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Messages - Miraak49

#1
Requests / Re: Some SWBF1 beta assets
March 29, 2024, 08:24:11 AM
Nah i didn't released them yet but i plan to do so
but here are 2 ones that could interest you (haven't checked all of them yet)
-pilot with white boots/glove (nice for snow maps)
-reddish (geonosis) B1 texture (maybe u noticed that in the final game, the first person model for B1 is still incorrectly using the reddish texture)
#2
Requests / Re: Some SWBF1 beta assets
March 29, 2024, 06:56:35 AM
I got the Bothan Spy from https://www.gamefront.com/games/star-wars-battlefront/file/bothan-spy#Download (it's also on moddb)
Found the Imperial Officer in a map ressource (don't remember wich one) (the snow version, ATAT commander, is already in)
Clone Commander is already in
I made my own texture for the Tactical Droid (B1 officer droid) and IG-88 is already in
Psych0fred website http://www.secretsociety.com/forum/downloads/ has tons of cool goodies, mostly cut vehicles

I unmunged the march 2024 beta files wich allowed me to get some differents textures and effects (such as the rebel pilot with white boots/gloves or the bigger particles for the scatter gun) (sadly models are not unmunged correctly wich is why i am looking for them)

Is that all you got ?
#3
Requests / Some SWBF1 beta assets
March 28, 2024, 09:12:20 PM
Hey,
So almost all beta (mostly from xbox march 2004) models (units) have been ported and released
but some are still not aviable (or at least i didn't found them)

-recon droid
-health and ammo dispenser
-remote detonator/timed bomb (seismic mine)
-gonk droid (ammo droid)
-atat
-atst

does someone have these or is able to port them ?
Thanks in advance
#4
SWBF1 Modding / Re: Terrain Issue on Hoth
March 21, 2024, 05:24:48 PM
After testing, the sound issue seems to be related to the game itself on steam and not my map
I noticed it also happened on those stock maps (a friend with the steam version and a fresh install had the exact same issues on those maps):
-Hoth
-both Bespin CW only
-Tatooine Dune Sea both eras
-Tatooine Mos Eisley GCW only

This only happen when you are using the OpenAl for restored 3D audio, ofc you can just turn it off to fix it but the game just sound much better with it, ill try to find a fix
#5
SWBF1 Modding / Re: Terrain Issue on Hoth
March 20, 2024, 07:55:37 AM
Hey again
Searching helped me alot for previous issues but i had not found that one, ill take a look at it but it seems to concern BF2
I am not trying to implement a completly new loading screen/animation, just trying to using/linking to the vanilla/stock hoth loading animation

i am using custom sound files ye, here is my script

---------------------------------------------------------------------------
-- 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 cREPed from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local REP = 2
    local CIS = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

    SetAttackingTeam(ATT);

        AddMissionObjective(CIS, "orange", "level.hoth.objectives.1");
    AddMissionObjective(CIS, "red", "level.hoth.objectives.2");
--  AddMissionObjective(CIS, "red", "level.hoth.objectives.3");
    AddMissionObjective(REP, "orange", "level.hoth.objectives.1");
    AddMissionObjective(REP, "red", "level.hoth.objectives.3");
    AddMissionObjective(REP, "red", "level.hoth.objectives.4");

    SetTeamAggressiveness(REP, 1.0)
    SetTeamAggressiveness(CIS, 1.0)

    SetMaxFlyHeight(70)
    SetMaxPlayerFlyHeight(70)
   
--    ReadDataFile("sound\\hot.lvl;hot1gcw");
    ReadDataFile("dc:sound\\hot.lvl;hot1cw");
    ReadDataFile("SIDE\\rep.lvl",
        "rep_hover_speederbike",
        "rep_inf_basic",
        "rep_fly_jedifighter",
        "rep_inf_macewindu",         
        "rep_inf_jet_trooper")
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_countdooku",       
        "cis_inf_droideka",
        "cis_hover_mtt",
        "cis_hover_aat")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_droid_probe")


--  Republic Stats
    SetTeamName(REP, "Republic");
    SetTeamIcon(REP, "rep_icon");
    AddUnitClass(REP, "rep_inf_clone_trooper",14)
    AddUnitClass(REP, "rep_inf_arc_trooper",3)
    AddUnitClass(REP, "rep_inf_clone_pilot",4)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
    AddUnitClass(REP, "rep_inf_jet_trooper",3)
    SetHeroClass(REP, "rep_inf_macewindu")

--  CIS Stats
    SetTeamName(CIS, "CIS");
    SetTeamIcon(CIS, "cis_icon");
    AddUnitClass(CIS, "cis_inf_battledroid",14)
    AddUnitClass(CIS, "cis_inf_assault",3)
    AddUnitClass(CIS, "cis_inf_pilotdroid",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",4)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    SetHeroClass(CIS, "cis_inf_countdooku")

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 16) -- 0 droidekas
    SetMemoryPoolSize("CommandHover", 2)
    SetMemoryPoolSize("EntityFlyer", 4)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("MountedTurret", 48)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("OrdnanceTowCable", 8) -- need extra for wrapped/fREPen cables
    SetMemoryPoolSize("EntityLight", 120)

    ReadDataFile("dc:HOT\\hot.lvl")
    SetSpawnDelay(10.0, 0.25)
    SetDenseEnvironment("false")
    SetDefenderSnipeRange(170)
    AddDeathRegion("Death");

--  Local Stats
    SetTeamName(3, "Local")
    AddUnitClass(3, "imp_droid_probe", 4);
    SetUnitCount(3, 4)
    SetTeamAsEnemy(3,DEF)
    SetTeamAsFriend(3,ATT)

--  Attacker Stats
    SetUnitCount(ATT, 28)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsFriend(ATT, 3)

--  Defender Stats
    SetUnitCount(DEF, 28)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsEnemy(DEF, 3)

--  Sound Stats
    OpenAudioStream("sound\\hot.lvl", "hotgcw_music");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("sound\\hot.lvl", "hot1gcw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("dc:sound\\hot.lvl", "hot1cw");
    OpenAudioStream("sound\\cw.lvl", "cw_vo");
    OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");

    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);

    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .75, 1);
    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .5, 1);
    --SetLowReinforcementsVoiceOver(REP, CIS, "REP_hot_transport_away", .25, 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Repleaving");
    SetOutOfBoundsVoiceOver(1, "Cisleaving");

    SetAmbientMusic(REP, 1.0, "all_hot_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "all_hot_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"all_hot_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "imp_hot_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "imp_hot_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"imp_hot_amb_end",    2,1);

    SetVictoryMusic(REP, "all_hot_amb_victory");
    SetDefeatMusic (REP, "all_hot_amb_defeat");
    SetVictoryMusic(CIS, "imp_hot_amb_victory");
    SetDefeatMusic (CIS, "imp_hot_amb_defeat");

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

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training


--  Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849);
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801);
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348);


end

But like i said all sounds are working perfectly fine, except for the announcer but if i restart the map (just by pressing escape and "restart mission") the announcer will work without any issue (and this also happen if i play GCW wich use the stock script and looks for the stock sound file)
#6
SWBF1 Modding / Re: Terrain Issue on Hoth
March 19, 2024, 05:12:55 PM
Well thats strange as i didn't modified those or the terrain at all, anyway since i was not sure yet about how to cover it as you suggested
i thought that maybe my source files were bad so i tried and edited the .wld file directly in a text editor (to add the vehicles) and it worked perfectly fine, no terrain issue
So the issue does arrise only when i try to save the map in ZeroEditor for some reasons even if i don't touch terrain at all...  :(

Btw i have 2 other minor "issues" maybe u can help me
do you know how can i add a loading screen animation to the map ?
the 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)

#7
SWBF1 Modding / Terrain Issue on Hoth
March 19, 2024, 01:01:54 PM
Hey so i am basicaly new to modding this game, but i have already explored around alot and managed to do alot of editing just fine

So i wanted to add CW era to the Hoth map, originally i wanted to directly include that in the base map, but i couldn't get sound working for CW and the menu would not be able to load the CW version (i edited missionlist.lua from shell.lvl with the builder but when trying to start the CW version of hoth i would just get a black screen) so i decided to do it with the AddOn system instead.

So i took the stock map from the BFBuilder assets, applied my side lua scripts, even managed to get CW era sounds working there
Then i edited the map with ZeroEditor (also tried the fixed/HD version) to replace the vehicles (like replacing ATAT with MTT by editing the spawn point) and it worked fine too
But for some reasons the terrain got screwed in some places (some parts are missing)

You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.

This only seems to appear around the trenches, rest of the map is fine

what can i do to fix/avoid that issue ? (i noticed that after saving the map, the wld file size was reduced to 69kb from 72kb and that the hoth.tga was replaced by a lower res variant, don't know if it's normal)