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Topics - Giftheck

#181
I'm suffering a slowdown in Mod Tool with regards to the viewports. I can't seem to find the reason for this as I have not installed any system updates as of late that would make this happen nor do I recall altering any of the options.

EDIT: It was a problem with the NVIDIA graphics drivers which I have now resolved.
#182
I have a new AT-AT model but it wasn't until I put it into the game that I noticed there is a poly missing from the inside of each of the front knees of the walker. I need to fill those holes in but I don't know how to do that in Mod Tool.
#183
SWBF2 Modding / Removing a map or mod from addon?
February 08, 2017, 12:30:56 PM
How do I remove a map or mod from addon correctly? If I just delete the folder, it still appears in the list. I heard a couple of suggestions - one of which was the extreme option of uninstalling and reinstalling the game and the other had something to do with 7zip.
#184
I'm considering how best to implement the Royal Guards, Death Troopers, Honor Guards and a few other unit types as 'hero support'. Now obviously heroes will not automatically call on these but I was wondering if the droid dispenser could be altered to dispense a playable unit instead of a droid.
#185
SWBF1 Modding / Rebuilding the stock sound.lvl files
December 28, 2016, 01:41:38 PM
I'm trying to rebuild the sound/shell.lvl file, but when I add a new line to my soundmunge.bat and munge, though I get a shell.lvl in my sound folder that appears to be the right size, I place it into the folder and I get absolutely no sound on the menus at all when I open the game.
#186
Released Assets / SWBF1 Shell extras
December 28, 2016, 03:04:03 AM
Here's a few extras that I got sent from the shell files. Included are the following:

-Planet models used in the campaign and Galactic Conquest modes (these appear to be separated into shell and load folders)
-shell.lvl and global sound config files (the shell sound configs were important because I want to add new music into the menus of the game)
-.mcfg files which confirm that the background of the main menus is a video file.

Included also are the shell scripts. We already have these but it was nice to include them (as I was asking how the menus were controlled)

https://www.mediafire.com/?b45c6gvf67imc2a

Thanks go to psych0fred for sharing this with me (and for putting up with my countless questions)
#187
Requests / Shell voice streams
December 28, 2016, 02:56:36 AM
Does anybody have the voice streams from the shell? We have the battlefield VOs, but I'm after things like the mission briefings etc. I'm aiming to rebuild the sound/shell.lvl file with new music but while I have a few of the VOs to rebuild it, I do not have all of them.
#188
I need to scale up the AT-AT skeleton to approximately 40% larger than it currently is, to accomodate my new AT-ACT mesh. How do I go about doing that? Do I need to manually edit the skeleton, or can I 'cheat' via the ODF or options files?
#189
SWBF1 Modding / More than one installed copy?
November 19, 2016, 12:50:32 AM
Is it possible to have more than one installed copy of Battlefront? I'm considering making a mod much more based off EA's Battlefront for GCW only and I don't want to have to keep switching my mods around every time.
#190
Finally, after years of trying to finish a mod, I have finished one! Welcome to Star Wars: Battlefront Legacy, a mod for the original Star Wars: Battlefront that is intended to honour the legacy of the franchise, from the foriginal games, to the cancelled Free Radical SWBFIII, to the new games. I've cherry-picked what I feel are the best ideas from each while giving them my own touch.

This mod differs very greatly from Main Play Mod, which was my last released large-scale mod, about four years ago.

Here's a breakdown from the readme:

[spoiler]*************************
*************************
STAR WARS: BATTLEFRONT LEGACY MOD
*************************
*************************

*************************
*************************
by gistech (ggctuk@yahoo.co.uk)
*************************
*************************

*************************
INSTALLATION INSTRUCTIONS
*************************

Extract all files.

###IMPORTANT: Backup the original Common and Shell folders, plus core.lvl and mission.lvl.###

Copy "Data" into your "Star Wars Battlefront/GameData" folder. If you are asked to replace files, click "Yes" or "OK" (or, in Vista onwards "Copy and Replace").

In order to play Jabba's Palace with the new sides, you will need to remove "tat3" from your addon folder. Otherwise, the addon version will override the mod version and the map will load with stock sides.

*************************
CLASSES
*************************

The class system has been adapted to loosely fit the same types as the original game but with more diverse layouts.

SOLDIER CLASS: Blaster Rifle (Full Automatic and Burst Modes), Unique Blaster Pistol, Thermal Detonator.
-Clone Trooper (Republic - DC-17), Battle Droid (CIS - WESTAR), Rebel Soldier (Rebels - DL-44), Stormtrooper (Empire - SE-14C)

ASSAULT CLASS: Torpedo Launcher, Unique Secondary Weapon, Concussion Grenades, Mines
-ARC/Heavy Trooper (Republic - DC-15S Rifle), Assault Droid (CIS - E-5C Rifle), Rebel Vanguard (Rebels - DH-17 Pistol), Shock Trooper (Empire - T-21)

ENGINEER CLASS: Shotgun, Fusion Cutter, Detpacks, Health/Ammo Dispensers
-Clone Engineer (Republic), Droid Engineer (CIS), Rebel Engineer (Rebels), Imperial Engineer (Empire)

SNIPER CLASS: Sniper Rifle, Scout Pistol, Recon Droid (varying types)
-Clone Sharpshooter (Republic - R1 Recon Droid), Assassin Droid (CIS - DRK-1 Probe Droid), Rebel Marksman (Rebels - R5-D4), Scout Trooper (Empire - Viper Probe Droid)

SPECIAL CLASS
-Jet Trooper (Republic): EMP Launcher, ARC Caster, EMP Grenades, Jetpack
-Droideka (CIS): Twin Repeating Blasters, Shield Generator, Ball mode
-Wookie Smuggler (Rebels): Bowcaster, Modified MPL Homing Shot, Time Bombs
-Dark Trooper (Empire): Assault Cannon, MPL Barrage Launcher, Seismic Charges, Jump Pack

*************************
HINTS AND TIPS
*************************

-The rifle alternative firing mode fires a quick three-burst shot.
-Both the Soldier and Assault classes have secondary weapons unique to each faction.
-Some weapons can harm vehicles. These include the Shock Trooper's T-21 and the Tusken Raider's Cycler Rifle. AI with these weapons will target vehicles.
-The Engineer's detpack is triggered by pressing the 'reload' button.
-Each faction's sniper has a unique droid. The DRK-1 Probe Droid can shoot a disruptive bolt that hurts units and damages vehicles. The R-1 Recon Droid can call an orbital strike. The Viper Probe Droid can self-destruct, and the R5-D4 droid can repair vehicles.
-The Scout Pistol fires a powerful two-shot burst that overheats the pistol.
-On Hoth and Rhen Var, the AT-AT has two seats. The main gunner controls the cannons while the co-pilot can call in an orbital strike on a target.

*************************
GLITCHES AND ODDITIES
*************************

-On certain maps, weapons may misfire owing to too many weapon effects.
-Owing to the higher polygon count of some units, lowres switchout may occur more often.
-On rare occasions, Hoth may have issues with low-res models where all environment models are replaced with low resolution models. This usually does not last long.
-R5-D4 appears floaty, but this is down to the way the game handles droids.

*************************
QUESTIONS AND ANSWERS
*************************

Q. How do I install this mod?
A. Simply follow the instructions above.

Q. Why isn't [Insert Trooper variant here] in this mod (like it was in the last/or in MPM V7/Celebration/Anniversary/Expanded/Uprising screenshots)?
A. To make things smaller I have reduced the number of unit variations. This is also a different mod to those that I made before.

Q. When will you make another version of this mod?
A. See the foreword.

Q. When will you release the assets?
A. Some of the assets have already been released on SWBFGamers.

*************************
CHANGES FROM BETA
*************************
-Tweaked the Assault Droid's E-5C to overheat faster, cool down slower and deal less damage per shot.
-Fixed an issue where the Rebel Vanguard would not load on Rhen Var: Harbor.
-Fixed a model issue with the Shock Trooper's LOD model not displaying the backpack correctly.
-Fixed an issue where the Sandtrooper would not load on Tatooine: Jabba's Palace.
-Added Armoured Engineer for the Clones and Rebel Engineer for the Rebels.
-Fixed an issue that caused Yavin IV: Temple to crash in Clone Wars era during loadup.
-Fixed an issue where Star Destroyers in orbit rendered black because of a missing texture.
-Fixed an issue where Droideka dust wake and flyer spray effects would not load.

*************************
CREDITS:
*************************

Credits go to:

ASSETS AND SKINS:

-Pandemic for the Mod Tools, and LucasArts for the game.
-Autodesk for Softimage Mod Tool 7.5
-ANDEWEGET for ZETools.
-DarthD.U.C.K. for Jetpack addon mesh
-ARC_Commander for the BFX assets
-Phobos for Interface Rebuilder, Shell Rebuilder and Mission Rebuilder tools, and for Blaine the Scientist Assets
-BattleBelk for "core.lvl" tool
-Sereja for fixed Imperial Probe Droid, Hoth assets.
-Free Radical for the assets from Star Wars: Battlefront III
-LucasArts for the Star Wars: The Force Unleashed assets
-nick.dob for the DRK-1 Probe Droid model
-EA/DICE for the A280C scope, DLT-20A, MPL, Rebel Helmet parts and some sound effects.
-Monsoontide, Darth_Spiderpig and THEWULFMAN for the T-21 Blaster Rifle.
-Krome Studios for Stormtrooper and Clone helmet model parts
-John Williams, Mark Griskey and Ben Burtt for their work on the sound of Star Wars.
-LucasArts, Rebellion Developments and Pandemic Studios for SWBF sound effects.

BETA TEST:

-411Remnant
-Commander Awesome
-Rookie 1

If I've left anyone out, I apologise, but you have been a great help for getting this mod finished. So to those I didn't mention but did use assets, thank you.

*************************
LEGAL
*************************

THIS MOD IS NOT MADE, NOR IS IT ENDORSED BY, DISNEY, LUCASARTS OR PANDEMIC STUDIOS, AND IS MADE FOR FUN, NOT FOR PROFIT.

EVERYTHING, FROM SOUNDS TO MODELS, IS USED WITHOUT THE CONSENT OF LUCASFILM BUT IS USED WITH RESPECT. BOTH MYSELF AND LUCASFILM RESERVE THE RIGHT TO HAVE THE MOD REMOVED FROM ANY DOWNLOAD SERVICE IT IS AVAILABLE ON.

COPYRIGHT NOTICE:

All assets have the minimum possible amount taken from licensed material, and do not impair sales of their respective games, nor do they misrepresent their respective copyright holders. This mod is not endorsed by The Walt Disney Company, Lucasfilm LTD. or Electronic Arts.

*************************
FINAL WORD
*************************

Once again, thanks for playing![/spoiler]

And here's some screenshots:

[spoiler]




















[/spoiler]

And finally, here's the download link:

DOWNLOAD:
-Via MEGA: https://mega.nz/#!gAYn0LgQ!vnXYKfSCz1PMR--u7kRvZpK6PiagTlBeTYet6C75sXE
-Via ModDB: http://www.moddb.com/mods/star-wars-battlefront-legacy

edit by Led:  local link:  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1407

EDIT: Non-crucial bug fix. In the Clone Wars Campaign, when you play Kamino, the new sounds do not load correctly. This fixes that issue.

http://www.moddb.com/mods/star-wars-battlefront-legacy/downloads/kamino-campaign-sound-fix

edit by Led:  local link http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1408

EDIT 26/10/16: Non-crucial bug fix. The new sounds did not load correctly on the CW version of Mos Eisley.

http://www.moddb.com/mods/star-wars-battlefront-legacy/downloads/mos-eisley-sound-fix
#191
SWBF1 Modding / Broken effects with custom common.lvl
August 17, 2016, 12:22:09 AM
So, I'm using a custom common.lvl, but for some reason my flyerspray and droideka dust effects are not rendering, resulting in black squares where the effects should be as follows:



I have no idea why this is happening. At first I thought it was down to duplicated effects so I deleted the duplicated effects from my Custom/Effects folder but the issue still occurs.
#192
This stems from a little side project I'm doing. I wanted to recreate the Outpost Beta map from SWBFEA for the original game (in particular, I want it as a second Hoth map for the second phase of Legacy).

Here is what I have so far:



(If you're wondering the map is from a Prima Games guide for EAFront and I'm using it to position the elements - texturing will come later)

Would anybody be willing to participate in a full-blown remaking of the EA game's maps into the original game? It would be tricky and while this would be my first map, I'm only doing it because I've become fairly familiar with modelling tools and ZeroEditor lately. I would recommend anybody who wishes to join such a project should know how to map already and be able to create their own objects (I want to shy away from using EA's models where I can as Hoth already has quite a few things I can use over EA's models)

NOTE: I am not suggesting remaking the whole game. That would take a lot of time and I don't think all of the maps are that great (I hate Sulphur Fields and Goazan Badlands myself). Just a few. For instance, I would love to see Sullust's Imperial Hangar map done in SWBF1.
#193
SWBF1 Modding / Map brightness
June 25, 2016, 12:11:25 PM
How do I adjust the brightness of a map? I've been fiddling about with Sereja's Hoth map and the map comes across as too dark.
#194
Requests / ZeroEditor SWBF1 boundaries fix
June 20, 2016, 02:23:08 AM
I seem to remember there was a fixed version of ZeroEditor that allowed for you to edit the boundaries (the stock ZeroEditor crashes when you try to use the boundary editor).
#195
No, this is not an idicator of me cancelling the mod. This is not going to be everything in one go, and might not actually be 'everything'. I just decided to be nice and share some of the stuff I have made. So here goes:

Improved Stock Stormtroopers: http://www.mediafire.com/download/r20d5zbzdjddiuw/SWBFL_Stormtroopers.rar

Luke in Snow Gear (based on EA SWBF): http://www.mediafire.com/download/i9j7c4327l99dlc/SWBFL_SnowLuke.rar

Phase III Dark Trooper: http://www.mediafire.com/download/brecgcnnjj4nvd6/SWBFL_Darktrooper.rar

Screenshots:

[spoiler]



[/spoiler]

Credits:

-Pandemic for the assets
-EA/DICE for the Inspiration (I also took some texture parts from screenshots of Snow Luke)
-LucasArts for the TFU Textures
-Free Radical for the original Dark Trooper mesh
#196
I noticed SWBF1 has the ODF line for enabling critical hits against vehicles in the same manner as SWBF2 but it is commented out. Has anybody experimented with whether this line functions as it should in SWBF1?
#197
Here's is the unfinished prototype Coruscant map from SWBF3 posted by thelegend, converted to SWBF1 by me. At the moment, the meshes are textured (though I would suggest altering some to be more accurate). It also has unfinished collision and only two command posts. But it should be enough to work with if you want to bring this into SWBF1.

https://www.mediafire.com/?npfete5wazagc6j
#198
General / Site issues?
May 16, 2016, 01:45:09 AM
Is anybody else having issues loading the site here? Because I'm having major problems getting this site to load - I was lucky to even be able to put this topic up. It's been going on since about 9:10 AM this morning (GMT).
#199
SWBF1 Modding / EXE Memory Pool hacking
May 16, 2016, 01:27:37 AM
I've had some discussions with regards to this before. However, I would like to bring this to a wider audience in the hopes somebody out there might be able to help.

Basically, I want to alter the memory allocation for models/animations. Right now, I know that the model memory is handled by RedEngine, and that there are two hardcoded limits: one is a 'lower limit' of 16MB. Once this is surpassed, any additional models loaded start changing into their low-res formats. The upppr, absolute limit is 32MB. I found this out thanks to SPTest, which thankfully is not as encrypted as the main executebale.

Is there anybody with the know-how who can change the values to something a little more compatible with modern systems? I was thinking 80 MB lower limit with the upper limit of 96. That should be sufficient for using much more detailed models. This used to be the sort of thing BattleBelk could do but he has long since disappeared and we have no way of contacting him.
#200
SWBF1 Modding / FPM Weapon Effects
May 13, 2016, 01:58:49 PM
Can anybody tell me how to achieve certain texture effects on weapons? Like the light relfection in the lens of the scopes, or scan lines etc.