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Messages - Teancum

#31
SWBF1 Modding / Re: Naboo Jungle [released]
February 19, 2019, 10:23:53 AM
Cool. I'll give it a spin. If I have any specific feedback for you I'll pass it along.

Well done!
#32
Nope. One layer only
#33
Open your mission lua, CTRL + F (find), type SetUnitCount. It's usually around line 50 or so if you use line numbers in your text editor (some text editors don't have line numbers).
#34
General / Re: Site's contact with Pandemic developer/s
February 14, 2019, 02:27:06 AM
So there was a time shortly after the mod tools were released that we also had two Pandemic other Pandemic devs join Gametoast. They were around to unofficially support the mod tools, but they were bombarded with non-modtools related questions and so removed their accounts after only a few weeks.

The Psych0fred incident was regarding PSP modding. He was no opposed to doing mods on non-PC platforms, but the instructions to install that mod included how to mod the PSP itself, which he was not comfortable with. He decided it was best to remove his GT account.

I still email him every year or so with a question or request. He's been good to me because we have a rapport built up, but chatting with a few other community members it seems like he only answers emails from people he knows, or at least ones he can deem trustworthy based on their community reputation. I get the feeling he's tired of the constant barrage of emails. Nice guy though.
#35
Stuck without it forever, honestly. At least that should be the expectation. The prospect of injecting all-new lua commands is beyond pretty much anyway in the community.

/sadface
#37
Yep, just like I did back in the day. I got Saleucami to load in SWBF1, though, so at the moment I'm not overly worried.
#38
I'm running my old CD version. The game and ZeroEdit run fine. It's just SPTest
#39
I'm trying to get my Saleucami and Cato Neimodia maps working in SWBF1, but I can't get SPTest to launch. I've tried compatibility settings, etc (I do IT for a living, so I did all the tier 1 support stuff  :D )

Any other ideas? I thought about using a directX wrapper of some sort, but it doesn't even get that far into launching. It's like it crashes the instant you click on it.
#40
Cool. What I've been doing is just splitting the model and keeping everything in its current position in XSI. That way I can just plug in identical XYZ coordinates for each split object in ZE. Same concept for Kashyyyk (ES), which I haven't check in SWBF1. I've got ~10-15 objects, but haven't checked the poly count on those.
#41
So I'm trying to port Renegade Squadron's Saleucami over to SWBF1 from SWBF2. The original model sits at 20,000 polys, and I've started to break it up into several objects. I haven't had much luck getting it to run in SWBF1 so far. I think the main mesh is still around 10,000 polys. I just need to know how much further I need to break it up so I can make it run reliably in SWBF1.
#42
Requests / Re: Scarif and the U-wing
December 26, 2018, 06:53:39 PM
That looks amazing, Borono! Good work!
#43
For that price it's worth it for the campaign alone. Honestly the campaign and its expansion are worth 15 at least. The multiplayer isn't my kind of game, but I can say it's really solid.
#44
SWBF1 Modding / Re: Movie file names
December 20, 2018, 10:17:32 AM
I guess I never realized the menu background was actual movie files. I just figured it was Flash animations or something like that.

Nice find Gistech!
#45
SWBF1 Modding / Re: Movie file names
December 19, 2018, 09:38:59 AM
Here's a great topic on movie playback in general. How to make them, how to play them, useful functions, etc.

http://gametoast.com/viewtopic.php?f=27&t=12622