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Topics - Giftheck

#161
Pretty much what it says on the tin. Building my Scarif map, and it's coming up with a crash when I try to load it in SPTest, but it's not telling me why it's crashing.

Could the number of objects or terrain size be a factor at all?
#162
Released Assets / Giftheck's TIE Striker
May 13, 2017, 03:29:31 AM
Here's my first ever not-ported vehicle, complete with takeoff animations. This uses both the TIE Fighter and TIE Bomber textures, though I changed the colours on the TIE Bomber texture to match the TIE Fighter texture (therfore it will override the stock TIE Bomber texture)

==UPDATED 6 SEPTEMBER 2020==
Here's an update to the TIE Striker that I had released previously. There were problems with the collision which I have now solved.

Screenshot:
[spoiler]
[/spoiler]

DOWNLOAD

NOTES:
-Two additional firepoints: hp_fire_3 and hp_fire_4, are located under the body.

Credits:
-Pandemic Studios for the original models and textures
-Anakin for the tutorial that helped me learn to animate the takeoff sequence
#163
A new version of the DLT-19 was held by the Death Troopers in Rogue One, with extra attachments not seen on the normal model of DLT-19. So I decided to do my own version based on that. Here is my Death Trooper-edition DLT-19.


[spoiler][/spoiler]

DOWNLOAD

Credits:
-Pandemic studios for the base model and texture
-EA/DICE for the official still I borrowed some minor texture parts from.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.
#164
Released Assets / Gistech's Jyn Erso
May 11, 2017, 03:16:36 AM
And here's the unit to go with my A180. This is my version of Jyn Erso. The mesh itself was tricky to get right: the body is modified from the SWBF1 Rebel Marksman, but the face took ages and it's still not 100% accurate, but it's close enough that it at least looks human and has some minor resemblance to her (then again, all stock SWBF2 models have this problem, I think  :laugh:)

Screenshot:

[spoiler][/spoiler]

Download

Credits:

-Pandemic Studios for the mod tools and Rebel Marksman model
-Sideshow Collectables for their Jyn Erso figure that I used for the face texture.
-Free Radical for the hair texture and the holster (from the X2 model)

You are free to modify and improve this model in any way you see fit. Actually, if anybody fixes the face that would be great.
#165
Released Assets / Gistech's A180
May 10, 2017, 01:06:14 AM
Here's my A180. Included are all four variants of the weapon: pistol, rifle, sniper rifle and ion rifle.

[spoiler]


[/spoiler]

DOWNLOAD

Credits:
-Pandemic Studios for some model parts and textures (scope).
-EA/DICE for the idea and the reference pictures.

You can modify this model if you wish.
#166
Released Assets / Gistech's T-21 and T-21B
May 03, 2017, 01:19:39 AM
Here's my T-21 and T-21B. The T-21 mesh and most of the T-21B are completely new meshes, while the scopes on the T-21B are modified from my A280C/DLT-20A scope. Textures are a combination of stock, pictures of a real-life Lewis Gun (which the T-21 is made from) and some bits taken from the stills for the T-21B.


[spoiler]
[/spoiler]

DOWNLOAD

Credits:
-Pandemic Studios for the original texture parts
-EA/DICE for the idea and the reference picture.

You can modify this model if you wish.
#167
http://wwg.com/2017/04/30/star-wars-cancelled-call-of-duty-style-shooter-can-now-be-downlo/

Already, people are extracting things from this. However, unlike Battlefront III, which was a full game but had only just begun the porting process, this was nothing more than a tech demo and as such only includes one map and a limited number of weapons.
#168
I've made myself a TIE Striker model and I need to make the takeoff and landing animations but I can't seem to find a decent tutorial on how to animate it.
#169
Released Assets / Gogie's Scarif Starter Kit
April 27, 2017, 01:36:35 PM
http://www.moddb.com/games/star-wars-battlefront-ii/downloads/scarif-modding-starter-kit-ch1-level-design

This includes some of the map assets featured in Gogie's brilliant Scarif maps for SWBF2.

Please note that Gogie does not wish you to post this starter kit elsewhere. Uploading the assets of a map that include these models is okay, though.
#170
Here's my MPL-57. I built the mesh entirely from scratch. The texture is built by manipulating reference pictures of the MPL-57. Included are three variants: the standard MPL-57, the Homing Shot variant, and a version which has neither the scope nor the sight, so you can add your own attachments to it.

[spoiler]

[/spoiler]

DOWNLOAD

Credits:
-EA/DICE for the idea and the reference pictures.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.

EDIT: Updated with a higher-poly barrel mesh.
#171
Released Assets / A280C Blaster Rifle (With Mods)
April 21, 2017, 09:34:25 AM
Here's my A280C. I basically started off with my DLT-20A model and rebuilt it. Originally, I was going to use the Rebel Rifle but I wound up using pretty much nothing but the barrel from it, and as it turns out, more than just the scope is shared between the A280C and the DLT-20A - the handle and part of the frame is the same.

UPDATE 10/01/2018: Updated the model and included the modded variants seen in the 2017 Battlefront 2 title.

[spoiler]
[/spoiler]

DOWNLOAD

Credits:
-Pandemic studios for the base model and texture
-EA/DICE for the idea and the official stills I borrowed some minor texture parts from.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.
#172
Released Assets / Gistech's DLT-19X
April 21, 2017, 06:22:55 AM
Here's my DLT-19X. This is my earlier DLT-19 with a slightly modified version of the scope I did for the DLT-20A/A280C, and no tripod.

Here's a screenshot:

[spoiler][/spoiler]

DOWNLOAD

Credits:
-Pandemic studios for the base model and texture
-EA/DICE for the idea and the official still I borrowed some minor texture parts from.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.
#173
Released Assets / Gistech's DLT-20A
April 21, 2017, 05:54:28 AM
Here's my DLT-20A mesh. I made this by modifying the stock Imperial E17D Sniper rifle.

The meshes are either modified stock or made from scratch. Most of the texture is stock, as with my DLT-19. I borrowed a part of the scope texture - the main housing - from the official still of the DLT-20A from DICE's game.

Here's a screenshot:

[spoiler][/spoiler]

DOWNLOAD

Credits:
-Pandemic studios for the base model and texture
-EA/DICE for the idea and the official still I borrowed some minor texture parts from.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.

With this out of the way, I can do the A280C and DLT-19X (both use the same scope with minor alterations).
#174
Released Assets / Gistech's DLT-19
April 21, 2017, 01:20:23 AM
Here's my DLT-19 mesh. I made this by modifying the stock Imperial E11S Sniper rifle. I wasn't going for "ultra HD" or "hyper accurate" but a more "classic Battlefront" feel, though this weapon is higher-poly than the stock FPS model for the weapon I based it off.

The meshes are either modified stock or made from scratch. Most of the texture is stock (the barrel texture is modified from the Rebel sniper rifle) though I did need to borrow one or two pieces from the official press release picture of the DLT-19.

Here's a screenshot:

[spoiler][/spoiler]

DOWNLOAD

Credits:
-Pandemic studios for the base model and texture
-EA/DICE for the idea and the official still I borrowed some minor texture parts from.

You can modify this model if you wish, to add scopes, remove parts, or give it a HD texture.

My next project is the DLT-20A and recreating the A280C. Both of those share a scope so it shouldn't be difficult once I have the DLT-20A's scope modelled. The DLT-20A will be based off the Rebel Sniper Rifle, which is again very similar in shape to the DLT-20A, like the E11S was similar in shape to the DLT-19.
#175
SWBF1 Modding / Fixing the walk cycle of the AT-AT
April 19, 2017, 12:20:19 PM
I've noticed that in both the original game and in SWBF2, there are a few lines that control how the walkers move, particlarly how fast their animations play:

TEMP_AnimationSpeed = "1.5"
TEMP_Type = "1" //Sets up collision and number of legs, will be moved to the msh file


Here is the AT-ST's for comparison:

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


The AT-TE's:

TEMP_AnimationSpeed         = "1.5"
TEMP_Type           = "0"


And the Spider Droid's:

TEMP_AnimationSpeed = "1.0"
TEMP_Type = "0"


Now, TEMP_AnimationSpeed, when altered, does exactly what it says on the tin. It changes the animation speed. I have no idea what TEMP_Type does exactly. However, I did notice one or two things when I fiddle with these:

-Changing the TEMP_AnimationSpeed tends to mess up the feet collision detection on the AT-AT.
-TEMP_Type, as is commented, is supposed to set up the collision and number of legs but is apparently moved to the MSH file. The AT-AT is the only one with a value of 1 here. I've tried other values for it, including 0, but they too seem to mess up the walk cycle effects.

There is also another issue: the sound effects for the hydraulics. They seem to play constantly when the AT-AT is on the move. I'm aiming to replace these with the correct lift sounds from the film but there's no point if they play in this same manner.

There is another thing I noticed: The AT-AT and AT-ST ODFs are the only walker/commandwalker class without a "StompDetectionType" value in them.

Has anybody played around with these values at all to see what works?
#176
Full reveal trailer:


Campaign will follow Inferno Squadron in the aftermath of Death Star 2's destruction up to the Sequel Trilogy era.
#177
General / The Last Jedi teaser
April 14, 2017, 09:25:45 AM


Looks like this will be a good film.
#178
Is there a way for me to export a series of models laid out so I can use those models as a guide? I'd like to redecorate the stock Echo Base but it's tricky to do that if I can't get the layout right.
#180
SWBF1 Modding / Campaign theory
March 08, 2017, 01:39:52 AM
Just putting some ideas on how a campaign might work in SWBF.

We had a campaign-style map or two done before (by Ginev IIRC). But they still stuck to the rules of the Conquest-type gameplay.

If, for instance, you wanted an objective-based campaign ALA Elite Squadron, how might this work in the original game?

You have two types of command posts: capturable and destroyable. Command post capture times can be altered to create a checkpoint system of sorts and you can make them invisible. Destroyable command posts can be used to do things like destroyable control panels etc. To prevent the recapture of the checkpoints you could create barriers preventing enemies from getting into the areas these checkpoints are located, or make duplicate enemy ODFs with a setting that makes it so they can own but not capture command posts through the native units system.

If you were going to do something like X2, you could then set up native allies which would also be unable to capture these control points or destroy objectives.

The only restriction you would have is that you can't set infinite reinforcements. So you'd have to set a high number of reinforcements. If you were going for an Elite Squadron-style campaign, you would have to give a low number of reinforcement tickets as lives to allow players to respawn at a checkpoint as a different class, as SWBF does not allow class changing at command posts.

Just some thoughts. What do you guys reckon?