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#5266
SWBFUpdate Comments and Notes / WIP for March 2012
March 11, 2012, 11:25:21 AM
I am using this thread for what I am working on for March 2012 with regard to the SWBF update.


Tasks:



  • make a smaller download by using on the map.lvl files---removing movies old missions, etc. from these maps.  The downside will be that players will not be able to just drag the file over to addon if they want to play the map as it was made by the original modder. 

  • make smaller side files that use only the relevant materials

  • complete implementation of silver CIS units made by sleepkiller

  • add Sleepkillers latest map conversions

  • have Sleepkiller remind me of the CIS side updates that he sent me







#5267
SWBF1 Modding / Re: BFBuilder Problem
March 11, 2012, 10:49:08 AM
I don't think your OS is the problem.  Let me see if I can find the rep.lvl builder and try it to see if that will work.
#5268
Quote from: Thine Enemy on March 10, 2012, 09:51:01 PM
very good! i love it as it is now :D

i'm thinking of perhaps doing the model myself, i can get xsi since i'm an art student, i just need to know what other things i would need to know about when working on it

Hey thine, don't buy xsi.  You can no longer purchase the version you would need, I think.

However, there are a few options for free.

First, look around on gametoast:
http://www.gametoast.com/forums/viewforum.php?f=36

Although they are heavy into SWBF2, most of that knowledge applies to SWBF.

Then read this and get it:
http://www.gametoast.com/forums/viewtopic.php?f=36&t=14467


and maybe this too:
http://www.gametoast.com/forums/viewtopic.php?f=36&t=22345

We could really use a modeller!











#5269
Good stuff Unit
#5270
I got a video card that claimed it to could do 3D SWBF.  Not sure I ever tried it though  :)
#5271
we have Froggy paintball here now:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=475


link in Ryan's post is for 1.1 is now fixed
#5273
updated assets to include MSH file for DT with specularity removed .  This file also has been edited to use the TGA name included in the asset folder.
#5274
Hi SWBFgamers,

Jedikiller kindly made some modifications to out settings for downloads.  You can now upload files and not have to go through the approval process.  Also, comments no longer have to be approved.

Hopefully this will streamline the ability of modders to share their work quickly and make this site the most happening SWBF modding site on the planet :)

#5275
I took the shineyness off the DT.  re-download if you want it
'
#5276
Snake has a tutorial, but I find it rather confusing.  His tutorial is at:
http://www.swbfgamers.com/index.php?topic=2177.0

As explained in the comments of the post, it is more complicated that it needs to be.



Follow my instructions below to get the unit MODEL and SKIN from SWBF2 into SWBF.  You will
need to mess around with the ODF of the unit if you want weapons modifications.



First, use BFbuilderPro and create a REP side for MODID: peng01
(if you don't know how to do this, you got some learnin' to do)

use windows file explorer and right click on the folder:
C:\LucasArts\BFBuilder\Datapeng01

select properties, and uncheck "read only" and hit OK or apply to all subfolders


I will replace clone trooper with EP3 armoured pilot.


go here
C:\BF2_ModTools\assets\sides\rep\msh
get the files

rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga
rep_inf_ep3armoredpilot.tga.option
rep_inf_ep3armoredpilot_low1.msh
rep_inf_ep3armoredpilot_low1.msh.option



copy them to
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\MSH

go here:
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\ODF

and open
rep_inf_clone_trooper.odf

Make the beginning of this file look like this:
and save it


[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_ep3armoredpilot.msh"


[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "rep_inf_ep3armoredpilot"
GeometryLowRes         = "rep_inf_ep3armoredpilot_low1"

FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"


clean and munge

retrieve your new REP.lvl file, and place it in
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE

(back up your original first)


A couple of tips:  always back up your files before you make additional changes
always do one change at a time and see if it works before making more changes




start up a game, and instead of clone trooper, you see this dude:



I think the others will work the same way.  I leave that to you and ask that you report the results.  The skirts are an issue, I think.  They will not animate, and they may not appear, dunno.  Give it a try.

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

Dealing with low res models


Low res models are used a lot.  Even up close.  If you do not have a low res model, the unit will "wink out" and seem to disappear and re-appear.


Some models that were made by modders do not come with a low res version.  Here is what you need to do:
find your standard res model and the TGA file that goes with it.

In the previous example, it was
rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga


You will need to find a low res model that will skin similar to this one.  Perhaps the basic clone trooper from SWBF would work:  rep_inf_trooper_low1.msh

it takes some experience and trial and error to know if it will work.

The TGA file (skin file) name is stored inside the MSH file.  We need the rep_inf_trooper_low1.msh to use the TGA file that we want:  rep_inf_ep3armoredpilot.tga

Note that the models are different resolutions, but the TGA file is the same for both.

Here is what I have been doing.  I hex edit the low res msh file so that inside of it is the name of the TGA file that I want.  I use xvi32 for a hex editor:
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download


open the file rep_inf_trooper_low1.msh and search for TGA.

In this file you will find that it calls:  rep_inf_trooper.tga
Notice that there are 15 characters before .tga

We need to rename our new TGA file something that is exactly 15 characters before the .tga.
so copy  rep_inf_ep3armoredpilot.tga
and rename it to:  rep_inf_ep3armo.tga

Use the hex editor to over write  rep_inf_trooper with rep_inf_ep3armo

Save the file.


Now, you may not want to over-write the low res mesh name of trooper.  So copy the edited file:
rep_inf_trooper_low1.msh and rename it to:
my_trooper_low1.msh


and call it out in the ODF file


[GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "rep_inf_ep3armoredpilot.msh"


[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label             = "Republic Trooper"
UnitType         = "trooper"
IconTexture       = "rep_trooper_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "rep_inf_ep3armoredpilot"
GeometryLowRes         = "my_trooper_low1.msh"

FirstPerson       = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName      = "all_inf_snowtrooper"



munge the file, and try it in game.  See if it works.  If you dont like the low res msh result,
try again with another file.

#5277
What you need:

Hex editor, e.g. XVI32
imp_inf_darktrooper.msh

Note:  Conversation below edited for clarity


[18:55] {PLA}Sleepkiller: Okay so you want to know how to remove specular from a model?
[18:55] ~{PLA}~ Led: yes, if that is what makes the DT look like it has a light shined on it
[18:55] {PLA}Sleepkiller: Yup it is
[18:56] {PLA}Sleepkiller: Okay so open up the DT Msh in a hexeditor
[18:57] ~{PLA}~ Led: ok
[18:57] {PLA}Sleepkiller: Run a search for TGA
[18:57] ~{PLA}~ Led: ok

[18:58] {PLA}Sleepkiller: Now, go up to the end of the line above it
[18:58] {PLA}Sleepkiller: and you'll see AT

[18:58] {PLA}Sleepkiller: and then on the start of the next line you'll see RB

[18:58] ~{PLA}~ Led: ATRB

[18:58] {PLA}Sleepkiller: Yup
[18:58] {PLA}Sleepkiller: Now look in the HEX display

[18:59] {PLA}Sleepkiller: and straight after this you'll see a 04
[18:59] ~{PLA}~ Led: yes
[18:59] {PLA}Sleepkiller: Leave this one alone always
[18:59] {PLA}Sleepkiller: Go over four 00 and you'll see another 04
[18:59] {PLA}Sleepkiller: change this one to 00
[18:59] ~{PLA}~ Led: yes
[18:59] ~{PLA}~ Led: ok
[18:59] ~{PLA}~ Led: done
[19:00] {PLA}Sleepkiller: Then search for the tga again
[19:00] {PLA}Sleepkiller: repeat the process for this one

[19:01] {PLA}Sleepkiller: it's for the Jetpack

[19:01] ~{PLA}~ Led: ok done
[19:01] {PLA}Sleepkiller: THe lowrez one doesn't have any specular map so save and your done
[19:01] ~{PLA}~ Led: nice
[19:02] {PLA}Sleepkiller: Munge and look at it ingame


19:02] {PLA}Sleepkiller: If you want to keep the specular map, but don't want to have it looking over done
[19:03] {PLA}Sleepkiller: You need to add the Alpha Channel back into it




[19:05] {PLA}Sleepkiller: DarthD.U.C.K. wrote an excellent thing explaining special model parameters

http://www.gametoast.com/forums/viewtopic.php?f=36&t=27355


[19:06] {PLA}Sleepkiller: Of course it's a but confusing on how to do it :P
[19:06] {PLA}Sleepkiller: So disabling it is easier




#5278
ok, Sleepkiller helped taught me how to remove specularity (shiney-ness) on the DT model. I ave updated the file.

thanks SK!
#5280
SWBF1 Modding / Re: BFBuilder Problem
March 09, 2012, 07:30:18 PM
Yes, having the same error indicates that you have not changed anything.  It looks like it is still on your desktop which is stored on drive H.