARC speeder anim.

I plan to add turrets into the map, and all vehicles, via additional LVL files included with Kashyyyk (much like BF2's system of adding turrets by their own side lvl)

The only noticeable thing would be the treads on the Snail Tank - I have yet to figure out how to move them.
#2297
SWBF1 Modding Tutorials / Re: Basic LUA guide
September 21, 2009, 02:14:55 PM
I have yet to make certain but the executeable seems to contain all known LUA function names.
#2298
SWBF1 Modding Tutorials / Re: Basic ODF Editing
September 21, 2009, 02:13:12 PM
I've tried looking inside the Battlefront executeable for the ODF parameters (the LUA parameters exist in the exe) but there's seemingly nothing in there for ODF commands. Normally I would assume the manual is complete but there are things that have been tried in contradiction ot the instructions that work.

It could very well be that LUA dictates what can be entered in ODF.
#2299
Requests / Re: BF2 Kashyyyk
September 21, 2009, 02:46:48 AM
I'll see what I can do with it.
#2300
SWBF1 Modding / Re: Main Play Mod version 7
September 21, 2009, 02:32:49 AM
I'll be doing new mission.lvls for some of the maps I have downloaded. I've also created a side called "OLD.LVL" which contains the original Droid Starfighter and Jedi Starfighter, so  I can have those loaded in old-styled CW maps.

The ARC Trooper weapons will get a slight overhaul in that the ARC Infantry (standard ARC trooper) will carry the proper weaponry, it will be more powerful, but slower to fire than a standard Blaster Rifle.

I'll take suggestions in what I should adapt, although at the moment I'm going to be doing the following:

* Coruscant City
* Coruscant Streets
* Coruscant: Jedi Temple (Reconvert)
* Kamino: Nuroica City (ARC Troopers)
* Kashyyyk: Wookieland
* Kashyyyk: beachhead (BF2 Conversion map)
* Mustafar: Refinery
* Mygeeto: War-Torn City
* Utapau: Sinkhole

New missions:

Hunt Mode will be expanded so that there will be two hunt options per mission mod - this cuts back on the number of maps in addon. Details pending.
#2301
SWBF1 Modding / Re: Work In Progress: Felucia: Woods
September 19, 2009, 02:08:27 PM
There are snail tanks and AT-RTs in the map if memory serves me correctly.
#2302
SWBF1 Modding / Re: Work In Progress: Felucia: Woods
September 19, 2009, 12:32:06 PM
Have you had munge problems at all with Felucia like I did with Geonosis? I have but I've tried to fix them to no avail. I'd be happy to apply to beta test this if possible.
#2303
Requests / Re: BF2 Kashyyyk
September 09, 2009, 02:50:17 AM
Kashyyyk Beachhead is more terrain-driven than object-driven. So it SHOULD work.

BattleBelk has come up with a way to port the BF2 terrain, but it does leave a bit of a mess. It involves Hex-Editing the BF2 .ter file.
#2304
SWBF1 Modding / Re: Animated cloth kamas?
August 27, 2009, 05:33:37 AM
Well, I also have a theory that you can hex-edit the ARC skirt onto the BF2 units in the same way as you would a BF2 skirt, but you'd have to render the kama (which I believe to be in the same part of the model) invisible. Or, you could possibly get away with using the BF1 Snowtrooper skirt?
#2305
Welcome Center / Funeral and two week holiday
August 26, 2009, 02:12:20 PM
I won't be here on the 28th because I'm attending my great-grandmother's funeral, and on the 29th I'm going away on holiday for two weeks. I'll see if I can come on once in a while because there's an internet cafe in the town near to us, but I won't be on all the time.
#2306
SWBF1 Modding / Re: Main Play Mod version 7
August 26, 2009, 10:29:15 AM
I can only try, I guess. The Magnaguard skeleton seems to work well enough.
#2307
SWBF1 Modding / Re: Main Play Mod version 7
August 24, 2009, 12:50:06 PM
The question is whether BF2 unit skeletons work in BF1. I guess they should, after all, my MagnaGuard uses the correct skeleton.
#2308
SWBF1 Modding / Re: Main Play Mod version 7
August 23, 2009, 09:40:50 AM
I find that some of the Rebel models don't work as they should in BF1 (especially the Rebel Sniper).
#2309
SWBF1 Modding / Main Play Mod version 7
August 22, 2009, 09:59:03 AM
Taking suggestions for Main Play Mod 7 (I know I said 6 was going to be the last one but I'll get to that in a sec).

Well, Battlebelk deserves my thanks. Now it is possible to get BF2 terrain into BF1, which means first and foremost, MPM 7 will have never-before-seen maps from BF2 in BF1 (such as Geonosis Plains).

CHANGES TO THE UNITS (not finished):
-General skins cleanup.
-The snipers will each have a three-shot variant of the Blaster Rifle.
-Dark Trooper restored for mod maps (however, it is buggy in that it doesn't have jetpack sounds, despite the ODF being correct)

List of maps to be included (not finished):

Coruscant: Jedi Temple
Geonosis: Plains
Death Star: Interior
Naboo: Theed (Nighttime)
#2310
SWBF1 Modding Tutorials / Re: How to make mission maps
August 20, 2009, 07:42:06 AM
I notice in some maps, Napseeker has added extra CPs, collision etc (take the Death Star EvE mission maps). It seems he loads two levels, one with the extra CPs and planning, the other being the original map.