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Messages - {AR}MetalKiller

#1
SWBF1 Modding / Re: lua4dec - Lua 4.0 Decompiler
May 16, 2025, 11:38:38 PM
For completeness...
Lua 5 and Lua 4 follow completely different concepts under the hood. Lua 5 is register-based while Lua 4 is stack-based. My library only supports the stack-based approach.

Good thing that you found a solution  ;)
#2
It's probably a win 11 problem. Last idea I have would be to run the cmd in compatability mode
#3
... /bin is supposed to be a placeholder to the bin folder.
Just cd into the bin folder and then run the command.
#4
Quote from: Kit Fisto on April 29, 2025, 09:22:00 AMHow do I run this command? When I try to run it in command prompt it won't work.

Using the command with CMD inside the binary folder produces a *.script file for me.

Maybe start fresh with a plain mission_lvl folder?

Another thing you could try is running your initial command in an admin CMD.
#5
What happens if you run the most simple command?
...\bin>ScriptMunge.exe -inputfile ..\scripts\BES\bes1a.lua -outputdir .
#6
SWBF1 Modding / Re: Flyer/Hover movement animations
April 08, 2025, 02:45:38 AM
Got the animations working.

The "takeoff" animation just needs to be named that.

Regarding fin animations, I found an older post from Sereja: https://www.swbfgamers.com/index.php?topic=7145.msg77156#msg77156
Each type of movement is assigned one keyframe in the animation (i.e. 0 = foward left).

However, combining a takeoff and fin animation seem to bite each other.
#7
SWBF1 Modding / Flyer/Hover movement animations
April 01, 2025, 07:46:17 AM
Hey!

Recently, I began to get into animations and started to convert some models to SWBF.
I wanted to adjust one of my plane models so that the wing flaps would turn based on the direction the plane is going like the snowspeeder flaps on Hoth.

The closest thing I could find in the forums was this post from giftheck, which seems to have been solved, yet the follow-up is missing  ;) : https://www.swbfgamers.com/index.php?topic=11906.msg113268#msg113268

Here is a post that describes animations in general, but it does not explain how the animations are loaded: https://sites.google.com/site/swbf2modtoolsdocumentation/animated-flyer-setup-in-xsi
To me, it is not clear how the takeoff animation is loaded.
Is it based on the naming conventions like "basepose", that the game loads the animation just if one is present?

In some of the ODFs I found a "FinAnimation" property, but I don't know, how the animation is supposed to look like.
Is it bound to the value of the "TurnRate"?

Any posts or resources that you can point me to for takeoff/turn animations?
Any hints on track animations for textures (like tanks) would also be helpful.

Cheers  :cheers:
#8
SWBF2 Modding / Re: Need a full sound writeup
March 26, 2025, 11:55:45 PM
I am glad that it work now.
Let us know when your mod is ready.
I am curious to check it out.
Anytime ;)
#9
SWBF2 Modding / Re: Need a full sound writeup
March 26, 2025, 08:42:24 AM
Infos on memory limits can be found here: https://sites.google.com/site/swbf2modtoolsdocumentation/sound_engine_guide (look for memory)

Have you accumulated the size of your sound samples yet?
If not, you should check if you exceed the memory limit.

I ran into some problems with the sound when I had used a wrong configuration for 1 sound file.
You should double-check your sfx and asfx configurations and the sample files:
- Make sure that you use the recommended sampling settings.
- Do you use only sound effects, or streams as well?
- Not sure if mono/stereo channels can cause an issue.
- It's best to use the recommended sampling rate and encoding already in the sample (I had some trouble when I used 32bit format instead of 16bit).

If nothing else helps, I would suggest removing one sound at a time and test again.
I know it's tedious, but usually leads to the solution.
Good luck!
#10
Requests / Re: Rhen Var: Citadel with the PS2 skybox
March 16, 2025, 03:21:42 AM
As far as I can tell, the PS2 texture are not included in the mod tools.
However, I tried my best to edit the original sky texture to mimic the texture in you video (turned down brightness and saturation).
In addition, I used the ambient color settings from PS2.
Make a copy of your original file and replace it with this lvl file (GameData/Data/_LVL_PC/RHN/Rhn2.lvl): https://mega.nz/file/0ClDQa6R#CSiLUosZ1UoFS-XcrXdW-I5PMxLErrOKicNJ8Jr3R64

You could experiment for yourself if you get the mod tools.
Simply import the stock map and ...
- Locate the file: BFBuilder/DataRhn2/Worlds/Rhn2/world1/RhenVar2.sky
- Find the sections called PS2() and PC() and copy the values (or tune it)
- Locate the file: BFBuilder/DataRhn2/Worlds/Rhn2/world1/RhenVar2_sky.tga
- Edit the texture with an image manimulation program (like GIMP) to your preferences

Attached you find a preview.
#11
Requests / Re: MAF (Mechanised Assault Flyer)
February 11, 2025, 09:45:03 PM
I am not aware that this asset is shipped separately.

However, it is part of the Bfbuilder tooling:
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1219

You find the resources under assets/sides/cis.
#12
SWBF1 Modding / Problems with shadow volumes
January 09, 2025, 07:39:20 AM
Hi,

I recently encountered some issues with shadow volumes:

1.
I duplicated an objects geometry and used it as shadow volume.
Loading the map, the renderer seems to have an issue with Z-layering the object which results in flickering shadows:
You cannot view this attachment.
I kind of solved the problem by shrinking the shadow volume by 1%, but this results in inaccurate shadows.
It is also way harder to solve for donut shaped objects.

2.
To have the terrain throw a shadow I approximated the dimensions of a mountain to cover it completly.
Again, after loading the map, the shadow volume does not show properly.
I tried, covering the mountain and also having the shadow volume enclosed by the mountain with the same result.
The mountain contains more objects with shadow volumes, which might influence the rendering.
I also tried combining the shadow volume of the mountain with the other objects shadow volumes.
However, nothing was successful:
You cannot view this attachment.
Some part of the shadow volume is rendered correctly, but not complete.

Any idea, what causes either of the problems or how I could fix them?

Cheers!
#13
Howdy and a happy new year to everyone (again)!

Over the holidays, I kept busy with another side project and started a Markdown file based documentation for Battlefront 1.

Why?
- Markdown is a human-readable format that can be easily processed by machines as well.
- It is convenient for referencing, linking or keyword searching.
- File-based documentation can be used offline.
- A consistent documentation format makes it easier to find, discover and add more resources.

As there is not much content yet, you are more than welcome to contribute or share ideas for improvement.
I will keep adding summaries of from forum posts and the like to fill it with some life.


---
Side note:
For a few days, I got sidetracked and wrote a Markdown subset parser that represents a Markdown folder/file hierarchy as a node structure.
This node structure can be used to generate any other format.
The currently deployed documentation uses this parser to generate HTML files.
---


You can read more about it here: https://github.com/SWBF2004/SWBFdocumentation
A deployed version of the docs can be found here: https://swbf2004.github.io/SWBFdocumentation/ (sorry, I am no artist)
And here is an image of the docs locally hosted with a working search functionality:


Cheers!
#14
SWBF1 Modding / Re: Terrain Issue on Hoth
March 21, 2024, 09:38:40 AM
I haven't used custom sounds extensively, but your script seems fine.
One thing you might try is to uncomment the remaining gcw stuff that you replaced with cw files:

...
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
...
Not sure if this will have an effect.

Another thing that you might want to try is loading your "custom" resources first (before the music)
...
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
...
#15
SWBF1 Modding / Re: Terrain Issue on Hoth
March 20, 2024, 01:18:16 AM
You might want to try out the search functionality of this forum  ;)

Here a discussion about custom loading screens: https://www.swbfgamers.com/index.php?topic=13131.msg119776#msg119776

Quote from: Miraak49 on March 19, 2024, 05:12:55 PMthe first time i start my map the voice announcer will not play (when capturing/loosing CP, announcing the hero is on the battlefied) but if i press escape and restart mission then it will work just fine (this is the case for every eras)
Are you using custom sound files?
In that case it would be helpful if you could share your scripts.
I believe that sound files have to be loaded at a certain place before using them.