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Topics - SleepKiller

#81
SWBF1 Modding Tutorials / .class File Format Notes
June 21, 2012, 09:12:12 PM
.class File Structure

ucfb - Declares the start of a binary file used by SWBF. Only present in munged ODFs if not packed into an .lvl file.
          longint - Size of the file, excludes ucfb and this longint.
entc - I'm guessing this stands for entity, the most common ODF header.
          longint - Size of the section to follow, excludes all past sections and this one.
ordc - An alternative to entc, used in class labels like bolt or bullet.
          longint - Size of the section to follow, excludes all past sections and this one.
expc - Another alternative to the beginning header of the .class file. Used for explosions.
          longint - Size of the section to follow, excludes all past sections and this one.



I have much more information to add, including the way the ODF hashes work. I will update this later, after I take a break.
#82
Things you will need,
Common Sense
XVi32
Gimp
The MSH you want to make Shiny.

Okay so now let us open XVi32 and load up the MSH we want to make nice and shiny.  Run a search for .tga, on the same line or on a line up you should see ATRB. Now look over into Hex View. After ATRB you will see 04 00 00 00 00 00. Change that to 04 00 00 00 00 04. Save the MSH.

This bit isn;t required but it stops the image from being waaaaaaay to shiny.
Now Open Up Gimp, load up the texture of the model. Go to the drop down menu Colors, then into Components press Decompose. For Color Mode do RGB, and make the sure Decompose to Layers is checked. Let Gimp do it's magic. Now you will get a new image with three layers.  Right click on the layer that is marked as Red and hit Duplicate Layer. (If you don't have the layer window up press Ctrl+L to get it up.) Rename the new Layer to alpha. (Right Click on it and press Edit Layer Attributes.)

Now select alpha. Then go into the drop down menu Colors again and go into Curves. Drag the curve down a bit till you get a nice dark and in most cases shiny image. Press okay. Now go back into Colors>Components>Compose Change the color Model to RGBA. Now you see the little drop down selection boxes, one for Red, Green, Blue and Alpha? Select those and select the correct layer for them. For instance rep_inf_trooper-RGB.TGA-17/Red-35 Ensure they all line up, then press compose.

In the new image that appears press Ctrl+C. Then in the original image, press Delete. Before pressing Ctrl+V to paste in the new image. Go into Colors again and press Color To Alpha, leave it as the default values and press okay. Now paste in the new image via Ctrl+V. Save without RLE Compression and you are now done! Munge and admire the shiny model.
#83
Today marks the day we have cracked yet another limit in SWBF! We can now get five weapons instead of the old limit of four! I have tested and it seemed to crash with any more but I won't say you can't get six because after all, we now have five when the limit was thought for the past eight years to be four.

A little video showing it off before we begin the tutorial.



Now the overall process is quite simple and it works much like SWBFIIs weapon system.


I will use the CIS Assault Trooper as an example and I will add a rifle to him.
First up find this section of code.

WeaponName1 = "cis_weap_inf_torpedo_launcher"
WeaponAmmo1 = 7
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1
WeaponName4 = "cis_weap_inf_mine_dispenser"
WeaponAmmo4 = 4
WeaponChannel4 = 1


No Remove the numbers from the end of each of the commands like this.

WeaponName = "cis_weap_inf_torpedo_launcher"
WeaponAmmo = 7
WeaponName = "cis_weap_inf_pistol"
WeaponAmmo = 0
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 3
WeaponChannel = 1
WeaponName = "cis_weap_inf_mine_dispenser"
WeaponAmmo = 4
WeaponChannel = 1


Now label each of them with WEAPONSECTION         = * like this.

WEAPONSECTION = 1
WeaponName = "cis_weap_inf_torpedo_launcher"
WeaponAmmo = 7
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 3
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "cis_weap_inf_mine_dispenser"
WeaponAmmo = 4
WeaponChannel = 1


Now I am going to insert a section for the rifle like so.
WEAPONSECTION = 1
WeaponName = "cis_weap_inf_torpedo_launcher"
WeaponAmmo = 7
WEAPONSECTION = 2
WeaponName = "cis_weap_inf_rifle"
WeaponAmmo = 5
WEAPONSECTION = 3
WeaponName = "cis_weap_inf_pistol"
WeaponAmmo = 0
WEAPONSECTION = 4
WeaponName = "cis_weap_inf_thermaldetonator"
WeaponAmmo = 3
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "cis_weap_inf_mine_dispenser"
WeaponAmmo = 4
WeaponChannel = 1

The class now has five weapons! Now go I expect to see classes with five weapons in everyone's mods! (A little credit to me would be nice.)

Final note, this WeaponChannel   = 1 says that the weapon is a secondary one.

Enjoy and I hope this made sense to you.


#84
SWBF1 Modding / Neon Cloud City
June 15, 2012, 05:15:24 AM
I have worked for some time to make a mod like BattleBelk did in his chameleon one with the changing sun colour. Now that I finally done it my mind simply will not rest until I show it to someone!


Thoughts? Flames for being an arrogant show off?
#85
Here is my video series on how to use Zeroeditor and make maps. I do have 2 other parts filmed and a fourth one was attempted to be filmed but for some reason only the audio survived. So it will be refilmed. Expect the other two (Or maybe 3) to be live in a couple of days.

Best viewed at 720p full screen.

-- Teaches project creation, Zero Editor controls and Object placement.

-- Teaches AI pathing and painting textures on the terrain.

#86
Released Assets / Repulse Super Battledroid
May 24, 2012, 04:14:07 AM
I couldn't think of anything funny to put here. So I put this smiley here :bonk:

Test video!


Quote from: ReadmeRepulse Super Battledroid

Includes jeteffect, basic ODF for you to modfiy and textures for you to modify.

Made by SleepKiller, huge thanks goes to tirpider and Pandemic.

I don't have internet data and mediafire uploads quickest. Could someone mirror this here? (I am looking at you Led.)

Click Me!

edit by buckler:  local link
http://www.swbfgamers.com/index.php?action=downloads;sa=myfiles;u=75

#88
Released Maps and Mods / NABOO: THEED NIGHTTIME
May 09, 2012, 03:30:24 AM
NABOO: THEED NIGHTTIME

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=568

I think the title summed it up pretty well. In this mod you can enjoy the full effect of Theed at night time and get owned by everyone because you can't see at all.

How was that at a job for putting you off downloading it? :P

Just kidding, the mod actually looks pretty nice.



I just love fooling around with SWBF1s lighting system...
#89
Released Assets / Arc Jet Trooper
May 03, 2012, 09:42:47 PM
Arc Jet Trooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=558


Well, I had some spare time and I didn't feel like working on some of my other projects. So I whipped this guy up. Basically it is the arc trooper with a jet pack on his back. Simple I know, maybe somebody has a use for it. Everything is correctly indexed and such so i don't think their should be any problems on it. I even tested it ingame.

#90
I think the tittle was pretty descriptive. In this your going to learn how to do some basic LUA scripting to set up a test that if it is correct runs commands.

For starters go to some place in your mission script. Now type in.
if(ScriptCB_InNetGame()) then
Now this finds out if your in a net game, and if you are to then run the commands below the line.

We're not done yet. I'm using this to set-up Multiplayer only bleed. Although you could put anything you want here.
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 2.25)
AddBleedThreshold(ATT, 1, 3.0)
AddBleedThreshold(DEF, 31, 0.0)
AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 2.25)
AddBleedThreshold(DEF, 1, 3.0)
Example only, you can put anything there.

Now type this.
end
This ends the blockwithout it ScriptMunge and your game will crash.

Alternatively we could type in this instead of end.
else
And put some commands here that would run if the test failed.

so for instance we could put it instead of the CIS addclass section to make Countduko playable only in Singleplayer.
if(ScriptCB_InNetGame())then
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
else
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",2)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_countdooku",0)
SetHeroClass(CIS, "cis_inf_droideka")
end



Don't say I never share stuff.
#95
I an idea for a new Tournament that I'd like to see happen/help organize. The concept is, a 1v1 tournament.


edit by buckler:
Here is a link to the bracket:
http://challonge.com/swbfgamers




The rules of it, (Most are open to discussion.)
- 1v1 All Classes, Fair Sides Rebels (Open to discussion.) with modded Skins to tell the teams apart,
- 10 Tickets per team,
- Capturing Of CPs Disabled,
- Taking Place On Cloud City as it is the best map for balance,
- Heavy Anti-Glitch and Heavy Anti-Cheat Enabled ,
- Done inside of a addon map for simplicity's sake,
- 5 second spawn delay,
- Double Elimination Bracket.

Since I left a gapping whole allowing the Sniper crosshair to be modded. I'm posting a link to a mod that puts a dot in the middle of it so everyone can be on the same playing field if they wish to use it. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=296

Be sure to grab the Addon map required to play.
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=537

Current Participants - Post here and say if you'd like to participate.

  • SleepKiller - If it causes problems since I made that I made the addon map and am playing, I won't participate.
  • Droideka
  • Commando Sev
  • Phobos
  • ComCody
  • Des
  • tirpider
  • Led/Buckler
  • Dbiz 1617
  • Allanon
  • Lyza
  • gdh92
  • ComFrost
  • Unit 33
  • BlackScorpion
  • BeanBag
#96
You may have noticed that the server {PLA}CloudCity! is a little strange. Modified weapons, speedy pilots, walk through walls, invisible ramps, crazy spawn nodes. And more.

This contains the files I made for the mod, it will let you host a similar server. (Mission.lvl not included, Led made that it's up to him to release it.)

http://www.mediafire.com/download.php?9oa3z6mkc5foahd

Replace the side lvls with the new ones as well as the common.lvl with the new one and the bes2.lvl with the new one. (I can't be bothered writing full instructions at the moment. Anyone else be my guest.)
#97
SWBF1 Modding / SWBFII Conversion Pack[WIP]
March 30, 2012, 12:59:10 AM
Early test pictures.









image hosting
OLD POST
[spoiler]So I had this Idea for a mod, we all know about the SWBF1 Conversion Pack for SWBFII. But we don't have one yet.

So my idea is port the SWBFII maps as best as I can done to vehicles and such. And port the SWBFII sides as best I could like the new classes. One of the special classes would have to be cut since we can't fit all six sadly.

Thing is I don't want to waste my time, I'm getting an increasingly shorter amount of it lately. So I want to know people want this kind of mod and would play it.

Comments, Flames, Questions, Suggestions?[/spoiler]

#98
UTAPAU: SINKHOLE


I can't be bothered writing a description, but in writing this sentence am I in fact writing a description?

[spoiler]




[/spoiler]


Credits
Led and his testing gang.
tirpider
BattleBelk

PATCH 1: Fixed the lack of health and ammo bots... oops. 

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=514
#99
GEONOSIS: DUST PLAINS SWBFII Conversion

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=500

Patched download, grab it!
#100
Released Maps and Mods / ASTEROID: MINING FACILITY
March 18, 2012, 04:06:23 PM
ASTEROID: MINING FACILITY

In this map you'll find yourself either defending or attacking a mining station during the clone wars.

Back story - The CIS have located a secret mining station of the Republic. They are attempting to siege it. The CIS have secured the landing platforms, the small garrison is rushing to secure the mine entrance. Whichever side gets it first will receive a huge advantage in the battle. The Republic's perimeter defences have shot down a Techno Union ship both sides should aim to secure it. A near by rock outcrop also servers as an excellent staging point securing it will allow both teams snipers optimal vantage points.








Download Link