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Messages - Red04SWBF

#16
Quote from: vonfrank on March 03, 2024, 08:39:35 PMThat's fair. I'll have to look into editing Core.lvl.

On a similar topic, I was testing the hero modification in multipalyer with a friend (I sent him my SIDE folder and mission.lvl, so we have identical installs). Despite the fact that these new heroes work perfectly in Singleplayer, they crash his client in Multiplayer, and sometimes my client too.

Is there something else I need to modify to get this to work in MP?

It should work correctly as long as you have the same files. By the way, are you using PC Dedicated software or you run the server directly ingame?
#17
I'm not sure if it's possible for a single unit, but I guess you'll have to look for its related localization key. IIRC there was a file/post with all localizations.

The random clone tags appear because these are set up by default for all the playable units in the side you're putting them (except for the hero ones, which I suppose these have a single localization key for each side).

I recommend using the Core LVL builder for the stock files so you can modify the desired localization key.
#18
Quote from: jonjonshell21 on February 26, 2024, 03:11:07 AMWell that what I was thinking because sometime a lot of people or modders want to keep modding the game which I do understand but I am more concern of game files for Steam like AddOn and etc that you put the mods in because I am not sure how would that going to work in Star Wars Battlefront Classic Collection once Star Wars Battlefront Classic Collection release on March 14th if you know what I mean.

Yeah. Nothing is known yet, but I hope (or imagine) that they do not modify the LVL hierarchy of each game too much. That is, there may be an AddOn folder for each game and when you open the game a menu where you can select the game you desire to play. It will all depend on how they manage it with regards to mod support.
#19
Nice event! Can't wait to see what's next after the Classic Collection release.  :cheers:
#20
I have seen that in SWBF1 they will only add Tatooine: Jabba while in SWBF2 some of the maps that were originally in the first game will be available (such as Rhen Var).

It would've been great if they included some SWBF2 maps in SWBF1 (if Aspyr sees this I invite them to use my assets and make it happen  :P ) or just brand-new maps. Maybe this could come in future DLCs.

Quote from: hellish hellbird on February 21, 2024, 10:31:53 AMi only really wanna know if theyll update the previous steam versions or we have to buy it again lol

Good question.
#21
Saw it a few minutes ago!!! Great that the classics return to consoles, I have a special nostalgia for the PS2 version. :)
#22
Yeah, it is such an odd bug or something...

No worries, I'll try to figure out if I can switch to another method to port the terrain. Taking into account that the terrain is nothing else than a fractal (geometrically speaking), perhaps it is possible to extract the heights of each point from the file. I think I would dare to dig into.

Also, I have seen BF1 ZeroEditor has an option to extract the heightmap, however the output format is a bit unusual (it looks like topographical) and the resolution is somewhat poor. It would have been very interesting if there had been an option to import these heighmaps.
#23
Well, in case I fail to keep the map with said terrain, I would just try re-modelling it using ZeroEditor.

The truth is that I was going to try that but I found it very tempting due to the availability of the terrain already provided from the original SWBF2 assets (adding to the fact that I would have to readjust positions for all the objects, regions, CPs...).

Anyway, if you discover something I would be very grateful.
#24
Quote from: Dark_Phantom on February 07, 2024, 05:34:40 AMAnother option, as long as you're not using foliage, is to use BF2's munger (TerrainMunge.exe) to munge the terrain for BF1.  It sounds crazy but the BF2 version is actually not different from the first one except for foliage optimizations so you should be able to compile the original terrain file without hex editing.
(To do this quickly, rename your TerrainMunge in ToolsFL, put BF2's TerrainMunge in there, clean and munge your project.  After the project is done, you may want to swap it back because of foliage support.)

Ok, I've tried your method but it still crashes... this time after 5 seconds since I spawned.

It's pretty weird since the terrain is shown in the game and AI can walk on it.

I think I'm not leaving anything out, I've put in all the .tga textures in the same folder as the .ter file, although for some reason there are parts of the terrain that appear painted white. I've attached a screenshot where you can see those white "spots".

About foliage there's a .prp file in BF2 source files for Geonosis in the same world folder. For now I would not use it.
#25
Hey! So I'm here again for a while it seems. ::)

This time I bring up once again an issue that seems it has been mentioned a few years ago but that has given me a lot of headache. Specifically, when I started converting the SWBF2 maps, there were two in particular that I was not able to convert (Geonosis and Kashyyyk). Looking back in time SleepKiller mentioned that perhaps some maps simply couldn't be converted due to some bugs, whether related to MSH or other files. However, he was able to port Geonosis: Dust Plains to SWBF1.

Apparently after several failed attempts I have realized that perhaps the error is in the terrain itself, since instead I tried to move all the objects on the map without modifying the terrain (just leaving the default .ter file created in BFBuilder for the first time and not doing the hex editing) and the map runs correctly ingame. Then I get to the point where I seem to find a clue: doing HEX editing step to make it usable, I tried ingame when the first 2-3 seconds after spawning suddenly the map crashes. When I re-munged my assets I realized these lines appeared below terrain munging (64bitMunge.bat console):

...
Munging Geo2.ter
Warning: Discarding additional water layer 1 != 15
Warning: Discarding additional water layer 6 != 15
Warning: Discarding additional water layer 10 != 15
...

I don't get what exactly means. AFAIK I guess this map does not use water particles or similar.

NOTE: I have also tried munging the terrain with SleepKiller's tool, following every step before munging the entire map files, but didn't work.
#26
Quote from: Giftheck on January 27, 2024, 01:17:09 AMI have news!

First off, it has been a while. In the Summer last year, I lost my modding mojo. In the Autumn, I began a Masters degree, which has taken up a lot of time. However, I feel I can get back up on the horse and finish what I started.

  • I'm going to be opening what I have so far to a public beta. This will consist of stock maps ONLY.
  • The title is going to be changed to avoid confusion with SWBF3 Legacy. Given it is the 20th anniversary of SWBF1 this year, I thought Star Wars: Battlefront - Anniversary Edition would be appropriate.
  • Once the beta period is complete and feedback is addressed, I'll be releasing it as-is - the SWBF2 maps will be added in as addon packs ALA SWBFES later.

Hey Giftheck! Cannot wait for it, it's gonna be a great year for SWBF1.  :tu:
#27
General / Re: Under bombardment.
January 22, 2024, 04:28:33 PM
I haven't been around much lately since the war in Ukraine started, but I would like to send you a big hug and all my support. I hope you are safe and healthy Sereja!!!
#28
Quote from: Roguejedi66 on February 16, 2021, 06:13:58 PMHello there! What I would like to see fixed in Bf1

1. Is Gamepad Mapping. In the past you could bind your controls do on the disc version. This version you can`t bind them to what you want.

2. Is Native Resolution For loading screens and the movie cutscenes.

3. Flicker High to low poly units. When theres too many players they all start to go low poly. Just infantry or Players that happen.

4. Jabbas palace map preview restored.

Thats is all! :)

About the 4th point, I noticed that the Map Preview not only dissapears on Jabba's, some other AddOn maps such as the SWBF2 Conversions I made includes flythrough movies which doesn't show on Steam version. I hope they could fix someday...
#29
In GC mode, Elite Training means your units receive advanced training and become more accurate. In part you are right at this point: they should target and shot more precisely during the battle. But maybe you don't notice that when playing in Hard difficulty.

Try Easy or Medium difficulty, maybe you can appreciate that difference more than once.
#30
Red04's Star Wars Battlefront Launcher

Here is one of the most recent projects I have started this year. It is a SWBF1 launcher application for Windows with some extra functionalities, including a small tool for AddOns and Mods (second is WIP yet).

You can download and read more about it in my main GitHub page:

https://github.com/Red04akaCC4398/SWBFLauncher

If you try it and you find any errors, please let me know.