I'm not too familiar with what changed in 2.9 but I think it should still work. As for the missing textures I'm not sure what could be going wrong there, have you read through the Materials section of the reference manual https://github.com/SleepKiller/SWBF-msh-Blender-Export/blob/master/docs/reference_manual.md#materials?
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#1
3D-Modeling, Animation and Texturing / Re: .msh Exporter for Blender 2.8
November 21, 2020, 09:07:50 PM #2
Released Assets / Re: swbf-unmunge - v1.1.1
June 19, 2020, 09:00:05 PM
Maybe! I have ideas for at least one more update to swbf-unmunge. A key one is having a preprocess function that goes through a list of .lvl files and builds a list of hashes from the strings in them for later use during the actual "unmunging". If that next release happens I will for sure look at also including the ability to specify custom hash lists as well.
#3
3D-Modeling, Animation and Texturing / .msh Exporter for Blender 2.8
November 21, 2019, 05:50:57 AM
Anyone that's been hanging around the GameToast Discord will know I've been working on this. It's a (WIP) .msh exporter for Blender.
It currently supports most needed .msh file features needed for SWBF2. (Most stuff should work for SWBF1 as well but I have yet to test that and work out what is different and what else needs adding.) In particular it supports,
- Editing .msh materials in Blender
- Hardpoints
- Collision Primitives
- Collision Meshes
- Terrain Cutters
- Shadow Volumes
- Object hierarchies, parent-child relationships in Blender are preserved in the exported .msh file
It does not currently have support for cloth, animations or skinned meshes. But if you'd like those features I'd encourage you to let me know and also test out the addon as it is currently and let me know how it goes. Currently I only want to create map props with the addon so it's fit for my purpose but if I see people using and testing the addon and asking after those features it'll make me more inclined to spend the time working on them.
GitHub Repository
Installation Instructions
Latest Release
Feel free to report any problems you encounter, preferably on GitHub but doing so here or on my Discord server is fine to.
It currently supports most needed .msh file features needed for SWBF2. (Most stuff should work for SWBF1 as well but I have yet to test that and work out what is different and what else needs adding.) In particular it supports,
- Editing .msh materials in Blender
- Hardpoints
- Collision Primitives
- Collision Meshes
- Terrain Cutters
- Shadow Volumes
- Object hierarchies, parent-child relationships in Blender are preserved in the exported .msh file
It does not currently have support for cloth, animations or skinned meshes. But if you'd like those features I'd encourage you to let me know and also test out the addon as it is currently and let me know how it goes. Currently I only want to create map props with the addon so it's fit for my purpose but if I see people using and testing the addon and asking after those features it'll make me more inclined to spend the time working on them.
GitHub Repository
Installation Instructions
Latest Release
Feel free to report any problems you encounter, preferably on GitHub but doing so here or on my Discord server is fine to.
#4
SWBF2 Modding / Re: Tga.option files
November 20, 2019, 04:11:27 AM
Just remove them, unless your making a mod for the PS2. (Which strikes me as unlikely.)
#5
SWBF2 Modding / Re: Tga.option files
November 19, 2019, 07:04:44 AM
Like the "-32bit", "-8bit", etc .tga.options? They're for specifying the format on the PS2 version of the game and in most cases do not do what you expect on PC, so as a rule you should leave them out of your .tga.option files.
Or are you referring something else?
Or are you referring something else?
#6
SWBF2 Modding / Re: Tga.option files
November 16, 2019, 07:03:33 PMQuote from: Keizilord501st on November 16, 2019, 06:31:18 PMSorry yes, should've clarified .*.option files are just plain text files with a special extension. So yes you can just copy an existing one and edit it to have the contents you want or hit New file in Notepad++, put what you want in it and save that as one.
How do i go about creating/editing them? Can i take an existing one say a vanilla one and use notepad++ to edit the code or can i just change the name of the file to match my tga files?
#7
SWBF2 Modding / Re: Tga.option files
November 16, 2019, 05:59:13 PM
.option.tga files are not strictly needed but it can be helpful to create them none the less so the munger knows what to do with your texture.
Off the top of my head these should more or less be all the ones you need.
For textures with no alpha channel.
For textures with an alpha channel.
To convert a height map into a normal map at munge time. (Replace "compressed" with "compressed_alpha" if the height map has a gloss map.)
For detail map textures.
For cube map textures. (Rare, only use for env maps, see modtools docs or the game's stock cubemaps to lay them out.)
For any texture (except detail maps!) where you feel the loss of quality from compression is too great you can replace the "-format <format>" with "-format a8r8g8b8" to have the texture be uncompressed.
Off the top of my head these should more or less be all the ones you need.
For textures with no alpha channel.
Code Select
-format compressed
For textures with an alpha channel.
Code Select
-format compressed_alpha
To convert a height map into a normal map at munge time. (Replace "compressed" with "compressed_alpha" if the height map has a gloss map.)
Code Select
-format compressed -bumpmap -bumpscale 6.0
For detail map textures.
Code Select
-format L8
For cube map textures. (Rare, only use for env maps, see modtools docs or the game's stock cubemaps to lay them out.)
Code Select
-format compressed -cubemap
For any texture (except detail maps!) where you feel the loss of quality from compression is too great you can replace the "-format <format>" with "-format a8r8g8b8" to have the texture be uncompressed.
#8
Star Wars Battlefront 2 (2005 Original) / Re: SWBFII Split Screen Toolkit
October 26, 2019, 04:46:44 AM
Hey, so this just outright doesn't work with the Steam or GoG version of the game as many people have encountered.
I've been meaning to do this for a while but I have began investigating ways to rewrite the tool to be more broadly compatible across all the game's versions. I also want to add easy support for mod maps (going to be tricky this one but I want it there).
I don't have any guarantees because I might get busy and I also have several hobby projects I'm juggling. But I am looking into it and I do hope to maybe have something substantial in the next two weeks. Might end up with nothing but if it goes anywhere I'll update this topic.
I've been meaning to do this for a while but I have began investigating ways to rewrite the tool to be more broadly compatible across all the game's versions. I also want to add easy support for mod maps (going to be tricky this one but I want it there).
I don't have any guarantees because I might get busy and I also have several hobby projects I'm juggling. But I am looking into it and I do hope to maybe have something substantial in the next two weeks. Might end up with nothing but if it goes anywhere I'll update this topic.
#9
Requests / Re: need urgent help fixing my map the cw era crashes for no reason.
August 30, 2019, 07:53:09 PMQuote from: wsa30h on August 30, 2019, 07:19:15 AM
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(1951)
error: bad argument sent to Lua API function
stack traceback:
1: function `SetMemoryPoolSize' [C]
2: function `ScriptInit' [(none)]
Errors like this won't crash the game but they will cause your script to stop executing. Which later on can cause problems this.
QuoteMessage Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team has no unit classes
And this one will crash the game. If we do some problem solving here we can work out that your mission script has a bad "SetMemoryPoolSize" (the first function in the Lua stack trace) call somewhere. And we can also work out that that call seems to be before your "AddUnitClass" calls, otherwise how did one of the teams end up with no unit classes?
Double check your "SetMemoryPoolSize" calls. It seems you might be passing a number where a string is expected or vice versa. (Or not passing the right number of arguments, etc.)
#10
SWBF1 Modding / Re: anyone having problems with munging core lvl in windows 10 ?
August 13, 2019, 08:48:45 PM
I haven't tested this extensively but it should work.
Open up "BFBuilder/Data/MergeLocalize.bat" in a text editor and replace it's contents with this. (Or make the same edits I have manually.) Instead of using "more" (which iirc is what causes problems) for merging localization it'll use PowerShell's "Get-Content" command. The end result should be identical, I think.
Open up "BFBuilder/Data/MergeLocalize.bat" in a text editor and replace it's contents with this. (Or make the same edits I have manually.) Instead of using "more" (which iirc is what causes problems) for merging localization it'll use PowerShell's "Get-Content" command. The end result should be identical, I think.
Code Select
@echo off
:: //-----------------------------------------------------------
:: // Create some cleaner variable names
:: //-----------------------------------------------------------
if "%3"=="" (
ECHO.
Echo Format: .\MergeLocalize.Bat InputDir1 inputDir2 TempDir
ECHO.
GOTO DONE
)
set Source1Dir=%1
set Source2Dir=%2
set TempDir=%3
:: //-----------------------------------------------------------
:: // Copy and merge the two text files for each language
:: //-----------------------------------------------------------
if NOT EXIST %TempDir% mkdir %TempDir%
setlocal ENABLEDELAYEDEXPANSION
:: Make sure PowerShell is on the path.
SET PATH="%SYSTEMROOT%"\System32\WindowsPowerShell\v1.0\;%PATH%
FOR %%i IN (%Source1Dir%\*.cfg %Source2Dir%\*.cfg) DO (
echo Merging %%i...
:: Use "Get-Content" from PowerShell instead of "more".
powershell -Command Get-Content %%i >> %TempDir%\%%~ni%%~xi
)
ECHO.
:DONE
#11
I have an Xbox One S, it's a fine little console imo. Pair it with Xbox Game Pass and you can have some fun times without spending too much.
It has some good four player splitscreen options as well (one of the key things I like about it) if that is your thing. Halo for some fun competition, Borderlands for some fun cooperation and obviously Minecraft for family friendly fun.
It has some good four player splitscreen options as well (one of the key things I like about it) if that is your thing. Halo for some fun competition, Borderlands for some fun cooperation and obviously Minecraft for family friendly fun.
Quote from: Dark_Phantom on August 11, 2019, 08:48:14 PMMore or less I think. The Xbox One S is the original Xbox One put into a smaller chassis, I think it might also have some extra video (video, not graphics) and display hardware for handling 4K and HDR. The Xbox One X is like the PS4 Pro, same fundamental architecture but with a higher clocked CPU and more GPU compute units. (Or some such like that.)
Someone correct me, but the S is a is a light, budget XBone, and the X is a powerhouse. I don't know specifics because I'm a PlayStation player
#12
General / Re: Strange lighting glitch when ADS in game BF1 (2004)
July 27, 2019, 12:43:01 AM
Okay first a quick (overly technical) explanation of what I think is probably going on here. (Skip ahead if you just want the fix.) So the game has a blur postprocessing effect and it works by downscaling the rendered image by a factor of 0.25 then running a box filter over that and then overlaying the result back on top of the original image.
Now the texture that the game downsamples the scene into for the blur has a constant size across all resolutions of 512 * 512. And the downsampling is done by the D3D9 method IDirect3DDevice9::StretchRect. If we take your resolution and scale it by 0.25 we get 640 * 360. This is where the problem is, the game calls IDirect3DDevice9::StretchRect telling it to take this input texture, which is 2560 * 1440, downsample it so that it becomes 640 * 360 and use this texture (which is 512 * 512) as the destination.
It's quite easy for us to spot here that the downsampled texture size doesn't fit inside the destination and it's also quite easy for D3D9 to spot and it just returns an error to the game and does nothing. Which leaves the destination texture unmodified. Now the game doesn't bother handling the error returned by D3D9 and heroically presses on!
This results in the blur effect not working correctly. In most cases it'll end up overlaying a black texture of the original one, but that 512 * 512 texture it uses to do the blur is also used as an intermediate target for other things like scope blurs and water normal maps.
Possible Fixes Begin Here
Now the solution is quite simple, we simply have to stop the game's resolution being greater than 1 / 0.25 * 512 (or put more simply, 2048) in either direction. Now you can just set your resolution to 1920 * 1080 and call it day. This will fix the problems and assuming the DPI on your display is reasonable when combined with MSAAx8 it'll look pretty good.
You could also use a custom resolution that maxed out at 2048 to get the most detail possible while avoiding the bug. (for 16:9 this would be 2048 * 1153). I could probably make a guide on how to do that if you were interested, but the difference is likely to be small and custom resolutions are in general a pain because they disable the ability to use DSR.
The proper solution would of course be to edit the exe to fix the bug or remove the blur effect but that's a lot more work to do. You can also disable the effect in a map's .fx file.
Now the texture that the game downsamples the scene into for the blur has a constant size across all resolutions of 512 * 512. And the downsampling is done by the D3D9 method IDirect3DDevice9::StretchRect. If we take your resolution and scale it by 0.25 we get 640 * 360. This is where the problem is, the game calls IDirect3DDevice9::StretchRect telling it to take this input texture, which is 2560 * 1440, downsample it so that it becomes 640 * 360 and use this texture (which is 512 * 512) as the destination.
It's quite easy for us to spot here that the downsampled texture size doesn't fit inside the destination and it's also quite easy for D3D9 to spot and it just returns an error to the game and does nothing. Which leaves the destination texture unmodified. Now the game doesn't bother handling the error returned by D3D9 and heroically presses on!
This results in the blur effect not working correctly. In most cases it'll end up overlaying a black texture of the original one, but that 512 * 512 texture it uses to do the blur is also used as an intermediate target for other things like scope blurs and water normal maps.
Possible Fixes Begin Here
Now the solution is quite simple, we simply have to stop the game's resolution being greater than 1 / 0.25 * 512 (or put more simply, 2048) in either direction. Now you can just set your resolution to 1920 * 1080 and call it day. This will fix the problems and assuming the DPI on your display is reasonable when combined with MSAAx8 it'll look pretty good.
You could also use a custom resolution that maxed out at 2048 to get the most detail possible while avoiding the bug. (for 16:9 this would be 2048 * 1153). I could probably make a guide on how to do that if you were interested, but the difference is likely to be small and custom resolutions are in general a pain because they disable the ability to use DSR.
The proper solution would of course be to edit the exe to fix the bug or remove the blur effect but that's a lot more work to do. You can also disable the effect in a map's .fx file.
#13
Released Assets / Re: model-edit - v0.1.3
July 15, 2019, 08:32:14 AM
Just so any interested modders know I released an update to this that (probably) fixes a bug relating to shadows with it.
#14
SWBF2 Modding / Re: Disabling" the 'override_texture' function?
June 22, 2019, 08:04:42 PM
I think you should just have to remove "-keepmaterial override_texture" from the .option file for the .msh.
#15
SWBF1 Modding / Re: How do I change the color of water for my map?
June 05, 2019, 09:05:25 PM
"ReflectionColor" controls the colour of the reflections in the water and "RefractionColor" controls the colour of things under the water.