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Messages - Kroete

#1
Putting the flyer into its own side worked
#2
Update:

I've managed to figure out how so set hardpoints in XSI Modtools but i still don't know how to reference them in my .odf file. The thruster hardpoints and effects work (Which i also copy and pasted from another odf) but the game crashes when i try to reference weapons.

Any help would be appreciated
#3
I'm working on making my own starfighter. Until now i've just been pasting sections from the tiefighter odf to the odf of the starship. I've managed to make it flyable, make it do tricks, have the appropiate speed and place the camera in the right spot.

Weapons and Thruster effects seem to be different and i've been struggling to find tutorials on making a starship in general. How do i add Weapons to my ship?

I also reckon that i wont be able to just create them using my odf file but i'll post it here anyway.

My .odf file:
(Please note that because i'm kind of new to modding i don't know what some of these things do, but the odf_guide.doc helped me out a bit)
[spoiler]
[GameObjectClass]      

ClassLabel      =   "flyer"
GeometryName   =   "ship.msh"


[Properties]      
HUDModel        = "hud_tie_fighter_shape"
MapTexture = "tie-fighter_icon"
HealthTexture = "HUD_imp_tiefighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale            = 1.5
MapViewMin          = 750
MapViewMax          = 750

GeometryName   =   "testship"
Label = "ship"
//ForceMode = "1"
CollisionScale = "1.5"
CollisionThreshold = "5"
MaxHealth = "2250"
PilotSkillRepairScale = "0.02"
TakeoffTime = "1"
TakeoffSpeed = "10"
LandingTime = "1"
LandingSpeed = "10"
TakeoffHeight = "1.5"

SquadronFormation = "Tri-form"
SquadronFormation = "Box-form"

EnergyBar = "80"
EnergyAutoRestore = "7.5"
EnergyBoostDrain = "20"
EnergyTrickDrainSingleTap = "15"
EnergyTrickDrainDoubleTap = "30"
FirstPersonFOV = "52"
CockpitTension = "22"

PitchRate               = 1.25
PitchFilter             = 6.0
PitchFilterDecel        = 6.0
PitchBuildupMultiplier  = 1.0
TurnRate                = 1.0
TurnFilter              = 6.0
TurnFilterDecel         = 6.0
TurnBuildupMultiplier   = 1.0

BankAngle = "0.8"
BankFilter = "3.5"
LevelFilter = "1.5"
LevelFilterLanding = "5"
RollRate = "3.15"
PCPitchRate = "15"
PCSpinRate = "15"
PCTurnRate = "25"

TiltValue = "5"

AimTension              = "20.0"

MoveTensionX            = "2.7"
MoveTensionY            = "2.7 10.0"
MoveTensionZ            = "4.25"

BlurEffect = "0.9"
BlurStart = "40"
FOVEffect3rd = "90"
FOVEffect1st = "90"
Acceleraton = "40"
MinSpeed = "35"
MidSpeed = "70"
MaxSpeed = "95"
BoostAcceleration = "80"
BoostSpeed = "150"
TrickRollSpeed = "6"
TrickFlipSpeed = "6"
TrickSideRollStrafeSpeed = "30"
TrickFlipCameraDetach = "0.24"
TrickSideRollCameraDetach = "0.48"

EyePointOffset = "0.0 6.0 0.0"
TrackOffset = "0.0 0.0 0.0"
TrackCenter = "0.0 5.0 -8.0"

FOVEFFectMinCamOffset3rd = "0.0 10.0 20.0"
FOVEFFectMaxCamOffset3rd = "0.0 10.0 25.0"

FoleyFXGroup            = "metal_foley"[/spoiler]
#4
Thank you so much! Its still transparent in the Zero Editor but it works ingame so it doesnt really matter. Again thank you so much because I spent way too much time trying to figure it out by myself before this thread.
I can also now view the .wrl in the SWBF Viewer and the .tga in a tga viewer which i couldn't before

It's a bit small but i think i can fix that by exporting it with the scale set at 1.5 or something

Quote from: Unit 33 on May 26, 2020, 02:36:36 PM

perhaps try this small tga version?


May i ask how you did that?
Was is it with photoshop?

#5
Quote from: Unit 33 on May 26, 2020, 11:47:39 AM
if you upload it here, I can take a look at it?

I don't think i can attach .bmp files so i uploaded it to Google Drive

It's the original file from the model
#6
I'm not exactly sure whats meant by compression, but i think this "Keep Original Resolution" in the Plugin i'm using is similar. I have it ticked every time i use it. Is there any other Program i can use to convert bmp to tga? The Blender plugin is called Batch Converter and i'm using an older version of Blender (2.74)
#7
I'm trying to use a model of a spaceship that uses the .obj, .mtl and .bmp file formats but it isn't working out. The Models come out either untextured or invisible(transparent?). I tried it for the last few days but can't really find any fitting threads online. Im relatively new to modding so any help would be appreciated. Im not trying to use the Models as vehicles yet, just as props for now.

My Proccess of converting:
[spoiler]I'm using a Blender Plugin to convert the bmp to tga (They also keep their original size this way). I then edit the .mtl file so that the Model uses the .tga. I use Wings3d to export the .obj to vrml (.wrl). I then try use the SWBF Viewer to export them as .msh but they come out untextured or are invisible.[/spoiler]

Images of my results:

https://prnt.sc/so8m19

https://prnt.sc/so8jx5
#8
Welcome Center / Re: SWBF Player Awards
May 24, 2020, 06:59:32 AM
I play 2004 bf, 2005 bf2 and 2015 bf
#9
Hello,

I'm very excited to join this site as i've been looking for more active bf classic communities. I'm from Germany and the 2005 Battlefront 2 is the game that got me into playing on PC. I used SWBFspy and Gameranger after Gamespy shut down and started playing the game actively again when GOG / Steam did their own Multiplayer. Remembered swbfgamers.com when i saw their Servers in the List. I also played the 2015 Battlefront and occasionally the one from 2004. I have the newest EA one but i strongly disliked it because of all the loot box stuff. I tried replaying it after they
got rid of them but its just not for me.

I am currently learning how to make mods for the classic bf2 by using the gametoast.com forums and of course swbfgamers.com. I hope this site can help me learn more about modding because its really fun and maybe it can freshen up my current multiplayer experience.