I do not believe they will, you'll likely have to input them into their inequivalent values in the `.lgt` file.
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#32
SWBF1 Modding / Re: Can't find lighting values in the swbf1 assets
July 11, 2018, 03:35:44 AM
The ambient lighting and directional lights are defined in the `.sky` file in SWBF1.
The ambient lighting is set under `SkyInfo`.
And the directional lights under `SunInfo`.
With the `Back*` values setting the properties of the second directional light and the others setting the properties of the sun. (First directional light.)
Other world lights will likely be attached to models through ODFs, which I believe will continue to work in SWBFII without change. Shadow regions may however need updating to SWBFII's.
The ambient lighting is set under `SkyInfo`.
Code Select
SkyInfo()
{
Enable(1559);
PS2()
{
FogColor(255, 0, 0);
FogRange(0.000000, 2700.000000);
NearSceneRange(0.5, 200.0, 500.0);
FarSceneRange(2000.000000);
AmbientColor(90, 90, 135);
CharacterAmbientColor(90, 90, 135);
VehicleAmbientColor(70, 70, 115);
FogRamp(3);
}
XBOX()
{
FogColor(255, 0, 0);
FogRange(0.000000, 2700.000000);
NearSceneRange(0.5, 200.0, 500.0);
FarSceneRange(2000.000000);
AmbientColor(130, 130, 160);
TopDirectionalAmbientColor(140, 140, 150);
BottomDirectionalAmbientColor(70, 70, 70);
}
PC()
{
FogColor(255, 0, 0);
FogRange(0.000000, 2700.000000);
NearSceneRange(90.0, 240.0, 120.0, 280.0);
FarSceneRange(300.000000, 1500.0);
AmbientColor(93, 77, 78);
TopDirectionalAmbientColor(140, 140, 150);
BottomDirectionalAmbientColor(70, 70, 70);
}
}
And the directional lights under `SunInfo`.
Code Select
SunInfo()
{
PS2()
{
Angle(170.000000, -55.000000);
Color(255, 170, 100);
}
XBOX()
{
Angle(150.000000, -55.000000);
Color(255, 170, 100);
ShadowColor(255, 170, 100);
}
PC()
{
Angle(120.000000, -55.000000);
Color(255, 170, 100);
ShadowColor(255, 170, 100);
}
Degree(-50.000035);
BackAngle(180.000022, 0.000000);
BackColor(150, 150, 150);
BackDegree(0.000000);
}
With the `Back*` values setting the properties of the second directional light and the others setting the properties of the sun. (First directional light.)
Other world lights will likely be attached to models through ODFs, which I believe will continue to work in SWBFII without change. Shadow regions may however need updating to SWBFII's.
#33
Released Maps and Mods / Re: SleepKiller's Shader Patch - v0.6.0
July 08, 2018, 04:47:12 AM
I'm hopeless at maintaining release topics.
For any who hasn't been following this through other channels a lot has changed since the last release I posted about here. The short list is as follows.
** Now follows the actual release post I used for the most recent version. **
I've posted a new release with quite a few changes. I've also posted some new screenshots in the original post showing off some of these. The most important change in my mind is that the Effects system now plays nicely with just about any map and is easier to use and package up with maps. I've got a rough tutorial on how this works over https://github.com/SleepKiller/swbfii-shaderpatch/wiki/Using-Effects-System-With-Integrating-Tools.
Since I've made a lot of "risky" (changed water, shield, stock bloom, etc) changes in this version I'd love to hear feedback from anyone using this. Especially if you integrate the Effects system with your map (which remember doesn't stop people who don't have SP from using your map). Since a lot of people seem to drawn to use Discord as their communication platform of choice (I'm not sure I really understand it, but I'd like to make it easy for people to give feedback) I've tossed one up for this and any of my other SWBF related stuff. Please feel free to use it, this site or GitHub to give feedback, make requests or whatever! Discord Link
For any who hasn't been following this through other channels a lot has changed since the last release I posted about here. The short list is as follows.
- SP now has a flexible custom materials system and supporting set of mungers. Out of the box it comes with a set of PBR materials.
- SP now has a post-processing system that a map can activate and customize at its discretion. Includes things like a new Bloom effect, color grading and dithering.
- More improvements to things like water, the game's stock bloom, specular lighting, etc
** Now follows the actual release post I used for the most recent version. **
I've posted a new release with quite a few changes. I've also posted some new screenshots in the original post showing off some of these. The most important change in my mind is that the Effects system now plays nicely with just about any map and is easier to use and package up with maps. I've got a rough tutorial on how this works over https://github.com/SleepKiller/swbfii-shaderpatch/wiki/Using-Effects-System-With-Integrating-Tools.
Since I've made a lot of "risky" (changed water, shield, stock bloom, etc) changes in this version I'd love to hear feedback from anyone using this. Especially if you integrate the Effects system with your map (which remember doesn't stop people who don't have SP from using your map). Since a lot of people seem to drawn to use Discord as their communication platform of choice (I'm not sure I really understand it, but I'd like to make it easy for people to give feedback) I've tossed one up for this and any of my other SWBF related stuff. Please feel free to use it, this site or GitHub to give feedback, make requests or whatever! Discord Link
#34
Star Wars Battlefront 2 (2005 Original) / Re: Add more bots
June 21, 2018, 07:17:21 PM
I believe you need to call `SetUberMode(1)` before `SetupTeams` in order to get more than 32 AI per team in SWBFII.
#35
Released Assets / Re: swbf-unmunge - v1.1.1
June 02, 2018, 08:10:08 AM
I usually copy the .lvls I want to extract (or rather in my case test extracting) to the same folder as swbf-unmunge. You could give this a go as well, it should help sidestep the file access problems.
#36
Other Games / Re: Star Wars Battlefront III - Now Playable through Xenia Emulator
June 02, 2018, 08:08:27 AM
You can find their GitHub repository over here https://github.com/xenia-project/xenia. There should be a download link somewhere in their readme.
#37
Released Assets / Re: swbf-unmunge - v1.1.1
May 31, 2018, 07:29:13 PM
I can't say what's up with the strange characters, but looks like RepComm's tool isn't quoting it's paths.
Should be,
otherwise the path will split after "Star/" due to the space.
Code Select
swbf-unmunge.exe -files A:/Games/Steam/steamapps/common/Star Wars Battlefront II/GameData/Data/_lvl_pc/myg/myg1.lvl
Should be,
Code Select
swbf-unmunge.exe -files "A:/Games/Steam/steamapps/common/Star Wars Battlefront II/GameData/Data/_lvl_pc/myg/myg1.lvl"
otherwise the path will split after "Star/" due to the space.
#38
SWBF1 Modding / Re: Can original ps2 ports be modded
May 28, 2018, 08:08:58 AM
How've you munged your modded files? Did you change the `-platform` argument from `PC` to `PS2`?
#39
Released Assets / Re: swbf-unmunge - v1.1.1
May 20, 2018, 07:12:10 PM
Nope, I am not actively working on swbf-unmunge at the moment. If I ever do work on it again you'll see commits on GitHub and if a new release contains new features the minor version will increase. (So instead of it being v1.1.1 it'll go to v1.2.0)
#40
Released Assets / Re: swbf-unmunge - v1.1.1
May 15, 2018, 07:04:12 PM
If I remember correctly the texture info is actually fine it's just a visual bug with the way Zero Editor renders it. (Because I don't fully understand the terrain file format.) To fix it try picking a texture, setting the alpha to zero and painting over all the map.
As for the water, it's known that it's documented that the output for terrain is incomplete. The water is the easiest of the things that are incomplete to fix as such if I make another release it'll be low down on my to-do list for it. If you use the original map ingame as a reference painting water in the right places shouldn't be too hard.
As for the water, it's known that it's documented that the output for terrain is incomplete. The water is the easiest of the things that are incomplete to fix as such if I make another release it'll be low down on my to-do list for it. If you use the original map ingame as a reference painting water in the right places shouldn't be too hard.
#41
Star Wars Battlefront 2 (2005 Original) / Re: SWBFII Split Screen Toolkit
May 10, 2018, 01:32:26 AM
Sorry to hear it isn't working for you! This toolkit seems to be very much hit-and-miss. I think I know why some people have been having trouble getting it working and I should be able to fix it, I'll see if I can find an afternoon this weekend to fix it and put out a new version.
#42
SWBF1 Modding / Re: Size and distance in SWBF1!
April 21, 2018, 05:16:16 AMQuote from: Linux user Awesome on April 21, 2018, 12:16:58 AMI think you're misunderstanding him ;). By default each terrain square is 8²m. So the 2048² terrain you've made is really (2048 * 8)²m or 16.384²km. The size of the terrain grid can be changed with the console command editor.gridsize and is unrelated to world scale.
You could scale everything but the terrain down by 8(or any number really.) to make it seem that manny times larger.(or up to make it seam smaller).
I asume this is what you mean? but by default 2048x2048 for example is 2048x2048 meters. witch would be 2.048x2.048km as you should probably all ready know.
The world scale as you stated is 1.0 = 1m. And by default the terrain has a grid size of 8.0 (or 8m).
#43
Star Wars Battlefront 2 (2005 Original) / Re: SWBFII Split Screen Toolkit
March 15, 2018, 08:47:56 PMQuote from: Eagleninja32 on March 15, 2018, 02:06:47 PMIf I remember correctly tool assigns controllers in a linear fashion. So Player 1 gets XInput(Xbox) Controller #1, Player 2 gets XInput Controller #2, etc. I can't think of much that would stop this from happening.
I am not sure if anyone will still post or respond to this. However I have hope. Anyways, I have installed everything and it all runs. However the problem is getting each screen to recognize proper controllers. I can get into split screen at the main menu and jump around and get all screens into the game but then there is no way to have the screens be controlled at the same time. Additionally while in game I can't aim with my mouse but when accessing the menu I can clearly see and use my mouse cursor. So how do I get multiple controllers to work with this?
If you don't have XInput controllers you should be able to install and use this https://www.x360ce.com/ to let the toolkit use DirectInput only controllers.
#44
SWBF1 Modding / Re: How can I solve this problem?
March 13, 2018, 04:46:13 PMQuote from: Dark_Phantom on March 13, 2018, 10:07:10 AMDid you test with static models or skinned models? My tests when making it suggested that SWBF1 only hit problems when rendering animated models.
If the model is too high poly, model-edit will not be good enough. As I just learned recently, SWBF2 can handle a ridiculous amount of polys - SWBF1, not so much.
#45
Released Assets / Re: swbf-unmunge - v1.1.1
March 10, 2018, 04:18:26 PM
I think I know what was causing the crash. I've posted a new release that should fix it.
Anyway attached here is the extracted jango1 source.
Anyway attached here is the extracted jango1 source.