Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - jedidavebo

#16
Yeah I read that about the 32bit sound munging.

***I added those meshes and only those meshes to a brand new build, and they look good, but why would the weapons of the AI troopers in low res disappear?   I can see them standing still. Odd.
#17
Thank you Cdt Fox!!

I don't know why i did not find that when searching the site. 

I didn't see a 1st person mesh but these are great.

It would have taken me  months to learn blender, xsi, to make a low res mesh.  Although i still plan on trying.

Another Update: I used all the stock sound for the new blasters and everything sounds good but I am still learning how to put in modded sound and wanted to play so not making much progress with that, lol. 
#18
Just an update to my post.

I was able to modify the trooper odf and edit in the new clone commando msh as Led suggested.  That works but unfortunately I don't have a low res model of the clone commando so i used the trooper one and didn't have a 1st person msh either used the trooper again for that.  Which is causing problems with guns/armor not showing up for the AI but i get no errors in sptest and the game doesn't crash which is a bonus.

I was also able to get the  new weapon mshs copied in  and weapons added to the odf successfully and struggled to get them localized but managed to get that working as well!  The sound isn't working yet on the new blaster so i am about to start troubleshooting that.

Does any one have a clone commando for swbf1 they wouldn't mind letting me use or maybe know one to download? The msh, low res, 1st person, tga, files.  I would be very grateful.

Thanks for the help!
#19
preordered that monster.
#20
Thanks Led!

Yeah tryin` to do too much :wacko:
the tut. was  very helpful.  I sorta figured that if you wanted to see the new trooper you had to edit an existing one.  What I was hoping for was a whole new type of clone you can select at the beginning of the map from the list of clones.  totally different process i bet.

I was doing some head scratching last night and was able to switch the weapons on the stock clones to the modded blasters.  They show up perfectly in the game and fire great  but the fx for the bolt and sound for the blaster aren't working so i am learning how to fix that at the moment.  I have the .tga for the bolt, learning where it goes in the munge process currently.

[UPDATE]:  I found out where the RC_inf file is used.  It is used in the rep_inf_clone_commando.odf
                   under properties, geometryName ="RC_inf" and the same for low res.    That file seems to
                   hang up the munge process or I just haven\t waited long enough to let it finish.

#21
Greetings everyone.

In swbfI I am adding the clone commando mod released by majin revan  and am not quite sure if i am using all the source data files properly.  It isn't really a mod but all the source data for a mod i think. I have been copying all the files into these folders:
bfbuilder..\Sides\REP\ODF  and \Sides\REP\MSH 

Also some sound and effects files which i copied the effects into \Sound\worlds\rep\effects.

Clean and Munged successfully except with one file name RC_inf.msh which has errors about the geometry and halts the munge process. So i don't copy this file over and the munge finishes properly. I don't know what this file does.

while I'm not sure what should happen but I don't seem to have the clone commando trooper available to select from the list of troopers once you enter a map to fight the cis.  If this is even what should happen??

I also edited the rep.req to add the clone_commando.  I also created a rep_inf_clone_commando.req.

I did see a error in sptest :[WARNING] Team missing class "rep_inf_clone_commando" not found check your sides.req file which is why i edited the .req files to begin with but the error still shows up.

I also used battlebelk mission lvl builder and edited naboo theed lua, where i added the clone commando to the map so i could test ---don't know if i should do this.

So, I'm not sure if I am going about this wrong.

Thanks in advance and Any help is greatly appreciated!!

Update: might be for swbfII. in the rep_inf_default_commando.odf file there is a PointsToUnlock properity which i don't know what is for.
#22
SWBF2 Modding / Modding a Mod
November 07, 2015, 04:12:13 AM
Hello all!
I have been checking out some of these cool mods and was wondering if there is a way to edit someone else's mod.  Lets say you want to use a particular weapon or character out of the mod to learn and use on your own, with permission.  How does one go about that?

I tried using BFBuilderPro  but i don't know where to place the modded files so that bfbuilder will find them and extract them. 

Thank you for any help once again!

[EDIT]: I looked around and i don't think you can except for textures.
#23
I looked around and couldn't find much about it but is there a way to add the property "maxtargets" to the  missile ClassLabel?  Or really adding any of the existing properties to classlabels in general?  Thx!
#24
Thanks for the link Phobos!
#25
Old post I know but it is very relevant to what i am trying to change and though i would post
here first before opening a new topic.

I have the TargetDroid "1" setting on so the missiles follow the droids!!! How neat.

Do you know if you can make the torpedo_launcher lock on to multiple targets?

I found in the arc caster odf a max targets "4"  and tried that but did not seem to work.

If you can do this you can change your salvo to 4 and have 4 targets with 4 missiles flying at them.

Thanks again!
#26
The maps I think are from the original locations where they filmed the early movies. They scanned the terrain with cartography lasers or something and munged them into the game lol.
#27
It's working, It's working... or appears to be.  I have 8.1 and so far i have had success modding republic weapons. 

Thanks for the link Led!!
#28
Yeah i found that file earlier in \Sides\CIS\Effects.  This is what i did with the DroidekaShield.fx file,   I copied it into  bfbuilder\Datarep\Sides\REP\Effects and then clean \ munge.  Copied the rep.lvl file over run it and then get an error in sptest,

READ: duplicate effect class name. 

So I'm not really sure what to do with that file or where to copy it, if you have a idea where it goes please let me know. 

Thanks for all the help.

#29
I seemed to have found the error of my ways and for continuity's sake am updating the post with what i found.

Well I double checked as Snake wisely suggested and lo and behold, I had renamed the "cis_weap_walk_droideka_shield" odf  to "rep_weap_walk_droideka_shield".  Got that in order and

That fixed the issue with the error and can load, so far, 3 different maps.

Although in the other maps the shield FX are not visible only on the bespin platform do you see the blue orb of the shield.  Which i don't really mind b/c all the icons are there and it still works like it should work. Invisible armor!   Thanks for the advice!



#30
Thanks for the reply!!  I checked the odf and the quotation is there.  Typo on my part in the post. Weird. No idea why it won't work on other maps.  You would think that if it works on one it should work on the others.  I will attempt it once more.