June 23, 2021, 07:47:07 PM

Recent posts

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Released Assets / Improved Clone Troopers
Last post by Giftheck - June 22, 2021, 12:41:15 PM
This pack contains improvements to the stock Clone Troopers, based upon the setup of the units in Star Wars: Battlefront (2004).



DOWNLOAD

CREDITS
-Pandemic Studios for the mod tools and the base models.
-Sony Online Entertainment - Clone Wars Adventures ARC trooper models and textures
-ANDEWEGET for the ZETools.
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SWBF1 Modding / Re: WIP The Invisible Hand
Last post by jonjonshell21 - June 21, 2021, 05:20:08 AM
Oh ok.
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SWBF1 Modding / Stock Streams Munge Error
Last post by Ty294 - June 19, 2021, 12:12:40 PM
Hey guys, I seem to have this ongoing issue that I just cannot solve, and that doesn't seem to have an easy to find solution. Basically I've gotten almost everything down sound-wise, except that for some reason my tools refuse to locate stock streams. This has resulted in me not being able to load the stock voiceovers or stock music. Here is an example of the error:

Quotesoundflmunge.exe : Error : Unable to open file ..\hot\Streams\all_hot_amb_start01.wav  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\hot\Streams\all_hot_amb_start01.wav, format may be invalid  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm
soundflmunge.exe : Error : Unable to read file list D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm  - while munging D:\BF1ModdingStation\BFBuilder\DataGeoCan\Sound\worlds\GeoCan\phobosgcw_music.stm

This is what the .stm file looks like:

// ----- Ambient Bleed Music -----
..\hot\Streams\all_hot_amb_start01.wav all_hot_amb_start01
..\hot\Streams\all_hot_amb_start02.wav all_hot_amb_start02
..\hot\Streams\all_hot_amb_start03.wav all_hot_amb_start03
..\hot\Streams\all_hot_amb_middle.wav all_hot_amb_middle
..\hot\Streams\HothRebAmbMid2.WAV all_hot_amb_middle02
..\hot\Streams\HothRebAmbMid3.WAV all_hot_amb_middle03
..\hot\Streams\all_hot_amb_end.wav all_hot_amb_end
..\hot\Streams\HothImpAmbStart3.WAV imp_hot_amb_start02
..\hot\Streams\imp_hot_amb_middle01.Wav imp_hot_amb_middle01
..\hot\Streams\imp_hot_amb_middle02.Wav imp_hot_amb_middle02
..\hot\Streams\imp_hot_amb_end.Wav imp_hot_amb_end
// ----- Ambient Vehicle Music
..\hot\Streams\all_hot_amb_veh01.wav all_hot_amb_veh01
..\hot\Streams\all_hot_amb_veh02.wav all_hot_amb_veh02
..\hot\Streams\all_hot_amb_veh03.wav all_hot_amb_veh03
..\hot\Streams\imp_hot_amb_veh01.Wav imp_hot_amb_veh01
..\hot\Streams\imp_hot_amb_veh02.Wav imp_hot_amb_veh02
..\hot\Streams\imp_hot_amb_veh03.Wav imp_hot_amb_veh03
// ----- Win Lose Music -----
..\hot\Streams\all_hot_amb_defeat.wav all_hot_amb_defeat
..\hot\Streams\all_hot_amb_victory02.wav all_hot_amb_victory02
..\hot\Streams\imp_hot_amb_victory.Wav imp_hot_amb_victory
..\hot\Streams\imp_hot_amb_defeat.Wav imp_hot_amb_defeat

I'm frankensteining various things together for this sound setup, so I'm using files from Phobos's music making tool. So that's why it looks like that if you are wondering.

In any case, I'm pretty sure all the .reqs and such are lined-up perfectly, it's just the munge does not like to load stock streams files themselves. Anyone know why this might be and what the solution is?

EDIT: I'm realizing it might be that Streams have to be loaded in locally on each map, but if that's the case then it I would appreciate it if someone could confirm that. Thanks.
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Pick 3 of your favorites winners will be added after the bf1 xbox project expanded is finished. They will be in the form of installers the same way that bf2 xbox mod maps are.
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Thanks ps2 and psp mods are done by Bf2 Anthony not me. This mod will feature new eras and maps from my expanded edition for pc. You will need a softmodded og xbox or a jtagged rgh xbox 360.
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I have BF1 on XBOX, maybe I will check it out sometime and tell you what I think. Also, amazing work with the PS2 and PSP mods.
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Public Square / Re: Player numbers
Last post by ThePlushieZone - June 18, 2021, 05:14:17 PM
This is not a low content post. Uhm, about 7 people last friday (PS2)

  :cheer: :whip:
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SWBF1 Modding / Re: WIP The Invisible Hand
Last post by Giftheck - June 17, 2021, 06:45:38 AM
Quote from: jonjonshell21 on June 17, 2021, 05:05:57 AMThat is what I am trying to say and will we be able to ride in the elevator to the reactor room or no?

No.
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SWBF1 Modding / Re: WIP The Invisible Hand
Last post by jonjonshell21 - June 17, 2021, 05:05:57 AM
That is what I am trying to say and will we be able to ride in the elevator to the reactor room or no?
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Public Square / Re: Player numbers
Last post by {PLA}gdh92 - June 16, 2021, 03:40:05 PM
Good to see you back. Steam restored the multiplayer if you didn't know. When it goes on sale in May the player numbers spike but now it's back to down to 6-12 players in one server when I've been playing around 7pm UK time weekdays.

I've split this into a new thread by the way.
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