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Messages - Triops

#46
SWBF1 Modding / Re: Halloween Modding Competition
October 29, 2017, 04:11:07 PM
Hi, I sent a little Halloween mod some hours ago :-) I hope there are more modders, who sent one in the last minute  ;)

Yours Triops
#47
SWBF1 Modding / Re: [WIP] Maz Kanata's Castle
October 03, 2017, 12:52:31 PM
Looks very nice :tu:. I am looking forward for your map. It's good to see that there are new modders for swbf1. Good  progress Triops


P.S.: Do you know, that EA plans a Takodana map for SWBF2/EA
()
Looks like EA is "stealing" our ideas (just joking)
First Serejas Theed, now your Kanata's Castle ;)
#48
SWBF1 Modding / Re: ZERO EDIT won't work
September 03, 2017, 05:11:56 AM
Quote from: Moroff on September 01, 2017, 04:30:50 AM


I open BFbuilder and I make the files, I've made scarif so far. But when I try to run Zero edit, it says runtime Error. :rant: :rant: :rant: :rant:



Is your BFBuilder Pro.hta file on the following location on your Computer?:
C:\LucasArts\BFBuilder
If it isnt, it could make many problems.
#49
SWBF1 Modding / Re: ZERO EDIT won't work
September 02, 2017, 03:59:35 PM
in the 02-readme.txt file of BfBuilder- folder psychofred wrote about BFBuilder Pro:

"...Creating a new side automatically creates an empty sides folder structure
and edits the appropriate munge file for the side to be included in the munge.
Importing a side imports an existing side from the Assets folder and updates
the apprpriate files required to include it in the munge. Edit sides does not work
yet
..."
I dont know a version on which that works. Looks like psychofred has never impelmeted it. The only way is to use the other two buttons and edit/copy the msh-, odf-, req-files by hand with xsi or similar or an text editor.   

#50
I have the same problem:
I add texture to my meshes like Sereja suggests in his door tutorial:
(http://www.swbfgamers.com/index.php?topic=5433.msg52915#msg52915):

Material>Phong>Color>Image>(Image) New>New From File>Scene_Material.tga >(Texture Projection) New>(choose projection)  Unique UV's (polymsh)

...and it works fine, but when I want to change the material to have another texture and do the upper process again (Material>Phong>Color>...)  the old texture isn't removed, although the dialog of XSI says "new"...

I think the error "Bad Clusters, Only first UV property will be used" is because you assigned a second texture and only one of them can be used.

In my case the models are usually working, but do not show the texture I want.
I am not sure if that is the main thing of your problem with your model.

I am sorry I dont know how to remove the texture- which i dont need- from the mesh again.

#51
SWBF1 Modding / Re: ZERO EDIT won't work
September 01, 2017, 05:05:17 AM
Hi,  Press the edit button again after you have closed the pop up window. After one or two new starts it should work. I think this error happens more often in newer Windows -versions. Gl Triops
#52
I uploaded a video of my little demo-map for the assets of the not realized "rolling logs" of the PC-version.

video:


map:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1434


I hope you enjoy it
Yours triops
#53
Hi,
I will do my best comming on 3rd September. Thanks for inviting me. I hope my internet will be better until this date. Yours triops 
#54
SWBF1 Modding / Re: Partial collision
August 01, 2017, 06:07:42 AM
Hi Sereja, thank you for your fast answer. :)
I will realize what you wrote and look if I manage to solve it today.
Best wishes Triops
#55
SWBF1 Modding / Partial collision
August 01, 2017, 01:42:15 AM
Hello,
I have this problem :( :
I want to make a mesh which has a "partial collision". The idea is to make a (static) character or figure (with collision) which emits a beam (f.e. a long polygon, only visual effect) with no collision.  It should be in the same mesh because when the character is destroyed the beam should be destroyed, too.
For testing, I made a simple character (a cone with a sphere as a head) and a scaled cube for the beam. For the character I made collisions (cone and ball) and named them collision1 and collision2. All of meshes I dragged into a NULL with the name DummyRoot.
I thought when I make a file with the extension .msh.option and edit -nocollision the "munger" will build my custom collisions for collision, but after munging there is really no collision and the collisions I made are useless. If I delete the msh.option-file. the "munger" makes the collision for the whole mesh.
Has anybody of you an idea?
Have a nice day  :)
Triops 
#56
Hi,
To your second question:
As far as I know, the only way to make transparent meshes is to hexedit them.
Here I found a tutorial of Sereja. http://www.swbfgamers.com/index.php?topic=4785.msg63812#msg63812
For me is making transparent objects one of the most difficult things in modding. I did little experiments and failed until now.
Here another link that could help
http://www.swbfgamers.com/index.php?topic=6091.msg63880#msg63880
I hope someone will answer your post with more experience than me.
A glass dome would be awesome.  :cheer:
Good luck with it

#57
Released Assets / Re: BX-Commando droid model
May 22, 2017, 07:47:10 AM
Hi,
the Link of the BX-Commando droid model is not working anymore. I can't find it elsewhere on the web. 
It would be nice, if one of you has it on his/her harddisk, that he/she makes an upload here or give a valid link, please.
Have a nice day
Triops
#58
Quote from: Aradam☑ on May 15, 2017, 01:24:11 PM
Also if you want to be a tester of launcher -> write me.

I would be very interested. Swbf1 is my favourite game, too.  ;) Please write me: knatti_2000@yahoo.de
#59
Released Assets / Re: Gistech's Jyn Erso
May 12, 2017, 11:46:39 AM
Thanks, I  tried it out and it works fine now. I like the face of your Jyn more than that of swbf/ea. :tu: Have a nice WE Triops
#60
Released Assets / Re: Gistech's Jyn Erso
May 12, 2017, 11:17:21 AM
Hi Gistech,
Its her right shoulder. It looks like the texture is going out of the mesh. I made the screenshot much smaller to waste less space. If you want a better resolution I can upload it in better quality.