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Messages - Ginev

#61
SWBF2 Modding / Re: Floating issues never go away!
December 19, 2017, 10:57:00 PM
I remember there was a tutorial about how to fix the weapon icons If you are out of luck here try asking in gametoast.
#62
Requests / Re: Rifle model need help converting
December 18, 2017, 04:46:18 AM
Quote from: i2Bros on December 18, 2017, 02:05:21 AM
NOOOO I WAS JUST CONVERTING IT  :'(

No problem im sure Litman probably will have something else for converting.Im sure of it.Just wait for request.  8)
#63
Requests / Re: Rifle model need help converting
December 17, 2017, 11:32:10 PM
Merry Christmas here you go:

https://mega.nz/#!Y8M3CZzQ!H0SJnpjy6sOiq4QwpA33ai4TkeFRV6hPGq6UA69tbeo

Converted to msh.
#64
Someone better make a video cuz i personally do not have BF1 installed right now.Amazing map!
#65
Try first asking in gametoast for tutorials.maybe in future i might make a video tutorial explaining how to do this.However make sure your Xsi ZeTools work.
#66
You can import for example an existing unit like CloneTrooper and then to import your model that you want to envelop and to assign him to the already existing bones from the CloneTrooper.However how exactly to do this its little complicated.You better ask this question in Gametoast aswell.There i believe are tutorials.If not ask there someone might help you.
#67
Maybe the problem is in your sounds folder.I am having a sound tutorial.DId you tryed it.You made the sound.lvl by yourself right?
#68
3D-Modeling, Animation and Texturing / Re: Rendertype 28
December 06, 2017, 08:12:24 AM
As far i know (since i used it alot for converting models) its like normal map render type and if you use specular is even better (i think it way not work with specular light checked).However someone said that render type 27+spec checked is for bump maps but its doing better job than render 28 so i switched now using always render type 27.Basically they are almost the same but someone said that 27 is better than 28  :shrug:
#69
Released Assets / Re: SWBFII HLSL Shader Toolkit
December 02, 2017, 11:54:43 PM
Sleepkiller for now can you make me a simple core.lvl with just edited shadow shader?I just need my shadows darker.The rest of the shaders can stay unedited.If someone have time to do this that will be cool.My First assault Tat map need darker shadows.I just cannot reach the desire effect with the light section in the Zero editor.
#70
Released Assets / Re: SWBFII HLSL Shader Toolkit
November 30, 2017, 10:44:36 PM
Quote from: RepComm on November 30, 2017, 09:50:13 AM
I'm wondering if we can modify shaders to have pixel point/spot lights emit from nulls/primitives (particularly in vehicles and weapons) that are based accordingly. You'd probably need a reference to the game objects in the scene..

This could make things like a Halloween map that requires the use of a flashlight that actually lights up the buildings that use the shader.

Headlights on vehicles would be so cool!


Maybe you mean something like this?Watch to the end.

https://www.youtube.com/watch?v=pm-B493ucM4&index=14&list=UU4dhQo9u8auzSvj0AzadFKQ

Im using the BF2 Naboo lamp for this.If you want to test it by yourself make sure your map is completely night/dark.
#71
Released Assets / Re: SWBFII HLSL Shader Toolkit
November 30, 2017, 01:34:30 AM
Now if only there is someone to create the relef terrain thing for pixel shader 3.0 that will be awesome!!!!Im telling you people even if its not perfect its a big thing for this game.When i heard that such thing is possible here i totally forgot about other shaders,not because i dont need them.For example if its easyer i would absolutely love to get the full reflection water shader moved to....lets say some of the non working shaders like  the "sky" shader.If im not mistaken it was 11
#72
Requests / Re: Tracking Mine Concept
November 25, 2017, 07:35:52 AM
Here is other wacky idea!The bothan incinerator weapon has an effect when you shoot enemy he is covered in white smoke.You can add this effect to a grenade (if possible i do not know) and when that grenade explode make it so the enemys will take only 1 damage per sec and you can switch the smoke effect with something else.SO basically the effect will follow the enemy soldier.You can switch the effect with Red arrow pointing at him if you know how to di it with particle editor.The problem will be only that grenades do not hit targets behind objects :D
Its still a idea guys  :shrug:  I was thinking about such thing for a years.
#73
Before years ago when i was making my tatooine city map for bf1 i had the same problem.I think i solved it by cleaning my munge files and then munge everything from the begining.Most of the cases this solves problems.
#74
Tech Support / Re: Can somebody help me?
November 20, 2017, 09:09:30 AM
True.I also think its resolution problem.Start Battlefront 2 then go to Options/Video and on the right somewhere you will see Resolution option with number.Change the numbers to something else and click accept.Experiment a little.Maybe you will find the right resolution and you will be able to see the start game option.
#75
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
November 18, 2017, 11:19:11 AM
Statement:Now thats a map tester.Well done Gistech well done  :cheers:

When i finish my map some day in BF2 i will call you for tester.