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Topics - Delta327

#61
Released Maps and Mods / Felucia :Invasion v1.0
August 23, 2015, 06:15:42 PM
-----------------
Story:
CW'S era: the republic has found a secret separatist outpost on the fungal world on Felucia. They send the 327th star corps to the outpost and capture it before the separatist escape.

GCW's era: the rebels have set up a blockade around Felucia and are hiding out on abandoned droid outpost. the empire tries to push though the blockade but lanches an assault to planet surface and tries to take over the outpost.
--------------------
Credits:
Sky_216: for mushrooms and other models
Sereja: for felucia assets

Hope you all enjoy it
-----------------
link : https://www.dropbox.com/s/2g8oa8v1w1h6yzo/Fungi.zip?dl=0
---------------
Installation:
1.Put fungi folder into C:/Program files x86 or Program files/ Lucasarts/ Star Wars Battlefront/ addon
2.Have Fun!
-------------------
Issues:
-Some soldiers on team 1 will not go through the back exit and the place where the dish 1 turrent is on a cliff.
-Its a small map I'm sorry about that.
-Can't get rid of the white fog.
-CIS has no skins trying to get camp skins
---------------------
Screenies:

[spoiler]
[imghttp://i.imgur.com/kL9FIzX.jpg[/img]http://




[/spoiler]
#63
SWBF2 Modding / Sunset skys
August 22, 2015, 04:14:12 PM
Besides the assets where can I find some sunset sky domes the have the colors that are really pretty.
#64
SWBF2 Modding / Tga on yavin tree crash
August 18, 2015, 09:38:03 AM
Story well I downloaded a tree bark image and it was perfect for my map and I copied it over to paint.net into a tag file some how how when I munged the map and played it and crashed no error on the miunged log. I dont know how to fix this.
#65
SWBF2 Modding / Sky dome requests
August 08, 2015, 07:44:07 PM
Can anyone try to make this a skydome
#66
SWBF2 Modding / Missing interior crusier msh and tga
August 07, 2015, 01:31:34 PM
Missing swbf2 interior cruiser msh and tga.
Be a great help
#67
SWBF2 Modding / Custom sounds won't munge
August 04, 2015, 06:33:34 AM
So im trying to add the republic commando sounds to a map and I look in my add-on and it dose not have the sound of the sides and localize folder in it.
#68
SWBF2 Modding / Jungle canopy tree
July 26, 2015, 04:12:26 PM
If some one made a jungle canopy tree or has one I will love to see it on bf2 and bf1
#69
SWBF2 Modding / unit question
July 20, 2015, 05:17:30 PM
How do you add a coustom unit
#70
SWBF2 Modding / view distance crash on my map
July 06, 2015, 08:44:44 PM
Whenever I Change the veiw distance on bf2 onto the options tab when I play my map it crashes.
#71
SWBF1 Modding / custom DC-15a rifle sounds
July 02, 2015, 06:47:47 PM
where  can I find the sound files
#72
Dose any one have ep2 battle of geonosis full soundtrack for my map please. I will really appreciate it.
#73
SWBF2 Modding / skin crash
June 08, 2015, 07:22:38 PM
Well i opened the odf and copied the 327th odf files.on to the standard ep3 units the i did this to my lua.
This is for SWBF2,

Here my lua

-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   
   --  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()      
   
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
    cp3 = CommandPost:New{name = "cp3"}
    cp4 = CommandPost:New{name = "cp4"}
    cp5 = CommandPost:New{name = "cp5"}
   
   
   
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)     
   
    conquest:Start()

    EnableSPHeroRules()
   
end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
   
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(30)
    SetMaxPlayerFlyHeight (30)
   
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",650)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",650)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",550)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo 
   
    ReadDataFile("sound\\fel.lvl;fel1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_aayla",
                             "rep_hover_barcspeeder",
              "rep_walk_atte")

    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
              "rep_inf_commander_bly")

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
                             
                             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "rep_inf_ep3_rifleman",9, 25},
         assault  = { "rep_inf_ep3_rocketeer",1, 4},
         engineer = { "rep_inf_ep3_engineer",1, 4},
         sniper   = { "rep_inf_ep3_sniper",1, 4},
         officer = {"rep_inf_ep3_officer",1, 4},
         special = { "rep_inf_ep3_jettrooper",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         reinforcements = 150,
         soldier  = { "cis_inf_rifleman",9, 25},
         assault  = { "cis_inf_rocketeer",1, 4},
         engineer = { "cis_inf_engineer",1, 4},
         sniper   = { "cis_inf_sniper",1, 4},
         officer = {"cis_inf_officer",1, 4},
         special = { "cis_inf_droideka",1, 4},
      }
   }
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_aayla")
   
    AddUnitClass(REP, "rep_inf_commander_bly",1, 1)
    --  Level Stats
    --  ClearWalkers()
    SetMemoryPoolSize("EntityWalker",-1)
    AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 3) -- 1 atte (3 pair of legs each)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 32)
   SetMemoryPoolSize("EntityFlyer", 32)
   SetMemoryPoolSize("CommandWalker", 1)
    SetMemoryPoolSize("EntityHover", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 128)
   SetMemoryPoolSize("UnitController", 128)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:FHB\\FHB.lvl", "FHB_conquest")
    ReadDataFile("dc:FHB\\FHB.lvl", "FHB_conquest")
    SetDenseEnvironment("true")




    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\fel.lvl",  "fel1")
    OpenAudioStream("sound\\fel.lvl",  "fel1")
    OpenAudioStream("sound\\fel.lvl",  "fel1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --SetSoundEffect("WeaponUnableSelect",      "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end



#75
SWBF2 Modding / Coruscant Blackout map for bf1
June 04, 2015, 09:04:10 PM
I would love to see a blackout map for coruscaunt like in the star wars the clone was series and along with an invasion by the imperials aginst the rebels


Like this:
#76
The odf Dose not have a tga for it i tried to look for it
#77
SWBF2 Modding / new unit crash
May 27, 2015, 07:42:36 AM
Need a tutorial for adding a unit.
And the units have a req for it.
#78
SWBF2 Modding / Imperial IAAT Tank
May 25, 2015, 07:39:32 PM
Doae anyone know the link to this i forgot where i found it.
#79
SWBF2 Modding / Request AT-SE Walker for swbf1
May 21, 2015, 01:27:14 PM
Can anyone make this amazing tank it looks easy to make.
#80
SWBF2 Modding / Can't make a bigger object
May 19, 2015, 09:15:32 AM
I'm trying to make a bigger Flower object and I try to modify it and it will not work.