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Messages - Thor110

#16
SWBF2 Modding / Re: swbf2 Nicjnamechanger???
September 27, 2017, 02:21:57 PM
Ah I see, in which case there must be something that indicates how many characters the profile length is, trying to figure out how to rename to anything within the character limit / to have more characters.

Thank you though, that is good to know :)

Alternatively I suppose I could solve the issue I have by making a mod to remove the bonuses applied by the player profile, not sure, not a big issue for me for the moment, but thought I might ask about it while a similar question was here.
#17
SWBF2 Modding / Re: swbf2 Nicjnamechanger???
September 27, 2017, 02:02:13 PM
There must be some way to change the name of the "Player 1.profile" file so that it reads your "Profile Name : YourName" instead of "Profile Name : Player 1" in the top left of the game.

Changing the filename changes what it says on the drop down and changing the gamespy login which doesn't work just changes what it says in the gamespy login.

My response was both a reply and a follow up question.

The first person asked about a nickchanger, I was talking about editing the .profile file manually to change the Profile Name.

Sorry for confusion.
#18
SWBF2 Modding / Re: swbf2 Nicjnamechanger???
September 27, 2017, 01:39:34 PM
Perhaps not a need, but I am sure some have a want :p like using the completed profile from moddb, it's called "Player 1" who want's to be called that? I was looking into editing the file recently, after hex editing and saving it doesn't load still so missing something.

Like you say though, there isn't a big need for it, but I have been looking into renaming an existing .profile file.
#19
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
September 26, 2017, 04:01:05 PM
Wow that map is absolutely astonishing :) brilliant work! The above post also interests me and likely many others, I would also be interested to know and I believe it is the case but does anybody know if BF2 is under exactly the same restrictions? I believe they are both on the same engine, but the limits could have been increased, I haven't looked into it yet.

Also is there any chance you would be making this map for BF2 as well? if not, I am currently learning to make maps and port BF1 maps to BF2 once completed, could I have your permission to convert this map to BF2 also?

Thank you in advance for your reply as well as your hard work and dedication, those glass windows / hallways and pillars look stunning :D and the area where Qui-Gon / Darth Maul battle! Absolutely breathtaking!

Thor110
#20
Would anybody be interested in discussing ideas for a mod I am hoping to work on, also seeking modders and mappers to help.

Intended for BF2, but contemplating a BF1 release with the same content, or adding Classic Conquest Game Mode to all maps.

Main focus started as a personal mod / map pack, but I decided that I wanted to make a few maps and modifications to Battlefront 2 both for myself and for others if I can manage it.

I want to take all the mods and maps I currently have, package them together, make all the factions work across all the maps, or at least the relevant ones, make all game modes work on all or relevant maps.

I also want to remove Dark Times from the Prosecutor map, currently noting a lot of little things I would like to alter within the game / version I am using.

Also have plans for creating a lot of KotoR I & II Maps intended for the KotoR faction from the conversion pack, but depending on peoples thoughts perhaps for all factions.

Another main focus is to package all the best models and textures for each individual unit type amongst each faction together.

Example : Droideka from BF3 Beta, Evolved Models & Cockpit Views in one package, along with any other touch ups possible.

Does anybody have any thoughts, questions or advice to offer?

A lot to undertake, may not happen, may need to build a team.

For now seeking advice on the BF1/BF2 issue, personally I am preferring BF2 now a days but when they first came out I preferred BF1, I think classic conquest solves this issue, though the BF1 menu is also very nice.

Many possible routes I could take such as
BF1 & BF2 Release
or Installer for just BF2 offering an option to use the BF1 menu if possible as well as the choice between updated models and textures or not.

Trying to decide if either one will perform better for this overall, also hoping CdtFox's upcoming mod may become either a part of or work alongside this idea, that way Classic Conquest, Prone and Cockpit View, pretty much covers the BF1 changes, besides perhaps stat changes, which can be worked out later, unless Classic Conquest already covers that.

Thank you for anyone that might have taken the time to read all or any of my ramblings / ideas.

I currently have a pack of all the mods / maps I am using as well as a list of, pretty much everything works together perfectly, except a few maps that do not work with the Imperial / Rebel Factions.

But I am hoping that should be an easy fix once I figure out what I am doing.

Any help understanding how I might go about achieving some of the more simple tasks I am looking to do would be greatly appreciated.

As well as any thoughts on the mod idea, I have talked about it here and there, not actually got any content yet, just a mod / map pack, a few documents containing ideas and a mood board / thoughts on some individual / specific maps to take from KotoR for the KotoR factions.

I still feel many old games could and should be at the forefront of 2017!

Having enjoyed playing just a little bit of BF2, messing around and dying a lot way more than I have any new age game in years.

Again thank you for taking the time to read and sorry for potentially wasting anyones time with my thoughts and ideas.

Thor110

My posts are terribly un structured for the moment and potentially difficult for people to read, I apologise and will do my best to revise this in the future.
#21
Welcome Center / Re: Hi there BFII Community!
September 26, 2017, 01:16:52 AM
It's always a shame when assets are lost :( I was hoping to extract everything I needed out of the files.
#22
SWBF1 Modding / Re: Halloween Modding Competition
September 25, 2017, 04:17:42 PM
"banned the entire world" that sounds like a sad state of affairs... :(

Going to get myself a copy at some point and check out some BF1 mods when I can ^^

I have signed up to gametoast, but have not had an authentication yet.
#23
SWBF1 Modding / Re: Halloween Modding Competition
September 25, 2017, 02:49:07 PM
I will get myself a copy of BF1 soon and check it out :) if that is the case perhaps I should make the Mod Pack for BF1 or make them Cross Compatible for BF1 & BF2 / a version for each :)

I also forgot how BF2 added Jedi to the Mix where as they were not playable in BF1.
#24
I have no idea, I could be wrong, but the same as what this thread says is the last I heard / read about it, though I haven't really kept up to date with it to be honest.

If that is the case though, good to hear :) I will have to have a look around for more up to date news on this fiasco.

Hmm, see now I heard that also, but after the news about mod tools, but I also remember reading from steam that it was altogether cancelled due to them not being able to guarantee non interference with GTAO.
#25
Welcome Center / Re: Hi there BFII Community!
September 25, 2017, 02:42:54 PM
Actually in that case I was on about the stock maps :) ^^ I had forgotten how different BF1 and BF2 were and we were discussing the differences.
#26
Welcome Center / Re: Hi there BFII Community!
September 25, 2017, 02:02:39 PM
Of course, how could I forget about how unbalanced the Jedi made BF2!

I forgot that you could not play them in the first one.

Perhaps it might be worth porting many of those features to BF2 :)
That gives me some things to think about for my mod, I will definitely think about changing the reward system, perhaps even removing Jedi as playable altogether.

How exactly are the Rocket Troops better? Grenades to jump :o that sounds dangerous :p

Someone must have ported the cloud city map by now? There are 1 or 2 conversions of the BF1 maps that I have seen.

I definitely have to get myself a copy of the game now :)

Thank you for the welcome Nyx, I am hoping to stick around for a while and dive into BF2 modding, perhaps even BF1 modding by the looks of it.

If anyone is interested in joining me in my endeavour let me know, take a poke around and read some of the posts I have made regarding the mod I wish to make and let me know what you can or can't do :)

I for one can't do anything technically at the moment, but I studied game design and have worked with various engines, made many a silly map for myself and played about with many a tool, texture editor, model editor and other such programs / tools.

Nothing impressive to show off for you all though I am afraid, I lose a lot of the things I make and give up on a lot of them also, the best thing I have lying around anymore is a flash game I made some years ago that never got finished either :p
#27
Welcome Center / Re: Hi there BFII Community!
September 25, 2017, 01:41:49 PM
Why is it that everybody here seems to prefer BF1 so much?

With all the mods available for BF2 it seems pointless to play BF1, to me anyway.
Unless there are some things I am forgetting.

CdtFox's mod I believe will be adding prone back into the game I believe.
There is a mod for the cockpit views.
All the maps were ported.

There must be some feature of the first game I am forgetting about :P I must get another copy of it for PC sometime.
#28
I still don't understand how they managed to stop the mods :( they did everything they could to make sure people legitimately owned GTA IV & V

Perhaps they decided if they ever wanted to do it themselves they wouldn't be able to make money if a mod team did this...

It is a shame, I definitely found it upsetting when I first found out about this, countless hours of peoples hard work gone to waste because Rockstar said "no you can't make our old games great again".... basically but in legal format...

Nevermind! :)
#29
SWBF1 Modding / Re: Halloween Modding Competition
September 25, 2017, 01:27:33 PM
Awesome to know :) and may I ask why is it that some of you lot here at swbfgamers seem to favor BF1 over BF2 so much?

If I focus, this could be a great starting point to making the mod / collection I want to make.
#30
1. Does anybody know how to edit player profile files? player.profile?

I would like to offer the option to name the profile, instead of having Player 1.profile the completed profile from moddb.

2. Does anybody know how to edit the loading menu image / graphics?

I would like to alter the loading graphics, I will make something to say Star Wars Battlefront III.

3. Does anybody know how to modify the main game EXE?

I would like to remove Gamespy or replace it one day.

4. Does anybody know if there are any fixes for bloom & anti-aliasing alongside ReShade or ENB?

I was hoping to fix this for my mod.

5. Does anybody know if anyone has modded the exe/main menu to run at 1920 x 1080 without graphical problems?

Again I was hoping to update the menu for my mod.

There are some starting points/questions I would like to ask, incase anybody can give me the long or short answers without me having to do lots of work to find out some of these things might not be possible or at the least I already know they will be more difficult than they sound.

From there my starting point will be to create Korriban from KotoR 2 as a map for BF2.
Potentially including some spooky sith ghosts and jedi padawan as a new faction for the halloween competition, if I decide to do so.

thinking of titling the mod just "Star Wars Battlefront III" but also wanting to do some actual work / modification before making any official posts or announcements.

I have listed in depth some of the goals I hope to achieve for BF2, likely quite messy and difficult to read, but I am working on that.

Another question, does anybody know of any better tutorials, many of the fileshare links and tutorial links are outdated and no longer accessible, there is a series of videos for making a map on youtube, the bf2modtools documentation, then there is swbfgamers, gametoast and moddb.

There are many a detail I need to take in right now, things like poly count, texture resolution limits and so on.
Anyone able to give me the lowdown on some of these things without me having to do hours of meticulous research, trying to avoid making something and having it not work, though these things often still happen.