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Topics - jdee-barc

#1
SWBF1 Modding / Assembling capitol ships
June 05, 2017, 10:08:03 AM
I'm trying to plan out a campaign map of the Holy City of Jedha from Rogue One, with a star destroyer (from the BF2 modtools assets) hovering above. Does anyone have a way to do this efficiently or an already-assembled obg file for this that they'd be willing to share? This is not something I'm particularly skilled at.
#2
Not-quite-accurate but BF1-compatible Rogue One Death Trooper

The title describes it all.
I wanted to use Gogie's Rogue One models for my mod but they are literally too high-quality for BF1.
This is my take on the death trooper - not quite accurate to the movie (at all), but it captures the overall aesthetic.

https://www.dropbox.com/s/0n6lovbesr5283q/deathtrooper.zip?dl=0

[spoiler][/spoiler]

credits:
Gogie: original inspiration, a few texture parts
Deviss: Stormtrooper with Clone Body
CodaRez: Addon antenna
me: skinning and hex-crafting
Tirpider: for the hex-crafting tutorial
LucasArts x pandemic: everything else
#3
SWBF1 Modding / buffer overrun problem
April 17, 2017, 05:07:53 PM
This only happens in the Clone Wars era of my mod. Not quite sure what the cause is (there's nothing obvious in the bfront log either). Any ideas?
#4
SWBF1 Modding / the rep_fly_vtrans thread
March 22, 2017, 07:07:32 PM
Here is proof of making the LAAT/c gunship work as it was intended to (sort of).
How I managed this:
un-dashing the setcarrierclass command in the mission lua and also undashing the setmemorypool for "carrier class"
Then I created an odf for "rep_fly_vtrans" (the laat/c) by copying the rep_fly_gunship odf, removing weapons, changing geometry and animation names, collisionpoints, and changing the class in gameobjectclass from "flyer" to "carrier". I also changed the ATTE spawnpoints from com_item_vehicle_spawn to com_item_vehicle_pad, which was what the ODF tutorial listed as being the obsolete ODF for the AT-TE's to be dropped off.

Fixed Issue:
the animation bug where it was spinning out of control before settling down. This would lead to units being unpredictably killed by a rapidly spinning gunship.

Current Issues:
The model of the laat/c itself has many collision issues. such as being able to walk through parts of it.
It does not take off after spawning with an ATTE. The AI that spawn at the AT-TE and man it however are smart enough to turn and walk out from under and around the LAAT/c. Because it does not leave, It will just sit there until it is destroyed by the enemy. It is also unpilotable (though i don't think it was supposed to be in the first place).

It would help if anyone knew of way to delay the spawning of vehicles so I could see if the dropoff part of the animation works
#5
Welcome Center / Back after several years
March 22, 2017, 10:55:08 AM
Hi everyone, I'm back! had to stop rather abruptly to focus on school (because going in for a music degree leaves you with very little free time for the first two years - and what free time you have you end up spending getting too turnt)

I purchased a new laptop, redownloaded all my assets, and have more less retaught myself how to do everything. I don't have a release date for the mod I was working on unfortunately.

FYI Just now I figured out how to make the "setcarrierclass" command work, although the animation of the LAAT/c gunship itself seems a bit messed up at first (and the collision is incorrect - i basically just copied the rep_fly_gunship odf, replaced the geometryname, animationname, and removed the weapons. It also does not take off after the AT-TE disengages, and due to the current but fixable collision issue, it just walks right through the laat/c)  I'll look more into it later and post screens when I have the time.
#6
I know that you can play SWBF (preferably 1.2) on a linux machine with wine without any issues. but I wonder about the mod tools. Does anyone know how this would work or not work out? (if it works well enough, I'm considering switching to Ubuntu)
#7
Tech Support / Issue with overheating laptop
February 22, 2013, 07:44:21 PM
So, if I play more than two SWBF maps in a row (sometimes even more than one), my laptop overheats and stops working and I have to shut it down, let it cool off, and than restart it. It's becoming a huge problem for trying to finish my mod, because it's not good for the laptop when it overheats like that (so I try to run things as little as possible now). It happens also, if I play TF2, gmod, SKyrim, or GTA San Andreas for more than a certain amount of time (GTA is the least problematic). Any ideas as to what to do?

In case specs are needed - HP Pavilion g6 notebook, Dual-Core AMD A4 CPU (1.9 Ghz)+ Radeon graphics, 6 GB RAM, 64-bit Windows 7
#8
General / Friendly Reminder!
December 29, 2012, 08:26:00 AM
Please do not bump topics that are more then a month old unless you have something important regarding the subject at hand.
#9
General / Where did gametoast go?
November 04, 2012, 03:02:10 PM
I needed to access a tutorial on gametoast but the site is...not there? Anyone else have this issue?

[spoiler][/spoiler]
#10
SWBF1 Modding / Animals as local side?
September 26, 2012, 10:17:46 AM
If you look on Naboo and Hoth, Kaadu and Tauntauns spawn as pilotable vehicles, as opposed to standalone ai units. How should I go about trying to change the odfs to make them ai units so I can have say, a kaadu as a local third team on naboo?
#11
J-Dee's BattleFront 1.5 / Misc stuff from the mod.
September 16, 2012, 05:30:38 PM
Misc Pics

Sarcastic HUD localizations
[spoiler][/spoiler]

I changed things

This                                 Replaced with this:
"x killed unit y"                    "x pwned y"
"x killed himself"                 " x accidentally himself"
"x killed teammate y"           added "shameful." at the end
"x died"                             "x died of shame"
"captured"                          "seized"
#12
J-Dee's BattleFront 1.5 / Units and Vehicles of the Mod
September 05, 2012, 07:09:35 PM
Sorry for the delay, Guys!
#13
J-Dee's BattleFront 1.5 / Maps you'll be seeing in the mod
September 05, 2012, 06:43:49 PM
Maps of the mod

Gogo12 Maps: Originally he was working on this project with me, developing the maps for the mod. HE has since moved onto his own awesome projects. You can thank him for the following awesome maps

Raxus Prime: Junkyard
Morishim: Canyons
Dxun Moon: Mandalorian Camp (If have the free time and everythings done I'll set up a mandalorian side)
DXUN Moon: Forest Path (Campaign map)
Nar Shaada: Rooftops
Korriban: Valley of the Sith Lords
Hoth: Echo Base (extended)
Geonosis: Spire (extended edition)
Dantooine: Compound
Felucia: Forest
Space Naboo
CIS Core Ship (Behind Enemy Lines)
Dagobah

Psych0fred's Chain Isle

SWBF2 Converted Maps available in the mod
Mygeeto (Scum/Strike)
Mustafar (Scum/Strike)
Utapau (Scum/Strike)
Jedi Temple (Jedi Temple)
Polis Massa (Battlebelk)
Tantive IV (SleepKiller)
Death Star (Sleepkiller. my campaign mode additions are in progress)
BF2 Kamino (WIP) (me)

My Finished Maps
Conversion of Authraw's Dathomir BF2 map (Converted with his blessing)
Bespin: Platforms (modified)
Kashyyyk: Docks (extended version)
Conversion of Naboo: Prototype


Maps In-progress:
Yavin IV: Abandoned Oasis
Venator: Hangars


Maps in the concept/planning stage
Rhen Var: Harbor (extended)
Tatooine: Dune Sea (extended)
Naboo: Seaport




MAP SHOWCASE
1st Map: YAVIN IV: ABANDONED OASIS
Images of the Yavin IV map in zeroedit.

The outpost
[spoiler][/spoiler]

The decrepit old bridge and the canyon entrance
[spoiler][/spoiler]

The oasis
[spoiler][/spoiler]

The remains of a compound of a temple
[spoiler][/spoiler]

The fountain
[spoiler][/spoiler]

Still to do: Add more trees and some more props
add turrets (the really tall yavin ones),
Add vehicle spawns,
put cps in their right places
add spawnpaths, plans, and barriers.
munge

Screenshots Ingame


It's basically the remains of a large temple spread over a long plain, through a small forest, over a lake and to an island connected by a long bridge

These trees are a problem, though.
[spoiler][/spoiler]
The Screens
[spoiler]











[/spoiler]
#14
Requests / IFT-X edit request
September 05, 2012, 09:51:46 AM
If someone could take the model for the IFTX rep_inf_fightertank msh model and remove the turret, that'd be greatly appreciated.
#15
SWBF1 Modding / noentervehicles doesn't seem to work
August 31, 2012, 10:02:46 PM
If I'm not mistaken this prevents a unit from entering vehicles. For some reason, I can still enter vehicles. Does anyone have any idea of whats going on?
#16
SWBF1 Modding / Need help scaling Dark Trooper
August 30, 2012, 08:16:39 PM
I tried scaling the animations, and model (via the option file) (scaled everything by 2.0) and this Darktrooper turned out monstrous (what I wanted) but there's a problem with it.
[spoiler][/spoiler]

The legs are stuck half way in the ground,  unlike the unchanged guy next to him.

How do I fix this, if its possible?
#17
Released Assets / jdee/barc's Random Assets
August 29, 2012, 09:05:09 PM
The first of many minor assets releases from my mod. I'm feeling generous.

You may use this in a map. If you want to use it in a Mod just ask me first.

Converted Vehicles from BF2 from my mod. Release #1
-AAC-1 Hovertank source files. Ya know, this weird looking fella' [spoiler][/spoiler]


The weapons are not an exact replica of BF2 but from my mod
Seats: 2 (Pilot, and Gunner)
Pilot Weapons: Medium-strength Laser Cannon, Anti-personnel Sonic shock cannon.
Turret Gunner: Rocket Turret (32 Rockets)


You need modding knowledge for using this.

1. In BFbuilder pro, create a new side, call it "hovertank"
2. Copy everything over, edit what you want.
3. Munge
4. Call it in your mission lua (or mission luas) instead of the default combatspeeder like this

What this part of a lua originally looked like (an example with the combat speeder)

    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")


Do this (Comment out the "all_hover_combatspeeder" , or just delete that line) And add a reference to the hovertank file as shown below.


    ReadDataFile("SIDE\\all.lvl",
        "all_fly_xwing",
--        "all_hover_combatspeeder",
        "all_inf_basicdesert",
        "all_inf_lukeskywalker",
        "all_inf_smuggler")
    ReadDataFile("dc:SIDE\\hovertank.lvl",
        "hovertank")

note: the "dc:"  is used only if you're using this in an addon map

5. Play it, enjoy a cool new tank!

What you can do with this: Use it in any map or mod, just as long as you give proper credits (Mostly to Pandemic for the model and texture, but some credit to me for the weapons and giving the texture a minimal edit would be nice too)

Also, I'd like to suggest that if  you plan to use this in a mod (whether its big or small), that you modify the weapons a bit, maybe change some things, just to make it not a complete copy of what I made.

DOWNLOAD HERE

There may be (I can't remember) two bugs that can easily be fixed if they are there: Missing Rocket sounds and Missing sonic blaster sounds. Just call the geonosis sound lvl in your lua

Next thing:
TBD at a later time
#18
Requests / Need stock sound folder
August 28, 2012, 11:35:25 AM
I accidentally my sound folder. Would someone mind reuploading the stock sound folder in _LVL_PC?
#19
SWBF1 Modding / Localizing via LUA
August 27, 2012, 07:29:27 PM
I just need to know if there's a way to localize things (like weapons and entities) through lua coding. Does anyone know?
#20
SWBF1 Modding / AI problems
August 19, 2012, 09:15:31 AM
I bet you guys have all noticed this, but the AI don't seem to use their recon droids. Ever. In BF2 they use them all the time, but not in BF1. In BF1 I've seen the ai using standalone orbital strikes sometimes in mods, but I have never seen a recon droid launched by a non-human player. Is there anyway around this (if there isn't I'm thinking of removing them from my mod), or was the recon droid mainly meant to be used by the player him/herself?