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Messages - xelono

#1
Hello everyone, I need help with my map.
The problem is when I enter to play and the terrain looks too dark I have checked the .lgt .sky .fx files and I do not know what it can be?

I should see something similar to how I did it in the zeroeditor.
#2
Quote from: i2Bros on June 16, 2016, 12:13:39 AM
Have u tried searching on gametoast? They have definitely good stuff there. ;)

For some reason I can not open that page, it is as if locked to my country as well as it once was Filefront.  :'(
#3
Quote from: Cdt Fox on June 15, 2016, 11:08:57 PM
It's contain all stock sounds or just some of them?

So far contains many sounds, I have not been able to try all sounds but contains most of spacecrafts, tanks and speeders.  :)

#4
Quote from: Eldelnas on June 16, 2016, 01:14:31 AM
Xelono, if I copy the line from your .lua and paste the SOUND folder to solve the problem, will other people hear the sound when playing my mod or will they have to paste the foder too?  :confused:

Of course everyone can hear sounds, because it contains the .lua files with the default SWBF2 sounds are loaded.

This "SOUND" folder have to stick once you've done "munged" and all your files passed to the Addon folder to the root of the game.

If you want to share your map mod is simple, just copy the folder of your mod (which is in the "Addon" folder) and ready.
#5
Quote from: Eldelnas on June 05, 2016, 02:58:52 AM
Thanks Delta327! :)

Hello

I do not know if they finally were able to fix your audio problem on your maps, but I also have another solution easier for you (I know this is overwhelming).

So I hope you work.


Just paste the folder SOUND on:

D: \ Program Files \ Star Wars Battlefront II \ GameData \ Addon \ xxx \ data \ _LVL_PC

Within the .rar there is a file with my mod .lua where I have marked with arrows the command you should put in your .lua file from your mod.
#6
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#7
Requests / {Request} ARC Clone Phase 1 with gogs
June 15, 2016, 06:52:06 PM
some model ARC Clone Phase 1 with gogs please (For SWBF2)?? (And also if possible with backpack). Please!  :bye:

Example:

#8
hello Serejas

I have a problem with these models (I know they were converted to SWBF1) importing to SWBF2, the model works properly with animations but has problem loading textures.

Definitely texture load but if you look at the picture, this the load "below" the rainbow effect.

But the hands are occupying the texture (Imp_inf_trooper.tga) looks great.

Any idea why this happens ??
#9
I would be very happy to have more models SWRC, especially B1 Droid, Spider Droids, Super Battle Droids and the Gunship ♥

hahaha (I ask nothing)
#10
Try with these files that I've changed. Paste them into the folder of your mod world, example:

C:\BF2_ModTools\data_xxx\Worlds\xxx\effects
#11
Quote from: Eldelnas on June 03, 2016, 07:46:34 AM
How did you solve it? I'm having the same problem  :(

I am new to modding.

The point is that, I tried the same thing you (apparently) before loading the SIDES need to put the load line sounds.


example:

    ReadDataFile("dc:sound\\geo.lvl;geo1cw") ===> yes (sounds tanks and others lands sounds)
    ReadDataFile("sound\\uta.lvl;uta1cw") ===> no, but (sounds ships and other spaces ships)
    ReadDataFile("dc:SIDE\\rep.lvl",
                            "rep_fly_gunship2",
                      "rep_fly_jedifighter",


example: I want to load sounds jedifighter and gunship.
I have several options, choose sound loading of the following maps:

uta, spa (space), myg.

Spa only bring all the sounds of the ships but perdere of terrestrial vehicles.

if I want the sounds of earth and space vehicles, uta and myg are the only ones who bring ships (only gunship) and some land vehicles, as in campaigns you can see them these ships.


And this command only one type of sound either geo, uta, Yav, etc does not accept more burdens; I've already tried.

There are some sounds that load (depending on the map), but others disappear as this map does not bring those vehicles you want.

I still do not learn to munge the sounds I want to load.

(I hope you have understood me, as you will see the English is not my native language.)
#12
SWBF1 Modding / Re: Missing Vehicle Sounds
June 03, 2016, 12:02:15 PM
I am new to modding and apparently I had the same problem.

The point is that, I tried the same thing you (apparently) before loading the SIDES need to put the load line sounds.


example:

    ReadDataFile("dc:sound\\geo.lvl;geo1cw") ===> yes (sounds tanks and others lands sounds)
    ReadDataFile("sound\\uta.lvl;uta1cw") ===> no, but (sounds ships and other spaces ships)
    ReadDataFile("dc:SIDE\\rep.lvl",
                            "rep_fly_gunship2",
                      "rep_fly_jedifighter",


example: I want to load sounds jedifighter and gunship.
I have several options, choose sound loading of the following maps:

uta, spa (space), myg.

Spa only bring all the sounds of the ships but perdere of terrestrial vehicles.

if I want the sounds of earth and space vehicles, uta and myg are the only ones who bring ships (only gunship) and some land vehicles, as in campaigns you can see them these ships.


And this command only one type of sound either geo, uta, Yav, etc does not accept more burdens; I've already tried.

There are some sounds that load (depending on the map), but others disappear as this map does not bring those vehicles you want.

I still do not learn to munge the sounds I want to load.

(I hope you have understood me, as you will see the English is not my native language.)
#13
Problem Solved  :cheer:


Just paste the folder SOUND on:

D: \ Program Files \ Star Wars Battlefront II \ GameData \ Addon \ xxx \ data \ _LVL_PC

Within the .rar there is a file with my mod .lua where I have marked with arrows the command you should put in your .lua file from your mod.

(Download the file SOUND.rar)
#14
I made a map and adding ships (gunship and jedifighter) are losing their sounds of gunfire and sounds of movement.

What is the problem?? maybe I have not loaded in any list file default sound?
#15
Released Assets / Re: Serejas LAAT Gunship
May 29, 2016, 04:57:30 PM
Oh if I have already noticed, thanks; I am new to modding.

I think the model has bugs Gunship textures do not know if the Bump or textura.tga.option the LAAT.

The problem is that in SWBF2 the gunship (serejas) has an effect of white Glow in the slots of the doors and do not know how to remove them, unless you cover the slots image editing.

But it looks really beautiful with these open slots.


(I'm making a map of Kashyyyk very beautiful visually. Soon I will share with you)