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Messages - DylanRocket

#121
Quote from: TheGangstarTY on November 18, 2015, 08:32:12 AM
So this means that he can be allowed to just re-upload it, right? Just not make money from it.

Maybe, but it's not right to include someone else's mod without even asking for permission first. It looked like a cool compilation honestly, but it's just wrong to use someone else's mod without asking for their permission.
#122
Quote from: Gistech on October 31, 2015, 12:12:52 AM
Holy cow! 3.02 GB?! I don't think I could download that just to look at a single model or two!

(I'd just want some of the Phase II clones)

3D Object Converter is propietary, IIRC. Don't yet know if Noesis can open these or not though.

EDIT: Nope: Noesis can not open the files. 3D Object Converter will remove every fifth polygon when it's not registered which is no good.

What models do you need? I can convert them for you.
#123
X1 and X2 look nice.

Are you planning on releasing the maps separately or as a map pack/bigger mod?
#124
Already pre-ordered the Deluxe Edition for PS4.  :)
#125
Quote from: Gistech on October 24, 2015, 11:38:44 AM
I'd say I've reconstructed about 50% of Coruscant's ground map so far.

Sweet!

Are you currently porting these maps to SWBF1 or SWBF2? If you're not planning to port them to SWBF2, I'd gladly attempt to convert them.
#126
Quote from: ~PFA~ Majesty Leader on October 18, 2015, 02:35:04 PM
I have seen few videos about it.. do the game own only 3 - 4 maps '!?

There's only 4 planets excluding DLC but there's multiple maps per planet. Like, 2-3 each planet.
#127
Quote from: Isaac1138 on October 18, 2015, 07:24:11 AM
Any way to do LEGO Star Wars to Battlefront?

No, they both use separate game engines.
#128
Quote from: Isaac1138 on October 17, 2015, 08:28:37 PM
I wish there were a simple converter for any other levels in another game and convert it for BF2.

That'd be nice but with all the unique file formats and different game engines, it's impossible. :\
#129
Quote from: Gistech on October 17, 2015, 12:11:16 PM
Yes, the heads and parts for both come from the title screen: I've sat those atop modified stock clone bodies.

That'd be awesome! Looking through that, it becomes quite clear that the 'deeper customization' we were promised for Elite Squadron fell through - the 'deepest' it got was forcing you to unlock what came in Renegade Squadron. I knew the Phase I heads were in there though: they (errenously) used them for the Clones in a Cato Nemoidia cutscene. It's interesting that Phase II Dark Trooper was an option at one point it seems. God, I'd kill for the source from these games.

I have actually grabbed most of the ingame hero models from Elite Squadron thanks to a CWCheat code that changes the default position of all units to their 'T-Pose'. It's interesting they use a completely different map for X1 and X2, and it's also interesting that the T-poses are all set up as though the models were to be used in earlier SWBF games (rather than a standard t-Pose these models all have the 'legs slightly angled, arms bent' T-pose that SWBF uses for its models). I'd love to be able to rip the Imperial/Rebel and Sith/Jedi variants of X1 and X2 from the title screen but unfortunately I can't get save games to load on jpcsp so I can't force the title to show the correct models. Textures are a shambolic 128x128, though (I have however had some success reconstructing General Kota's texture using parts from his TFU model)

I just ripped those models from my Tumblr blog but unfortunately there's no "Jesus Christ" T-Pose code for RS. I asked my friend who used to make these codes and he told me he no longer has that code. It'll probably work if you just plan to use the heads and nothing else though.

You can actually extract all of the .PSP files located within the ISO using an Asura Engine extractor. That's probably the closest we'd get to the source. :\ I know I'd love to have the source to these games.

I can play through the game's campaign to get those other menu models if you'd like. Actually, it appears I already ripped the Jedi/Sith models from the menu. I'll upload those in a moment.
#130
That's neat! Those models were taken from the menu, right? They look way better than the ones in-game.

If it'd be of any use, I can try ripping some of these unused models from SWBFRS I discovered a few months ago: http://unusedvideogamecontent.tumblr.com/
#131
I'd love to see ports of the maps from these games. I used to play these games all the time with my friends.
#132
SWBF2 Modding / Re: Custom SIDE Issues
September 28, 2015, 02:35:43 PM
Here's an example on how I set up a 7th unit:

    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             "newunits",
                             "rep_hero_plokoon",
     "rep_walk_atte")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "newunits",
                             "cis_hero_grievous",
                             "cis_walk_spider")
                             
                             
    ReadDataFile("dc:SIDE\\snw.lvl",
    "snw_inf_chain")         
                             
SetupTeams{
             
        rep = {
            team = REP,
            units = 28,
            reinforcements = 150,
            soldier  = { "rep_inf_ep2_rifleman",10, 25},
            assault  = { "rep_inf_ep2_rocketeer",1, 4},
            engineer = { "rep_inf_ep2_engineer",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep2_assault",1, 4},
            special = { "rep_inf_ep2_melee",1, 4},
           
        },
     }

    AddUnitClass(REP,"rep_inf_ep2_officer",1,2)
    AddUnitClass(REP,"rep_inf_ep2_demolitions",  1,2)
    AddUnitClass(REP,"rep_inf_ep2_flash",1,1)

SetupTeams{
        cis = {
            team = CIS,
            units = 28,
            reinforcements = 150,
            soldier  = { "cis_inf_rifleman_geo",10, 25},
            assault  = { "cis_inf_rocketeer_geo",1, 4},
            engineer = { "cis_inf_engineer_geo",1, 4},
            sniper   = { "cis_inf_sniper_geo",1, 4},
            officer = {"cis_inf_sbd",1, 4},
            special = { "cis_inf_officer_geo",1, 4},
        },
     }

    AddUnitClass(CIS,"cis_inf_sbd_heavy",1,2)
    AddUnitClass(CIS,"cis_inf_droideka",1,2)
    AddUnitClass(CIS,"cis_inf_magnaguard",  1,2)
     
    SetHeroClass(CIS, "cis_hero_grievous")
    SetHeroClass(REP, "rep_hero_plokoon")


You add the "AddUnitClass" lines before the "SetHeroClass" lines.

So yours would be something like:

--------------------------------------------------------------------------------------------

    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("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_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")

    ReadDataFile("DC:SIDE\\qwe.lvl",
                        "qwe_inf_rancor",
             "qwe_inf_ep3_rifleman")

    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},
           
      },
    }

    AddUnitClass(REP, "qwe_inf_ep3_rifleman",1,4)

SetupTeams{
      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_anakin")
   


That should work.
#133
SWBF1 Modding / Re: Tatooine map (Important question)
September 19, 2013, 12:59:21 PM
Quote from: Ginev on September 19, 2013, 05:00:04 AM
Ok i search for the msh model that is used for the scope textures.I found it in data_MYMOD/Common/Mshs.
I actually found 2 msh.The one is for Republic and Alliance the other is for Cis and Imp.This is the names:

com_1st_scope_cisimp
and
com_1st_scope_allrep

The texture names are the same.Ok i made new custom msh file for cisimp and add normal texture on the msh.And here is the problem.I dont know where to place the new msh and texture so i decide just to replace them with the stock ones in data_MYMOD/Common/Mshs.It didn't work however.I try something different.I place them in the InterfaceTool in the folders data/Msh and Interface.I add them to the Common.req too.I munge and replace the Common.lvl with the stock one and still its not working.What to do?In game still the stock one scope msh appear with the 4 angle texture.It seems the game still read the stock msh from somewhere but from where exactly?If someone know please help!   :wacko:  :'(

My guess would be to put your new COMMON.lvl in abc\Data\_lvl_pc\COMMON

And add this line to lua:

    ReadDataFile("dc:COMMON\\common.lvl")
#134
3D-Modeling, Animation and Texturing / Re: XSI error
September 17, 2013, 04:40:32 PM
Thanks for trying to help.

I uninstalled and reinstalled and now it works! :D
#135
Released Maps and Mods / Re: Converted BF2 Test Planet
September 17, 2013, 04:39:34 PM
Quote from: Dark_Phantom on September 16, 2013, 06:06:31 AM
BF1 test planet exists in BF1 PC server manager I believe.  Somehow I got a hold of it, but it wasn't really anything but a black field and I thought I could see stuff in the distance but the closer I got it disappeared.  Oh and there were untextured boxes that you couldn't see until you hit them while trying to fight.

Where can I download it?