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Topics - Snake

#321
SWBF1 Modding / [SOLVED] Staying in turrets.
April 30, 2010, 09:28:55 PM
Hello everyone, I need some help with AI. I found these lines in my .lua
--start stayinturrets
--end stayinturrets

What do I put between the lines to make the ai stay in turrets?

____
I think I have figured it out, I looked in the bespin platforms lua and found SetStayInTurrets(1) I put that between the lines and am munging to test now.
_____
It worked nvm.
#322
SWBF1 Modding / [SOLVED] Munging issues
April 30, 2010, 02:30:27 PM
Well I am trying to munge my map but it keeps getting stuck on _CreateShadowMesh<lod:0>: Created hires shadow <4388 verts 19630 edges> and it just stays there, ive been letting it do it's thing for nearly 35 minutes now, it being stuck on that for about 30 of the 35 minutes. Could really use some help!
#323
SWBF1 Modding / [HELP] What the crap?
April 29, 2010, 06:17:11 PM
Well I am stumped on a really weird problem. It is driving me crazy, I have a new map going for AaTc and it was going fine until I did some stuff to the effects. The weird thing is, I reset it to kashyyyk effects like the water tutorial says (I added water) and when I start the map it all looks good, the ai start spawning and fighting....but then, I try to spawn and it crashes. So if it was a problem with the effects it should crash on impact (When the map is loading) and instead it crashes after impact when i spawn. SWBF poodoo!! makes me go crazy.... If anyone knows whats wrong, which I doubt anyone does, please help me out.

Here's my effects file, Which i simply renamed the kas2.fx to aatcunderO.fx which is my modid:

Effect("Water")
{

   // general parameters
   PatchDivisions(4,4);

   // ocean parameters
   OceanEnable(0);

   // water event parameters
   WaterRingColor(148, 170, 192,255);
   WaterWakeColor(192, 192, 192,255);
   WaterSplashColor((192, 192, 192,255);

   

   // PS2 parameters
   PS2()
   {
      Tile(2.0,2.0);
      Velocity(0.05,0.05);
      LODDecimation(8);
      MainTexture("kas2_water");
      MinDiffuseColor(32, 40, 32, 188);
      MaxDiffuseColor(128, 130, 128, 188);
      BorderDiffuseColor(160, 160, 160, 255);
      SpecularColor(192, 192, 192, 152);
      SpeckleSpecularColor(200, 200, 200, 150);
      SpeckleAmbientColor(50, 50, 50, 80);
      SpeckleTextures("water_specularmask_",25, 4.0);
      SpeckleTile(5.0, 5.0);
      SpeckleScrollSpeed(0.11,0.11);
      SpeckleCoordShift(5.0,5.0);
      LightAzimAndElev(1.0,0.0);
   }


   // XBOX parameters
   XBOX()
   {
      Tile(3.0,3.0);
      NormalMapTextures("water_normalmap_",16,8.0);
      LODDecimation(1);
      RefractionColor(5, 217, 255, 255);
      ReflectionColor(255,255,255,255);
      UnderwaterColor(61, 124, 144, 128);
      FresnelMinMax(0.3,0.6);
      Velocity(0.04, 0.008);

   }

   // PC parameters
   PC()
   {
      Tile(2.0,2.0);
      MainTexture("kas2_water.tga");
      LODDecimation(1);
      RefractionColor(5, 217, 255, 255);
      ReflectionColor(57,90,138,255);
      UnderwaterColor(61, 124, 144, 128);
      FresnelMinMax(0.3,0.6);
      FarSceneRange(1500)

      NormalMapTextures("water_normalmap_",16,8.0);
      BumpMapTextures("water_bumpmap_",16,8.0);
      SpecularMaskTextures("water_specularmask_",25, 4);
      SpecularMaskTile(3.0, 3.0);
      SpecularMaskScrollSpeed(0.0,0.0);
      Velocity(0.01,0.01);

   }
   
}

SunFlare()
{
   Angle(120.000000, 150.000000);
   Color(255, 255, 255);
   Size(5.0);
   FlareOutSize(40.0);
   NumFlareOuts(40);
   InitialFlareOutAlpha(70);
   HaloInnerRing(0.0, 255, 255, 255, 255);
   HaloMiddleRing(10.0, 255, 200, 0, 200);
   HaloOutterRing(45.0, 255, 127, 0, 0);
   SpikeColor(230,230,0,128);
   SpikeSize(9.0);
}

Effect("Blur")
{
   Enable(1);
   Mode(1)
   ConstantBlend(0.3)
   DownSizeFactor(0.2500)
}

#324
Requests / Props Needed
April 28, 2010, 08:05:13 AM
Modelers rarely answer requests for models but I thought I'd throw this out there anyway. I need a few fairly simple models:

Rubble (Ruins)
A royal guard prop (With legs tho, One with a pike standing at attention and one with a rifle standing at attention[Both like this but both blue http://www.starstore.com/acatalog/mini-bust-royal-guard.jpg ])
Then I need just like 20 simple squares not thick but like the mos eisley walls, just make the texture gray.
#325
SWBF1 Modding / AaTc Underground
April 27, 2010, 08:42:06 PM
Well i have restarted aatc underground. Now with my experience and knowledge i can finally do it right. I have complete the AaTc leader palace, which has a courtyard with ruins and stuff for battles. Next i will be adding the much-harder-than-before obstacle course and the the extra large cantina area. Hopefully nikoli can make some stuff for me but fir now im using already made assets. Post some ideas but dont spam the thread with stupid suggestions for extremely complicated and/or impossible stuff. I am also using this as my todo list since i often forget things like floating buildings and sudden ideas. I have the palace uploaded to mediafire but im on my dads ipod touch so i cant get it.

ToDo List:
Fix floating pillars by throne room.
Lower walls a tad
Add obstacle course with pitfalls.
Add wrap around raceway
figure out how to add speeders via test map
Begin exterior cantina/lounge
Add jungle
look thru assets
add custom blue jet unit.
Add frozen pond
add cave maze
figure out adding snow

Hope this keeps you (and me) updated. Check back for when i change new ideas and finished stuff
#326
Scummies / Going to Miami for 2 weeks
April 25, 2010, 06:32:03 AM
Well, I am going to Miami on vacation for 2 weeks! It will be fun but I won't get to play cod4 much unless I get it earlier. I will have to put modding on hold also until I get back. I am leaving the 3rd. I might not get to mod and play cod4 but atleast I will get to see all the girl-er...um..beaches  :XD: So I will be on until this upcoming monday, just wanted to post so I did not forget lol. Adios!
#327
READ THE DESCRIPTION!

Name: CoD to SWBF1 Demo (IRAQ: DESERT OUTPOST)
Type:   Custom Map
This contains: map file
Compatible with:  SWBF1
Download Size: 38.29 MB
How long this took me: 1 Week
Program used: BFBuilder/ Pro
Contact: Xfire: aatcsnake
Pics: Videos @ http://www.mpcgamers.com/smf/index.php?topic=2196.0
Description: This is the demo mission of the Call of Duty: MW1 maps I am doing with the help of Nikoli. There are realistic destructable doors. It is very fun. There are no custom side (Since this is only the demo) I didn't want to give the whole thing out because it is in fact part of the map pack. No more will be released until it is done.
Credits: Me, Pandemic, Ande
Download Link(s): http://download1079.mediafire.com/os14522oy3tg/btm5wjk4zoi/CLAN+DAY+IRAQ.zip
OlderVersionsLink: none

Note: There are two bugs that I missed, two buildings a floting about a half foot in the air. Its not a big deal but it isnt perfect.  :mad:
#328
SWBF1 Modding / [HELP] Locals and Locolization
April 23, 2010, 09:22:43 AM
Well I had my desert outpost completely done YAY  :cheer: It looked pretty awesome. I wanted to get locals in. I asked Jango to do it for me so it would not go wrong. It crashed so I copied and pasted the lua of a new map (One unedited) over mine. I tried to play it again and it has all these things like the locolization was messed up. I also saw that the CPs had disappeared again :wall: I despise CPs! They drive me insane. I can't figure out how to fix it. Im really annoyed. If you guys can understand how it feels to feel a sense of complete accomplishment and then it only becomes another failure. Please let me know what you guys think can be done. (The only locolization I did was put the objectives different which worked in the map before I tried the locals) :help:
[spoiler]FRUSTRATION FRUSTRATION FRUSTRATION!!!  :panic:[/spoiler]
#329
Requests / Need a Civilian
April 22, 2010, 05:35:36 AM
Hey guys, I know there's a couple good modelers out there, I need a civilian to be my local class on the Desert mission. I need a middle-eastern skinned guy with maybe a turban thing and clothes a civilian middle-eastern would wear. This would also be EXTREMELY useful as it can be reskinned to be many different things.
#330
SWBF1 Modding / [WIP] Iraq: Desert Outpost (Crashed)
April 22, 2010, 05:23:10 AM
Well I've been working on a fairly simple map for Nikoli and his COD maps. I am making the snow, desert, urban, and jungle maps. I have finished the Desert. It looks really good. Though the ai run into walls I can't really fix that. It should be extremely fun. The objectives = Capture and destroy the RG Satellite and Fuel Tanks, Some doors are destructable, use them to stay undetected. There's one more I forgot  :XD: Here's a video:

http://www.xfire.com/video/28a066/
http://www.xfire.com/video/28a05f/

----
Locolization messed up and the Cps dont show up again so I will have to restart.  :rant:
#331
SWBF1 Modding / [SOLVED] ZE kills me....
April 21, 2010, 06:10:36 PM
Well I was working on a desert map and I was just about finished, I had added 4 cps and a couple canyons walls. I was running out of time so I thought I'd go ahead and try to do a boundary... I click BOUNDARY and what happens? "ZeroEditor has stopped working..Searching for a solution" I thought I would stick my first through the screen. I decided against it since being grounded the rest of my life outweighed beating the crap out of the computer.  ::) Does anyone have this problem? Is there a solution?
#332
SWBF1 Modding / [SOLVED] Adding Dust
April 21, 2010, 05:32:51 PM
Hey guys, I have not looked at the geonosis lua yet but I was wondering what lines do I need to add to add dust like on Geonosis. I need dust for a desert and a snow map (So I need brown and white dust). If i can't retexture the dust to look white I guess I can do only snow.
#333
I need some help with some stuff in ZeroEditor that I never learned what they did. It is probably simple but I just need to know how to put them in and what they do.

Stuff I need to learn:

Cylinder (A Region
AllyPath (In labeling CP's - Maybe has to do with cylinder?)
Hint Nodes (An option tab in ZE - I think this is how you tell them to lay down or lay mines.)
Barrier (An option tab in ZE)
Boundary (An option tab in ZE - I suppose this is the battlefield boundary)
Planning (An option tab in ZE - no idea)

I think that is all. More advanced little options I don't really need. Please help if you can!
#334
Name: SWBF2 Online Compatible
Type:   Character/Vehicle Mod
This contains: rep.lvl and cis.lvl
Compatible with:  SWBF1
Download Size: 35.39 MB
How long this took me: 56 minutes
Program used: BFBuilder Pro
Contact: Xfire: aatcsnake
Pics:
Description: This is alot of SWBF2 converted units and ships to play online on swbf1. When others join your server all they see is normal troopers I think, but you can play on normal servers and you will see the SWBF2 stuff. It is very fun. Some ships and stuff, the camera or seating is not right but if it is to be online compatible it must stay that way, still fun to use!
Credits: Me, Pandemic, AG and Nikoli (For helping with online compatible limitations)
Download Link(s): http://www.mediafire.com/?omk1dtdwycd
OlderVersionsLink: None

Dar n mom just told me to go to bed and upload is not finished so I will post tomorrow!
#335
Well this is the Republic side of Snake's Mania Mod, it is pretty fun, and entertaining on multiplayer and singleplayer. I probably won't do the CIS side since there was not many good ideas for it.

Name: Snake's Mania Mod (Republic)
Type: Character/Weapon mod
This contains: rep.lvl
Compatible with:  SWBF1
Download Size: 18.28 MB
How long this took me: 1 week
Program used: BFBuilder Pro
Contact: Xfire: aatcsnake
Pics: http://s414.photobucket.com/albums/pp226/aatcfett/?action=view&current=swbf-2010-04-03-20-51-27.flv
Description: The Republic side of my Mania Mod. It has some fun effects, and weapons. Also a funny looking playable rancor.
Credits: Me, Pandemic, maxloef. (I think that's all)
Download Link(s): http://www.mediafire.com/?hmdjnynmayc
OlderVersionsLink: none
#336
Well as you can see in the topic it's version 0.001 because it is hardly finished, You can walk off the map and a few cps and stuff are missing. So It is very unclean but the main stuff is there (The sniping range, duel arena etc)

Name: The Training Zone
Type: Mod Map
This contains: map folder
Compatible with: SWBF1
Download Size: 17.88 MB
How long this took me: 4 Weeks
Program used: BFBuilder
Contact:Xfire: aatcsnake
Pics: http://www.mpcgamers.com/smf/index.php?topic=2090.0
Description: This is a map for clan training. It is made up of mostly bespin stuff. I have not finished it hardly at all but the main point is there.
Credits: Me, Pandemic.
Download Link(s): http://www.mediafire.com/?gzr1khctjyy
OlderVersionsLink: none
#337
Well I thought this would help some so AG please put this in the tut section. I will be talking today about how to change SWBF2 units to SWBF1. This is fairly complicated, but more SWBF2-ish, way. Things you need pay attention to (notes, names, etc) will be in red. Things you will be taking from SWBF2 and putting it in SWBF1 are inorange. (It looks more like yellow, I know.) Things from SWBF1 you will be replacing with SWBF2 are in blue.

It will help if you make this mental picture in your mind:

so one .odf makes one unit in SWBF1, but in SWBF2 it takes several to make one unit. The "default" unit .odf(example: rep_inf_default_marine.odf) + the actual unit .odf (example: rep_inf_ep3_marine.odf) + the SIDE "default" unit .odf(example: rep_inf_default.odf) = one unit.

It goes in a chain like this: com_inf_default(not editable) -> rep_inf_default -> rep_inf_default_marine -> rep_inf_ep3_marine You get more and more specific as the chain goes on.

All of those have different parts to make the full unit. So since SWBF1 only uses one .odf, you have to get all the info you need from those 3 .odf's in SWBF2 to make one in SWBF1.

Alright so I will be using a republic ep3 marine from SWBF2 and putting it in the place of a republic trooper from SWBF1.

First off let's look at the SWBF2 trooper. (You must have the SWBF2 Mod Tools. Go to assets > sides > rep > odf)

In the rep odf folder scroll down until you see rep_inf_ep3_marine open it up and you will see:

[GameObjectClass]
ClassParent         = "rep_inf_default_marine"



[Properties]
GeometryName        = "rep_inf_ep3trooper"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

Now you might be saying "What the heck? This doesn't look anything like a SWBF1 odf" well that's why we are having this in the first place. This odf has stuff that swbf1 troops have, but alot less. It has Geometry, first person and lowres, but it also has ClassParent. Now what in the world is that? It is the next part of this odf that we need to make 1 odf in SWBF1. So this says the next thing we need to get is rep_inf_default_marine. So let's go up some and find rep_inf_default_marine. When you open it, it should look like this:

[spoiler][GameObjectClass]
ClassParent         = "rep_inf_default"


[Properties]
UnitType               = "assault"

MaxSpeed                = 6.0       // base forward speed
MaxStrafeSpeed          = 4.5       // base right/left speed

WEAPONSECTION = 1
WeaponName         = "rep_weap_inf_rifle"
WeaponAmmo         = 4


WEAPONSECTION = 2
WeaponName         = "rep_weap_inf_rocket_launcher"
WeaponAmmo         = 4


WEAPONSECTION = 3
WeaponName         = "rep_weap_inf_thermaldetonator"
WeaponAmmo         = 4
WeaponChannel      = 1


WEAPONSECTION = 4
WeaponName         = "rep_weap_award_rifle"
WeaponAmmo         = 4


VOUnitType           = 121
[/spoiler]

So we see some stuff we recognize, weapons, speed and stuff like that. Well this still does not have everything that we need. It has ANOTHER ClassParent called rep_inf_default. So let's go up a little more and find rep_inf_default. Open it and you will see:

[spoiler]
[GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent                = "com_inf_default"
GeometryName              = "rep_inf_trooper.msh"

[Properties]
// Mostly sound and general VO in this file

HurtSound                  = "rep_inf_com_chatter_wound"
DeathSound                 = "rep_inf_com_chatter_death"
DamageRegionSound          = "repmalechoke"
//AcquiredTargetSound        = "rep_inf_com_chatter_acquired"
//HidingSound                = "rep_inf_com_chatter_hide"
//ApproachingTargetSound     = "rep_inf_com_chatter_approach"
//FleeSound                  = "rep_inf_com_chatter_flee"
//PreparingForDamageSound    = "rep1_inf_chatter_PreparingForDamageSound"
//Charge                          = "rep1_inf_chatter_Charge"
//HeardEnemySound            = "rep_inf_com_chatter_heard"
//ShockFadeOutTime         = "0.8"
//ShockFadeInTime          = "2.0"
ShockFadeOutGain           = ""
ShockSound                 = ""
ClothingRustleSound        = ""
LowHealthSound             = ""
//LowHealthThreshold       = ".25"
FoleyFXClass               = "rep_inf_trooper"

VOSound = "rep_command_follow      SC_Follow"
VOSound = "rep_command_stopFollow      SC_StopFollow"
VOSound = "rep_command_stopVehicle      SC_VehicleWaitUp"
VOSound = "rep_command_getIn      SC_GetIn"
VOSound = "rep_command_getOut      SC_GetOut"
VOSound = "rep_response_follow      SC_FollowResponse"
VOSound = "rep_response_stopFollow      SC_StopFollowResponse"
VOSound = "rep_response_stopVehicle      SC_VehicleWaitUpResponse"
VOSound = "rep_response_getIn      SC_GetInResponse"
VOSound = "rep_response_getOut      SC_GetOutResponse"

VOSound = "rep1_inf_pc_com_hostile      SpottedVO"
VOSound = "rep1_inf_pc_com_bacta      NeedMedicVO"
VOSound = "rep1_inf_pc_com_mechanic      NeedRepairVO"
VOSound = "rep1_inf_pc_com_ammo      NeedAmmoVO"
VOSound = "rep1_inf_pc_com_transport      NeedPickupVO"
VOSound = "rep1_inf_pc_com_backup      NeedBackupVO"
VOSound = "rep1_inf_pc_com_clear_area      AttackPositionVO"
VOSound = "rep1_inf_pc_com_defend     DefendPositionVO"

VOSound = "rep1_inf_pc_com_hostile_inVehicle      SpottedVO +InVehicle"
VOSound = "rep1_inf_pc_com_bacta_inVehicle      NeedMedicVO +InVehicle"
VOSound = "rep1_inf_pc_com_mechanic_inVehicle      NeedRepairVO +InVehicle"
VOSound = "rep1_inf_pc_com_ammo_inVehicle      NeedAmmoVO +InVehicle"
VOSound = "rep1_inf_pc_com_transport_inVehicle      NeedPickupVO +InVehicle"
VOSound = "rep1_inf_pc_com_backup_inVehicle      NeedBackupVO +InVehicle"
VOSound = "rep1_inf_pc_com_clear_area_inVehicle      AttackPositionVO +InVehicle"
VOSound = "rep1_inf_pc_com_defend_inVehicle     DefendPositionVO +InVehicle"

VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41      AcquiredTarget +Above +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41      AcquiredTarget +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42      AcquiredTarget +VOUnitNum42"
VOSound = "rep1_inf_chatter_AcquiredTarget_left      AcquiredTarget +left"
VOSound = "rep1_inf_chatter_AcquiredTarget_right      AcquiredTarget +right"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49      NotShootingCriticalHit +VOUnitNum49"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49      AcquiredTarget +VOUnitNum49"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51      NotShootingCriticalHit +VOUnitNum51"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51      AcquiredTarget +VOUnitNum51"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter      NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter      NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4      KillingSpree4"
VOSound = "rep1_inf_chatter_KillingSpree8      KillingSpree8"
VOSound = "rep1_inf_chatter_HeadshotKill      HeadshotKill"
VOSound = "rep1_inf_chatter_Grenade      Grenade"
VOSound = "rep1_inf_chatter_MissileIncoming      MissileIncoming"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum44      AcquiredTarget +IsSniper +VOUnitNum44"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_VOUnitNum84      AcquiredTarget +IsSniper +VOUnitNum84"
VOSound = "rep1_inf_chatter_FriendlyFire      FriendlyFire"
VOSound = "rep1_inf_chatter_RebelsShootDeadBody      RebelsShootDeadBody"
VOSound = "rep1_inf_chatter_GivePowerup      GivePowerup"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsTurret      AcquiredTarget +IsTurret"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum81      AcquiredTarget +VOUnitNum81"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum82      AcquiredTarget +VOUnitNum82"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum83      AcquiredTarget +VOUnitNum83"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum85      AcquiredTarget +VOUnitNum85"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum86      AcquiredTarget +VOUnitNum86"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum86      NotShootingCriticalHit +VOUnitNum86"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum87      AcquiredTarget +VOUnitNum87"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum87      NotShootingCriticalHit +VOUnitNum87"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum88      AcquiredTarget +VOUnitNum88"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum88      NotShootingCriticalHit +VOUnitNum88"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum191      AcquiredTarget +VOUnitNum191"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum192      AcquiredTarget +VOUnitNum192"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum193      AcquiredTarget +VOUnitNum193"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum194      AcquiredTarget +VOUnitNum194"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum197      AcquiredTarget +VOUnitNum197"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum198      AcquiredTarget +VOUnitNum198"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum196      AcquiredTarget +VOUnitNum196"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum195      AcquiredTarget +VOUnitNum195"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum181      AcquiredTarget +VOUnitNum181"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum171      AcquiredTarget +VOUnitNum171"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum199      AcquiredTarget +VOUnitNum199"
VOSound = "rep1_inf_chatter_RepairStart_IsHover      RepairStart +IsHover"
VOSound = "rep1_inf_chatter_RepairEnd_IsHover      RepairEnd +IsHover"
VOSound = "rep1_inf_chatter_RepairStart_IsWalker      RepairStart +IsWalker"
VOSound = "rep1_inf_chatter_RepairEnd_IsWalker      RepairEnd +IsWalker"
VOSound = "rep1_inf_chatter_RepairStart_IsFlyer      RepairStart +IsFlyer"
VOSound = "rep1_inf_chatter_RepairEnd_IsFlyer      RepairEnd +IsFlyer"
VOSound = "rep1_inf_chatter_RepairStart_IsTurret      RepairStart +IsTurret"
VOSound = "rep1_inf_chatter_RepairEnd_IsTurret      RepairEnd +IsTurret"
VOSound = "rep1_inf_chatter_AcquiredTarget      AcquiredTarget"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum176      AcquiredTarget +VOUnitNum176"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum175      AcquiredTarget +VOUnitNum175"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum177      AcquiredTarget +VOUnitNum177"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum2      AcquiredTarget +VOUnitNum2"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum172      AcquiredTarget +VOUnitNum172"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum174      AcquiredTarget +VOUnitNum174"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum173      AcquiredTarget +VOUnitNum173"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InHover      AcquiredTarget +Above +VOUnitNum41 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41_InHover      AcquiredTarget +VOUnitNum41 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42_InHover      AcquiredTarget +VOUnitNum42 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_left_InHover      AcquiredTarget +left +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_right_InHover      AcquiredTarget +right +InHover"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InHover      NotShootingCriticalHit +VOUnitNum49 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49_InHover      AcquiredTarget +VOUnitNum49 +InHover"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InHover      NotShootingCriticalHit +VOUnitNum51 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51_InHover      AcquiredTarget +VOUnitNum51 +InHover"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter      NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter      NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4_InHover      KillingSpree4 +InHover"
VOSound = "rep1_inf_chatter_KillingSpree8_InHover      KillingSpree8 +InHover"
VOSound = "rep1_inf_chatter_HeadshotKill_InHover      HeadshotKill +InHover"
VOSound = "rep1_inf_chatter_Grenade_InHover      Grenade +InHover"
VOSound = "rep1_inf_chatter_MissileIncoming_InHover      MissileIncoming +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_InHover_VOUnitNum44      AcquiredTarget +IsSniper +InHover +VOUnitNum44"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_InHover_VOUnitNum84      AcquiredTarget +IsSniper +InHover +VOUnitNum84"
VOSound = "rep1_inf_chatter_FriendlyFire_InHover      FriendlyFire +InHover"
VOSound = "rep1_inf_chatter_RebelsShootDeadBody_InHover      RebelsShootDeadBody +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsTurret_InHover      AcquiredTarget +IsTurret +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum81_InHover      AcquiredTarget +VOUnitNum81 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum82_InHover      AcquiredTarget +VOUnitNum82 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum83_InHover      AcquiredTarget +VOUnitNum83 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum85_InHover      AcquiredTarget +VOUnitNum85 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum86_InHover      AcquiredTarget +VOUnitNum86 +InHover"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum86_InHover      NotShootingCriticalHit +VOUnitNum86 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum87_InHover      AcquiredTarget +VOUnitNum87 +InHover"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum87_InHover      NotShootingCriticalHit +VOUnitNum87 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum88_InHover      AcquiredTarget +VOUnitNum88 +InHover"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum88_InHover      NotShootingCriticalHit +VOUnitNum88 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum191_InHover      AcquiredTarget +VOUnitNum191 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum192_InHover      AcquiredTarget +VOUnitNum192 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum193_InHover      AcquiredTarget +VOUnitNum193 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum194_InHover      AcquiredTarget +VOUnitNum194 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum197_InHover      AcquiredTarget +VOUnitNum197 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum198_InHover      AcquiredTarget +VOUnitNum198 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum196_InHover      AcquiredTarget +VOUnitNum196 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum195_InHover      AcquiredTarget +VOUnitNum195 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum181_InHover      AcquiredTarget +VOUnitNum181 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum171_InHover      AcquiredTarget +VOUnitNum171 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum199_InHover      AcquiredTarget +VOUnitNum199 +InHover"
VOSound = "rep1_inf_chatter_RepairStart_IsHover_InHover      RepairStart +IsHover +InHover"
VOSound = "rep1_inf_chatter_RepairEnd_IsHover_InHover      RepairEnd +IsHover +InHover"
VOSound = "rep1_inf_chatter_RepairStart_IsWalker_InHover      RepairStart +IsWalker +InHover"
VOSound = "rep1_inf_chatter_RepairEnd_IsWalker_InHover      RepairEnd +IsWalker +InHover"
VOSound = "rep1_inf_chatter_RepairStart_IsFlyer_InHover      RepairStart +IsFlyer +InHover"
VOSound = "rep1_inf_chatter_RepairEnd_IsFlyer_InHover      RepairEnd +IsFlyer +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_InHover      AcquiredTarget +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum176_InHover      AcquiredTarget +VOUnitNum176 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum175_InHover      AcquiredTarget +VOUnitNum175 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum177_InHover      AcquiredTarget +VOUnitNum177 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum2_InHover    AcquiredTarget +VOUnitNum2 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum172_InHover      AcquiredTarget +VOUnitNum172 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum174_InHover      AcquiredTarget +VOUnitNum174 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum173_InHover      AcquiredTarget +VOUnitNum173 +InHover"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41_InWalker      AcquiredTarget +Above +VOUnitNum41 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41_InWalker      AcquiredTarget +VOUnitNum41 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42_InWalker      AcquiredTarget +VOUnitNum42 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_left_InWalker      AcquiredTarget +left +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_right_InWalker      AcquiredTarget +right +InWalker"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49_InWalker      NotShootingCriticalHit +VOUnitNum49 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49_InWalker      AcquiredTarget +VOUnitNum49 +InWalker"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51_InWalker      NotShootingCriticalHit +VOUnitNum51 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51_InWalker      AcquiredTarget +VOUnitNum51 +InWalker"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter      NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter      NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4_InWalker      KillingSpree4 +InWalker"
VOSound = "rep1_inf_chatter_KillingSpree8_InWalker      KillingSpree8 +InWalker"
VOSound = "rep1_inf_chatter_HeadshotKill_InWalker      HeadshotKill +InWalker"
VOSound = "rep1_inf_chatter_Grenade_InWalker      Grenade +InWalker"
VOSound = "rep1_inf_chatter_MissileIncoming_InWalker      MissileIncoming +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_InWalker_VOUnitNum44      AcquiredTarget +IsSniper +InWalker +VOUnitNum44"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsSniper_InWalker_VOUnitNum84      AcquiredTarget +IsSniper +InWalker +VOUnitNum84"
VOSound = "rep1_inf_chatter_FriendlyFire_InWalker      FriendlyFire +InWalker"
VOSound = "rep1_inf_chatter_RebelsShootDeadBody_InWalker      RebelsShootDeadBody +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_IsTurret_InWalker      AcquiredTarget +IsTurret +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum81_InWalker      AcquiredTarget +VOUnitNum81 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum82_InWalker      AcquiredTarget +VOUnitNum82 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum83_InWalker      AcquiredTarget +VOUnitNum83 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum85_InWalker      AcquiredTarget +VOUnitNum85 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum86_InWalker      AcquiredTarget +VOUnitNum86 +InWalker"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum86_InWalker      NotShootingCriticalHit +VOUnitNum86 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum87_InWalker      AcquiredTarget +VOUnitNum87 +InWalker"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum87_InWalker      NotShootingCriticalHit +VOUnitNum87 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum88_InWalker      AcquiredTarget +VOUnitNum88 +InWalker"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum88_InWalker      NotShootingCriticalHit +VOUnitNum88 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum191_InWalker      AcquiredTarget +VOUnitNum191 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum192_InWalker      AcquiredTarget +VOUnitNum192 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum193_InWalker      AcquiredTarget +VOUnitNum193 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum194_InWalker      AcquiredTarget +VOUnitNum194 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum197_InWalker      AcquiredTarget +VOUnitNum197 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum198_InWalker      AcquiredTarget +VOUnitNum198 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum196_InWalker      AcquiredTarget +VOUnitNum196 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum195_InWalker      AcquiredTarget +VOUnitNum195 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum181_InWalker      AcquiredTarget +VOUnitNum181 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum171_InWalker      AcquiredTarget +VOUnitNum171 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum199_InWalker      AcquiredTarget +VOUnitNum199 +InWalker"
VOSound = "rep1_inf_chatter_RepairStart_IsHover_InWalker      RepairStart +IsHover +InWalker"
VOSound = "rep1_inf_chatter_RepairEnd_IsHover_InWalker      RepairEnd +IsHover +InWalker"
VOSound = "rep1_inf_chatter_RepairStart_IsWalker_InWalker      RepairStart +IsWalker +InWalker"
VOSound = "rep1_inf_chatter_RepairEnd_IsWalker_InWalker      RepairEnd +IsWalker +InWalker"
VOSound = "rep1_inf_chatter_RepairStart_IsFlyer_InWalker      RepairStart +IsFlyer +InWalker"
VOSound = "rep1_inf_chatter_RepairEnd_IsFlyer_InWalker      RepairEnd +IsFlyer +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_InWalker      AcquiredTarget +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum176_InWalker      AcquiredTarget +VOUnitNum176 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum175_InWalker      AcquiredTarget +VOUnitNum175 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum177_InWalker      AcquiredTarget +VOUnitNum177 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum2_InWalker    AcquiredTarget +VOUnitNum2 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum172_InWalker      AcquiredTarget +VOUnitNum172 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum174_InWalker      AcquiredTarget +VOUnitNum174 +InWalker"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum173_InWalker      AcquiredTarget +VOUnitNum173 +InWalker"
[/spoiler]

So the first thing you are thinking is "wow" well don't let your brains get fried just yet, this mostly has to do with Sound(I never use it because I doubt it works in SWBF1). So we have the 3 puzzle pieces to this trooper. Well at the top it has one more ClassParent called com_inf_default. Now this ClassParent is probably hardwired in the game. So it is unchangeable. It is a constant in all units. So lets take the 3 puzzle pieces we have and put them up side by side. Now open your SWBF1 mod tools and go to your SIDE. I will be using a republic trooper for this.

So let's look at the SWBF1 rep trooper:

[spoiler]
[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_trooper.msh"


[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "rep_inf_trooper"
GeometryLowRes         = "rep_inf_trooper_low1"
FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper" - This can be changed in some special units but for troopers it can stay like this.

CAMERASECTION       = "STAND" - The entire CAMERASECTION can be pasted over if you copy the SWBF2 units CAMERASECTION (yes it will work) but this is not necessary for republic trooper.

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0


**NOTE** 1.) You cannot simply paste the names of the weapons from the SWBF2 unit into this .odf. 2.) You cannot simply copy and paste all the files of the SWBF2 weapons and put them in the SWBF1 SIDE folder. I will make a tut on converting SWBF2 weapons later. 3.) It IS POSSIBLE to get SWBF1 weapons to be exactly (and/or close to) the SWBF2 weapons.

WeaponName1       = "rep_weap_inf_commando_pistol"
WeaponAmmo1       = 0
WeaponName2       = "rep_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "rep_weap_inf_haywiredetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "rep_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch   = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70

HurtSound            = "rep_inf_com_chatter_wound"
DeathSound              = "rep_inf_com_chatter_death"
AcquiredTargetSound     = "rep_inf_com_chatter_acquired"
HidingSound             = "rep_inf_com_chatter_hide"
ApproachingTargetSound  = "rep_inf_com_chatter_approach"
FleeSound               = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound         = "rep_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "rep_inf_trooper" - can be changed but not really necessary

// squad command VO
SCFieldMoveOutSound      = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "rep_inf_com_chatter_tac_no"
//ChargeSound            = "rep_inf_com_chatter_tac_charge"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound      = "ai_rep_inf_com_chatter_tac_moveout"

AISizeType            = "SOLDIER"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10
[/spoiler]

Now we need to change everything that has to do with the SWBF1 republic trooper (blue) to the SWBF2 ep3 trooper (orange). First make sure you have the SWBF2 troopers .req, .msh/.tga, and munged files, and copy and paste any effects that are in the SWBF2 rep folder to the SWBF1 rep folder. (If you don't have an effects folder in the SWBF1 rep folder make one and name it "effects" then copy and paste all the SWBF2 effects there.) Now let's get to changing.

Notes for converting other units:
When you see something like
ComboAnimationBank
or ClothODF
Don't use it! SWBF1 does not have "combos" so it cannot be used. Also SWBF1 does not have any kind of "addon" AnimatedAddon ClothODF or GeometryAddon. It won't work! So we need to just change the stuff about the Geometry and the Weapons. It is hard but in a simple way (If that makes sense). Keep your eye out for anything you don't see in any SWBF1 odf's.

Hope this helps! If anyone needs further help please post questions and I will add them to this tutorial.
#338
Scummies / Becoming less active....
April 18, 2010, 11:56:04 AM
Well guys, I have loved MPCGamers. Even though some people kind of bother me or plain annoy me, I love all of you like brothers/sisters. I will be becoming less active. I figured it would be better since I seem to annoy some people, I don't blame them. I will still mod I guess, I might post some things here and there. If I get really bored one day I might go on my usual post-stalking....Well cya guys, This inactivity will probably not take place immediately.  :confused:
#339
SWBF1 Modding / [SOLVED] Scope tga's location?
April 16, 2010, 08:02:27 PM
Hey everyone, I was looking for the scopes of snipers. I remember seeing them one time, but I can't remember where. I could not find them in any of the sides msh folders. Anyone know where they are?
#340
Requests / Need some ideas
April 15, 2010, 08:46:56 PM
Hey guys i need some ideas for my map. Should i do ep3 sides or skinned ep2? I posted a pic of my skinned ep2 trooper with my beastly LAAT. What would you guys rather see?