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Topics - Epifire

#21
Other Games / Whos Loving Halo: Reach's Forge?
September 21, 2010, 08:03:47 PM
When I saw some of the promo videos on reach, I knew it was going to be a much more unique game than most console shooters.

I actually don't even own an x-box or reach, but I play it on my bro's limited edition package he pre-ordered.

So why am I so enthusiastic about forge? Because its the most inovative map editing system I know, and its fun for modders like me. So I just spent about a half hour a stealing a freinds x-box away from him to make a map, and I had a ton of props up and working before he kicked me off.  :P

So who else loves using forge?
#22
Scummies / Gone Fishing.
September 10, 2010, 08:22:57 PM
If everything goes as planned, I will be taking a trip in Nebraska for trout fishing. So just telling every one at MPC, that I will be missing them and hope everything goes well in my absence.  :'(

I will be gone from tomorrow, to the end of next week.
#23
Other Games / Source Assets Project.
September 10, 2010, 04:00:43 PM
Every one knows that I have wanted a mod team in Half Life 2, but many have not seen all the things I am willing to create in the process of making an effective mod.

Here is a new idea and model that is being developed as a asset for the source engine. One of my favorites, the Heavy Turret.

http://s905.photobucket.com/albums/ac254/Epifire/?action=view&current=Cannon_Turret1.jpg

http://s905.photobucket.com/albums/ac254/Epifire/?action=view&current=Cannon_Turret2.jpg&

http://s905.photobucket.com/albums/ac254/Epifire/?action=view&current=Cannon_Turret3.jpg&

So after taking up the thought of making the model a few days ago, it became more real of how more models could make a good mod.
#24
Tech Support / Has Anyone Seen This Error?
September 07, 2010, 01:19:16 PM
Even while logged in I have seen this replace countless sigs, and avatars.

http://s905.photobucket.com/albums/ac254/Epifire/?action=view&current=denied.png

I don't know what causes this, but has anyone else had this issue?

In a effort to claim its perpose I believe its on a crusade to destroy MPC.      :P
#25
Other Games / Republic Commando No CD Fix.
September 03, 2010, 10:08:07 AM
Hey guys I have a buddy of mine who wants to run RC with out the CD, so I was wondering where that could be found?

I know that just about ever gamr has one.
#26
Other Games / Any One Up For A Mod Team?
August 23, 2010, 06:50:34 PM
Hey guys I have had this idea hanging for a while, and have also debated it with freinds on xfire. So I finnaly decided to post it here, for the best modders I know in gaming.

As it goes, I wanted to make a star wars mod for the source engine (havn't decided what game to make it for yet). Why source when their are leagal assets in exsisting star wars games? Because (1): the zero engine isn't to modder freindly (2): the source engine is much more capable, and workable (3): it is easier for the user all around and (4): the source engine has about eight million users as steam states, and thats just for HL 2.

So as far as ease of use goes it is very good in that view.

But heck what can you do in a major mod with out a team? So then I ask are their freinds here at MPC who are able, and willing to help in this new venture?

Cause one new modder can't do it alone.

So as for the particular mod I had for a proposal is this...    Starwars: The Mandalorian Wars. Since it is a time era in style from bioware's old republic, it wouldn't be out of the ball park in the most recent subjects in the starwars lore.

So depending on the agenda you guys wish to focus on (if you wish to do this) I had intended on making custom SP missions first. Heres a short settup I had in mind for pre war strikes of the mando wars. Playing as a mando warior, the player is in command of a assult squad. Launching a stealth mission, on the planet Seroco; you lead your squad to stealthly take out sensor, and first line of defence detection systems.

The mission goal is to disable the defence grid for Seroco's planetary defence, that would have inturn nocked out orbiting starships, such that the mandalorian's will attack with. To help with the imersive feel, I had aslo come up with classic complications like...

Your ship crashes in the mission start. You lost half you squad in the process. And then you meet un-expected retaliation from the republic units stationed there.

So thats my idea layed out in short.  :shrug:
#27
Other Games / HL 2 AI Programing.
August 05, 2010, 08:44:11 PM
Hey guys I just started some of my own projects, for modding some things in Half Life 2. First of all I wanted to make a map with, smart AI (as far as they go).

Are there any guides on basic AI mapping?

Example: For instance, your player spawns at the beggining, with out alerting the AI, untill breaching a trigger set perimiter. And then when steping past further areas,  there would be another zone to respawn more AI.

That and AI realationships. Like which ones attack, and which ones fall back. Does any one know where to find guides for stuff like that?
#28
Other Games / JK Outcast Map Details.
August 02, 2010, 03:46:58 PM
Well I wanted to rebuild Nar Shadaa, from JK's engine to, valves source. So mainly I wanted to get map pics on specific, areas.

More like good pics on all of Nar Shadda. But being that their are three differing maps in the missions, I wanted the first one with the bar room and stuff.

Other wise taking screen shots all day is tough, and long work.   :blink:

So if you know what I mean, I just want to re-construct (Peice by peice) the whole first level. So can anyone give any pointers on that. Yeah I know its a kind of crazy thought, but I got the time.
#29
Tech Support / Source Engine SDK Tools
July 28, 2010, 01:00:02 PM
Hey guys I was hoping you guys could help me on this, or at least make some thing more clear. Stating out, I am wanting to make maps and so on, through the source engine, but need the SDK package, to do that.

I have steam, cause I know its supposed to be ran through that. But I can't find where you get download the Kit. Couldn't find it on steam.  ???

Anyone else ever had this problem?
#30
SWBF1 Modding / [HELP] Major Modeling Issues
July 11, 2010, 11:03:47 AM
I have been trying to put models into BF 1 for about half a year now and when I exported my model from XSI 5.11 foundation heres what I get...

http://s905.photobucket.com/albums/ac254/Epifire/Modding%20Questions%20Pics/?action=view&current=HugwWallError1.jpg

This is a major screw up of this...

http://s905.photobucket.com/albums/ac254/Epifire/Model%20Pics/?action=view&current=Raxus_Retaining_Wall1.jpg&newest=1

There is some thing very wrong with it and I don't know what went happened. Its clear that in the XSI program it was fine. I can't identifiy where I went wrong when modeling.

How do you fix this?
#31
I am using Softimage, and can't seem to find a way to get the bespin floor grid textures to have the vent holes. Its hard to put into words, but I can't make the polygon surface have the grid that you can see through.
#32
SWBF1 Modding / [HELP] JK Outcast Textures
July 09, 2010, 12:36:41 PM
Hey I was wondering were you can aquire Jedi Kight textures, for general use. I have the game, and liked alot of the textures used, and wanted to try and get them onto my models.
#33
SWBF1 Modding / [HELP] From One To The Other
July 08, 2010, 08:58:35 AM
I found out on game toast, that the xsi pandemic addon does not work with modtools. And so I found that I must have foundation, for it to work.

So heres what I was going to do. I allready have the models finnished in v6.0, but need to get them, (with there texturtes) into one of the foundation versions, 4.2, or 5.11. Issues I have been having are finding the right means of exporting to these programs.

So what format do you use to get a finnished model from one to the other?
#34
SWBF1 Modding / [HELP] ?Creating Animations?
June 30, 2010, 02:14:54 PM
In the conjunctions to a resent query I made, I wanted to know how to do this. I only model, and I don't know how to do much else. The most able program I have is Softimage XSI v6.0.

It has the animations settup but I have never tried to mess with it.

Say I wanted to build a generator... I have a built textured model that has no nulls or anything added, just some basic shapes and stuff. Now I want this generator to spark and have moving gears, how do I do that? And how do you add sound to it, so that it has that humming, and flaring nosie of working mechinery?

So what would be the way to go about this?
#35
SWBF1 Modding / Adding A More Living Environment.
June 24, 2010, 09:26:08 AM
This is more of a question than a statment, but its more of a disscussion on the can and can't do's of BF 1.

Well I got my butt sniped off to many times yesterday and came up with a modernizing mod idea. Well like most new games now the environment is more reactive than older games, like paper and stuff flying around, to give more of a real sence than just an empty battle field.

Now what I wanted to know was can the BF 1 game engine support higher reality maps like that. Like it could just start simpler, as for instance a generator plant with active moving generators.

Or moving factory construction lines. Things to keep the map more natural, and less easy to pick out an enemy when sniping.

So what do you guys think?
#36
Allright to start off, I'm just learning how to mod in the battlefront series so I need to now the basics in "what does what".

I know very little about this stuff yet so here it goes.                   
>Munging: All I've ever used this with was in a test project to see if my ZeroEditor was working other than that I really don't know  what it does or it's perpose.

>LVL PC: I "think" this is a directory to store the main files to run a the selected map, but I don't want to make up my own ideas about what it does.

>LUA Scripts: I really have no clue as to what this is supposed to do so I'm pretty hopless when it comes to finding out why It's even there.

>Formats: This is where I might know a little bit more about this part of Modding than the previous. MSH apears to be the formatt for models, and TGA from what I know is for textures when they are a non-optional file.
Other than that I wouldn't know to much more, my knowledge here comes from pulling texture files for A flack Towwer idea I had for Bespin.

Well this noob is done for now, so if sombody can give me URL to a site that would explain this more, or just post for the heck of it that would be great.   :tu:
#37
Welcome Center / Hello Out There
March 17, 2010, 01:34:21 PM
Hi

Im new here so I guess this is the place to start right.

I probably should have intorduced myself sooner, but I was In a rush to get my zero editor working so I was posting around to find out some stuff.

About me: I play all or any Star Wars games I can get my hands on, and I am just beginning to Mod my own levels.
Speaking of Modding My most recent project is a Flack Towwer for Battlefront, any one know the MOH Airborne Der' Flatrum cause its my new map idea for BF 1. Its going good actually,so if I can find out how to post screen shotts here Ill do that.

Hope to be hearing more from the rest of you guys.  :) 

#38
Requests / New Mapps Anyone
March 12, 2010, 10:48:38 AM
Im bringing this up in the case that if anyone wants to anounce a map (not mod) for download that they can talk about it, and describe it here.  8)