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Messages - Giftheck

#2116
I can't do KotoR, having never played any of the games I wouldn't know where to begin, and in any case, I'll probably retire from BF1 modding after this.
#2117
SWBF1 Modding / Re: Main Play Mod 7
January 23, 2010, 04:46:44 AM
Quote from: UNIT33 on January 23, 2010, 04:06:35 AM
It's not 'just' a mod Verik.
The mod affects the whole game-play of SWBF, new maps, sides, sounds, music, skins and weapons, so it ain't 'just' a mod.

Actually, there's no new music unless I add it to the custom maps I mod. But, yeah, it's more than 'just a mod', although it started out 'just a mod'. Version 6 is currently available on SWBFFiles if you want an idea of what to expect in Version 7.

The fonts you see in the above screenshots are not going to be included. I just did that as a test to see if the FontEdit/FontMunge tools from the BF2 Mod Tools worked with BF1, and they do. The standard BF1 font (AmmarilloUSAF) will remain.
#2118
Tech Support / Re: When downloading a game is Legal?
January 21, 2010, 03:38:25 PM
To answer the question of the thread title: It's legal if it's a service such as "Steam". Of course, you actually have to buy the game off Steam, you can't just download it, but after that, you can download as many copies as you like (much like you can install a game as many times using the one disc as you like)
#2119
That's what Main Play Mod was originally. A BF1 mod.
#2120
Released Maps and Mods / Re: Mygeeto: War Torn City
January 21, 2010, 02:08:41 AM
Yeah, those names just replace the standard "Loading" string.
#2121
I'm sorry to have to say this, the idea was nice, but I'm so drained from the BF1 mod, I no longer have the strength to finish this mod. So I am shelving it until further notice.
#2122
SWBF1 Modding / Re: Main Play Mod 6.5
January 20, 2010, 02:09:01 PM
Okay, so here we go with a status update:

- Split up the Clone legions into separate LVL files. It's less cluttered for me that way. Heroes and Villains also have their own seperate LVL files too.
- Yavin IV: Temple has been added back into the mod. Instead of modifying the Temple CP, I've modified the Overlook CP to give the Alliance a Light Attack Speeder and the AT-PT if they capture it.
- I've chosen a few custom maps to remake the mission files. They include: Corsucant: Streets, Coruscant: City, Felucia: Marshland, Kashyyyk: Wookieland, Kashyyyk: Beachhead, Mustafar: Refinery, Mygeeto: War-Torn City (possibly reconverted), Kamino: Cloning Facility (reconverted by me), Utapau: Sinkhole (considering reconverting this myself to fix collision issues), Coruscant: Jedi Temple (Possible reconversion dependant on whether I can get certain props re-exported with the proper names for their collisions - I've got some fixed already such as the Library), Death Star: Interior, possibly a space map if I can find BF2 source files for space maps.
-Many new SFX have been brought in for various weapons. For instance, the AT-ST's main guns sound correct now.
- Jon415, UNIT33 and Hardcore are the beta testers.

I'll see about a trailer sometime soon.
#2123
Released Maps and Mods / Re: Mygeeto: War Torn City
January 20, 2010, 08:12:09 AM
I don't see a weapons mod :?
#2124
Released Maps and Mods / Re: BF1 Yoda
January 18, 2010, 02:59:20 PM
Can I use this in the main game as is without having to modify the common.lvl? Plus, hwo did you do it? Can you release a tut?
#2125
SWBF1 Modding / Re: Main Play Mod 6.5
January 18, 2010, 02:32:18 PM
Navy Commando on Bespin:



Not much new on the scene. The Campaign version of Mos Eisley no longer has Rebels, but sticks a bit closer to the briefings. Now you have to fight the locals instead, including the Jawas which are armed with ARC Casters :O
#2126
Requests / Re: Yoda's Skeleton
January 18, 2010, 02:13:54 PM
Would I need to add this to common.lvl to get it to work with the Main Play Mod?
#2127
Requests / Re: Yoda's Skeleton
January 17, 2010, 12:45:01 PM
I know how to make custom animations. As I pointed out in another thread, I copied the format of the Ewok animation/skeleton setup, (like using only the base pose and 9poses), referenced the zafbin in the .REQ file, referenced the skeleton name in the ODF, and the game doesn't accept it. It crashes.
#2128
Requests / Yoda's Skeleton
January 16, 2010, 01:48:12 PM
I'm aware that somebody managed to port Yoda's actual skeleton over to BF1. What I don't know is how it was done. So I'm asking, how would I go about just porting Yoda's skeleton over? I have before just used the Ewok skeleton instead, but it stretches Yoda's legs and neck.
#2129
Requests / Re: Rancor And Acklay ported to SWBF 1?
January 16, 2010, 09:57:06 AM
What I mean is, I tried getting other units to work, such as Yoda, and all I wanted was the skeleton. It doesn't seem to work, because it just crashes upon load (which might suggest it can't find what it's looking for?). All I had in the 'animationset' was the basepose. Considering the unit works with the stock basepose, and the Ewok basepose, perhaps it's something specific to BF2's animation .msh files.
#2130
Requests / Re: Rancor And Acklay ported to SWBF 1?
January 15, 2010, 02:08:45 PM
Well, I am not sure BF2 unit anim files are compatible with BF1. I've tried using standard, conventional names for replacing animations, skeletons, and they just crash the game upon load.

Bottom line, I think unless you re-export the animations as BF1-compatible, it ain't gonna work. Sorry.