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Topics - Giftheck

#261
SWBF1 Modding / Lightsaber "Swingtime" properties
October 29, 2014, 12:46:49 PM
Can anybody explain to me what the values of the following line are?

SwingTime           = "0.7 0.5 imp_weap_lightsabre"

The last value is the sound effect that is played. Are the other two for when the saber's damage is in effect?
#262
Requests / Unit conversion request
October 29, 2014, 04:35:47 AM
If I were to upload the following models (in OBJ format), would somebody be kind enough to convert them into functioning units for me?

Here's some screenshots of the models (not all of the models are shown here):










I've done the lightsabers as separate models too just in case you wanted to remove the sabers from the unit models. I don't really mind about not having shadowvolumes for these models.
#263
Requests / Lambda-Class Shuttle
October 23, 2014, 02:43:45 AM
Has anybody got a Lambda-class Shuttle model that could be converted for SWBF? Perhaps the one in this pack here

http://jediknight3.filefront.com/file/Exiled_Clan_Vehicles_Shuttle_and_XWing_MOD;89550

could be converted to use the Proto-Shuttle animations from SWBF2?
#264
SWBF1 Modding / Function of SetmemoryPool("Aimer", XXX)
September 10, 2014, 08:14:22 AM
I'm told Aimer has something to do with anything tht aims, including weapons, turrets and starships. Does this memorypool make it so that a larger amount of weapons can be used, for instance on Bespin: Platforms, where you also have turrets and a large amount of flyers? If it's lower, is that the reason that occasionally weapons will misfire?
#265
SWBF1 Modding / Possible sound munge error
September 01, 2014, 01:36:13 AM
When I munge sounds, I get the following error when executing the batch file:

"munging bfecw.asfx
The system cannot find the file specified"

However, the LVL file is still created, all SFX appear to be present when I import the LVL file into Audacity and no errors are given in the mungelog. Any idea what's going on here?
#266
Released Assets / SWBF2 Minimaps for SWBF1
August 30, 2014, 12:44:00 PM
Anybody trying to do a conversion of SWBF2 maps will have noticed that the minimaps are usually wrongly-sized for BF1 maps. The solution to this was to resize the minimaps, but it was basically trial and error: I experimented first with the Theed minimap, by comparing it to the one in SWBF. Finally, I settled on what seemed to be the right resize and I got to work converting the BF2 minimaps to BF1.

Bear in mind that these are untested, so I don't know if they'll be off at all.

#267
Requests / Addon and Emperor request
August 28, 2014, 11:31:26 PM
I have two requests:

If possible, is there a chance somebody could kitbash the Emperor's head onto the Plo Koon body here:

viewtopic.php?f=64&t=22766

I could then reskin Plo's body to be the Emperor's cape.

And also, can somebody export the hood from the caped Anakin model as an addon mesh?
#268
Additional music is something that the Star Wars: Battlefront series has so far lacked. Other LucasArts games have additional music: everybody who's into game music must surely recall Mark Griskey's work on KOTOR2, TFU, TFU2 and TOR. Given that the game is now in the hands of DICE and EA, do you reckon we'll see new music written for it? And if so, who would you want to take it on? I'd say Griskey or Michael Giacchino. Keep Hans Zimmer away from it, please: we don't need "FPS Generic Soundtrack BGM #19032472374"
#269
So, you want to hex-edit an addon to your model. Say you have the "any_cape" model from Sereja's Nar Shaddaa assets and you want to hex-edit it onto the stock Anakin model. You've done the necesary. BUT! When you've gone to amend the PRNT part to point to where you want the mesh to be attached to, you've found that the name of the part won't fit because at current, it reads "null1" with three empty spaces after it! That won't fit the value "bone_pelvis", now, will it?

Fear not! There is a way round this! You will need XVI32 and its Data Inspector tool. This tutorial assumes you have already hex-edited the mesh to the model you want to.

First, inside the mesh part you want to edit, find the part that reads MODL. This is followed by a four-byte long integer value. Place the cursor on the byte directly after MODL and take note of the longint value. In this case, the value is 8744.

Find the line starting with PRNT. This is followed by a four-byte long integer value, followed by the name of the mesh/bone this mesh is attached to. Again, take note of this value. In this case, this is 8.

Now, move to the byte before TRAN. Make sure XVI32 is set to Insert mode at this point and add an additional six bytes in the hex window.

Now, you have to encode long integer values where you had previously taken note. Place XVI32 back into Overwrite mode. Resize the MODL chunk first as follows: MODL longint+additional bytes (in this case that would be 8744+6 = 8750). Now do the same with the PRNT longint (8+6 = 14).

You will also need to resize your HEDR and MSH2 values, though this is straighforward if you have previously modified them with new longint values to account for the new hex-edited meshes. As above, you're just adding the number of new bytes to each longint value.

Et voila! Resized mesh values will now allow you to place the addon mesh where you want it!

I haven't tried but I'm assuming this can also be done with other sections of the MSH file: for instance if you needed to rename collision for objects ported from SWBFII.
#270
Requests / Explosive Blaster Pistol
August 19, 2014, 01:56:37 PM
http://starwars.wikia.com/wiki/Explosive_blaster_pistol

Does anybody know where I can find this model? I want to give an Explosive Blaster Pistol to my Jump Trooper unit.
#271
Requests / Imperial Heavy Trooper
August 19, 2014, 03:10:53 AM
Is anybody able to make a model like this one?

http://starwars.wikia.com/wiki/Imperial_heavy_trooper

I could see it being comprised of the main body of a Clone Trooper, the head of a Stormtrooper and the breather of a TIE pilot connected to the Stormtrooper's vents, as well as the Sandtrooper backpack.
#272
Requests / STAP Chunks
August 03, 2014, 12:35:32 AM
Can somebody whip up some STAP chunks, please? I intend on turning the STAP into a flyer.
#273
Requests / Trade Federation Ship interior Textures
August 02, 2014, 02:01:06 AM
Does anybody have textures for the interior of a Trade Federation Battleship, by any chance? Perhaps a rip from another game?
#274
So, this thought entered my head recently. See, I have an Archos Gamepad 2, and it'd be awesome to be able to play SWBF on the go (and not least because it actually has enough buttons and joysticks to be able to actually play SWBF). But could it be ported? And to what other systems? Just asking for your two cents on this.
#275
SWBF1 Modding / Skirted Heroes
July 23, 2014, 02:36:09 AM
What's this about? Well, after looking at most of my mod's heroes, I noticed that A: the lowres mesh uses the exact same mesh for skirts as Mace Windu, and B: the units that come from BF2 look downright silly without their skirts. For the units I have already solved this problem by adding an addon mesh to give BF2 units a kama (though they don't move) but for the heroes I would need to export the cloth mesh (which cannot be seen in SWBFViewer) and then re-map it. So my solution is to take BF1 Mace Windu's skirt and place it on some of the heroes in BF2.

Here's what I have done (this is Mace Windu's skirt from BF1 on the BF2 Obi-Wan model):



I'm also working on Anakin and Maul. I had a look at trying to scale and correct the Clone Wars Obi-Wan model but that would take literally ages of aligning each part of the mesh (it exports into a pile of mess).

I'm also going to add the lightsabers to the Jedi models. This is because in BF2, the lightsabers are visible in Hero Assault Mode on the select screen but in BF1 they are not. I may convert versions of these models without the lightsabers as additional pieces for anybody who wants those.

The only issue is, of course, I cannot export these as unit models as XSI hates my system completely (I'm using a lesser-known program by the name of Metasequoia). So if I were to export these to OBJ, would somebody be willing to convert them to MSH and test them for me?
#276
Requests / Lightsaber addon/weapon model
July 22, 2014, 01:47:22 AM
If I were to convert a few lightsaber models so I can add blades in Metasequoia (my modelling program of choice for another mod kit), would anybody be able to convert them to weapon meshes?
#277
I'm looking into getting back to modding soon. There was one thing I tried to get working and that was a turret dispenser, however as we all know turrets sit in midair if we're using a straight-up dispenser. So what I wanted to know is this: is there an alternative way of getting a turret dispenser to work? Perhaps we could throw a detonator of some kind and it 'detonates' into a turret, or manipulate the Orbital Strike so that it fires one shot where you want it to and that spawns a turret.
#278
General / Gametoast Down
February 15, 2014, 09:58:12 AM
QuoteWe are rebuilding the site , please come back soon! - Guru

Seems GameToast is doing some 'improvements'. Dunno what this means exactly, as I have seen many a forum claim to be doing improvements only to use that excuse to shut down, though that probably doesn't apply in this case given GameToast is still quite used.
#279
SWBF1 Modding / Space Map Conversion Project
December 05, 2013, 12:35:37 PM
I am proud to announce that I have started work on converting the nine Star Wars: Battlefront II space maps to Star Wars Battlefront.

I've figured out a way to make them work well enough. These are the highlights:

-There will be three command posts per team: the hangar is a capturable CP and is where vehicles are spawned. It'll be difficult to take though, as not only is it a heavy Command Post, but it is right next to Command Control (formerly the Autoturret Mainframe). The third CP is the Command Bridge. All three CPs are selectable and all three will allow you to spawn aboard your capital ship.

As with Star Wars: Battlefront II, you will be restricted to two classes in space: the Marine and the Pilot classes.

The goal of making the internal CPs as I have done is to give incentive to board the enemy ship and to give use to the carrier classes (K-Wing, Sentinel Shuttle, Droid Gunship, LAAT/i Gunship). For fun you can take out the other critical systems and the enemy frigate but they won't do anything to the opponent's score.

The only thing I have left to figure out is how to get the autoturrets working. I have a hypothetical version ready.

I have already started work on Space: Yavin and screenshots and status updates will be posted as and when I can. The only one that I foresee giving problems will be Space: Mustafar as that is a cross-era map and as such requires complete sound rebuilding to work.

This project will start aside from the SWBF Celebration mod, but will eventually be integrated into it.
#280
Requests / BF1 Kashyyyk: kachircho world assets
August 02, 2013, 01:19:02 PM
Not sure this one can be fulfilled, but I'll give it a whack anyway.

Does anybody know if the world assets for the BF1 version of Kashyyyk: Kachircho by dragonum (chaldralrd2) are out there? I remember the release version was a beta, but I think it ended up ported and changed in BF2. Porting that map back has proved problematic.