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Messages - Sereja

#1231
SWBF1 Modding / Re: Positions for snipers
May 20, 2012, 09:48:35 AM
You must do, just like I say before. After you made the node, you must choose "move",  crop it, by mouse cursor, and after that change it's value, in left mini window. To change direction, of the snipe position, you must rotate the nod, by holding X button on PC pad, and pressing mid button on your mouse.
Actualy, you can easy explore the node settings, if you backup your .hnt file, from Worlds folder, and change it to some one, from the Assets.
#1232
Requests / Re: MODDED Crosshair Needed
May 19, 2012, 09:52:11 PM
If you just need make a map, with custom reticules, all you need to do, it is make .tga, and add it name in weapon .odf.
#1233
Here the parameters from my wampa .odf, it may help:

GeometryName       = "hot_inf_wampa"
SkeletonName      = "wampa"

SkeletonRootScale   = "1.25"
CollisionRootScale   = "1.25"

SkeletonLowResRootScale   = "1.25"
CollisionLowResRootScale   = "1.25"

here from msh.option:

-nocollision -scale 1.05

You may ajuste it, if it will works not correct.
#1234
SWBF1 Modding / Re: Positions for snipers
May 17, 2012, 06:52:57 AM
Open your zeroeditor, find button, named HintNode, and press it. Add the node, and choose type: Snipe, Primary Stance: Stand, Crouch or Prone.
#1235
SWBF1 Modding / Re: Localization in the sides mod
May 16, 2012, 10:45:02 AM
Well, I never use it, but us I see from tutorial, it works just like "Interface Tool". Probably all tools works with similar way...
The difference is only in this: you probably need edit your localisation first, and if you can't create your world, I am not sure it is possible...
#1236
Both maps are nice, and maded with similar stile, but Coruscant City is a "brige type" gameplay map, and all actions hepens in the middle spot only (fighters is not help too much). So, I vote for Coruscant Streets.
#1237
You mean your game is crash? Hmm... It is possible, you using slow PC, and my weapon explosion effects overload it's memory...
It is hard, to found balance between quality and real possibilitys...
Possible solution: 1. set shadow quality to low. 2. set minimal screen resolution. 3. Upgrade your PC  :D
In my next released maps I will try to make more low effects quality, but do not expect to much, or my sides loose all they'r beauty.
#1238
Thank's!  :)
#1239
General / Re: Hello from China
May 14, 2012, 12:48:21 PM
No, only hear about it. Besides, there is always must be the first one...
#1240
SWBF1 Modding / Door Animations for SWBF1
May 14, 2012, 11:24:54 AM
Now, at last, I am got exported nar shaddaa door animations. But unfortunately, I figure out, the exist tutorial, about converting door_open.msh and door_basepose.msh to .zaabin and .zafbin adopted only for SWBF2. I do not have original disc of this game, and without it, can't use BF2_modtools. If somebody know, about tutorial for SWBF1, or agreed to convert for me door animation, please help.
#1241
General / Re: Hello from China
May 14, 2012, 11:01:21 AM
You surely must buy at least one of them. Some people say, they yamly.
#1242
Sereja's Polis Massa: Medical Facility

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=574

This is my version of SWBF2 converted map: Polis Massa: Medical Facility.

Features:
1. Fixed collision.
2. Edited sides with new effects, reticules, huds, hex edition, and chargable weapon.
3. Working shields, vacuum and decol

Instalation:

Put the 021 folder in your Gamedata\AddOn folder.

KNOWN BUGS:
1. Muzzleflash effects become appear in random places. Not sure, but looks like this bug was added by SWBF creators.
2. R2D2 has no sound. Reason: sound making is a most hard thing to understanding for me...

Story: GCW as usual, CW: clones hunting for escaping jedi, and kill everyone, who help them.

Feel free to post your comments.
Enjoy!
#1243
It hapens with me some times ago, and to fix this, I have to reinstall windows. But here the trick, how to open project without map list:
For example your map name is DataABC.
1. Rename the folder to DataABC0
2. Open new project DataABC
3. Delite new folder, and rename your DataABC0 to DataABC.
#1244
Information about 1st person in REQ file:

ucft
{
   REQN
   {
      "lvl"
      "all_inf_marksman3"

   }
    REQN
    {
        "model"
        "all_1st_tatooinehansolo"
     }
}

Also, you must add in REQ folder: all_1st_tatooinehansolo.req

ucft
{   
   REQN
   {
      "model"
      "all_1st_tatooinehansolo"
   }
}

Han Solo hands is most compatable for all human characters, without gloves. So, you need to add it in your side folder.
If you still can edit only sides, you must to add req information in your common.lvl , just like you do with skeleton.
#1245
Funny, but look's like you forget put night shadow on trees and vines...