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Messages - Ty294

#1
Working on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:






This one I have the images in backward order, the new on is on the top.
#2
Quote from: Giftheck on March 12, 2024, 02:04:37 PMYour work looks really good! I look forward to seeing the end result!  :cheers:

Thanks!

I actually got it uploaded to Gamefront today (click here!). Fastest I think I've ever had a download approved by them. It has also been sent for approval here, but that download just links to the Gamefront one, since the file is too big to be directly hosted here.


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Also, I completely forgot to add this bit of trivia to my description, but the original inspiration for the Europa maps was an old strategy tank game called Battlezone 1998. A fun fact I learned later about BZ98, is that apparently the dev team that built it for Activision, would later became Pandemic Studios!
#3
Quote from: wsa30h on March 12, 2024, 09:05:55 AMnice work cant wait to play your map. must learn how to make a minimaps for my maps.

Thanks!

Minimaps are, unfortunately, not something for which there is an easy solution. My process involves taking screenshots of the map in Zeroeditor, then taking screenshots in-game, trying to approximately line-up the CPs, then use Adobe Illustrator to create the various objects/outlines/etc. Then spend an inordinate amount of time intricately adjusting them into place. And since Illustrator can't export into TGA the way I need it, I have to export it into PNG, then export it into TGA with Photoshop, each time I make a tweak... The process takes me forever, but I'm very anal about my minimaps looking official-release quality. lol
#4
Well, it's been a minute since I've uploaded something. I thought I had this map done months ago, then after getting sidetracked by other projects, I came back to this and spent another several weeks redoing and refining things in it, and now, I can finally reveal...

Europa: Ground Assault 2.0


This is a complete remake of my third ever map release, which occurred 12/2/2008, a little over fifteen years ago. Good grief that is a long time... Anyway, that original map was made at a time when I still had no idea what I was doing, and hadn't bothered to learn all the things I should have known. That map had a black sky, no low-rez terrain, and didn't even have AI paths... yeesh. But still, I have a lot of nostalgia for my old maps, so along with the remake, I'm also releasing a "fixed" version of the original POS map. See some comparison's below:


The horizon and sky:


The defensive position:


The gun platforms:


And for some addition pictures of the remake map:





I want to add special thanks to my long-time friend Ginev for modeling the ice spires and several of the map props for me!

Also, units:

Clone Minelayer, now with a new concussion rifle model:


Rebel Medic, featuring the restored scatter gun, as well as the bacta gun that now has animated bacta:




Snow Scout:


Imperial Officer, with restored Haywire Grenade:




Also, I have made a lot of the hi-res weapons and tools into functional models for both first and third person, and made sure the "lit" parts show bright on this dark map. The main examples are the fusion cutters:




This map is about 99.99% done, and should be released soon. I also have its sequels, Europa: Bridge and Europa:Caves in 90% done state, and hopefully will be able to release those pretty soon after.
#5
Quote from: Unit 33 on March 09, 2024, 09:47:09 AMI'm going try some more SchMEe. Not sure how to introduce 'new' msh objects for the purposes of kitbashing in SchMEe, but I'm sure it's written down somewhere.

I think the best way to do that would be to build your new mesh onto the existing mesh in blender first, then export only the new mesh (either delete or deselect whatever pre-existing mesh you are going to put this new thing onto), then explode them with SchMEe and put them together that way. You'll need a hex editor to change the PRNT.chunk to make sure it attaches where you want it though.

I haven't tried this myself, so I'm not sure how well it'd work.


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Since I'm here, I might as well share some kitbashes of my own:




Also, I don't know what precisely the policy is when it comes to editing other people's assets. Is it basically fine unless they explicitly tell you not to? Case in point here, I put psych0fred's Bothan's head onto a Rebel Hoth trooper:

#6
Quote from: Giftheck on March 03, 2024, 11:47:53 AMHow have I been here this long and been unaware we have a Discord?  :XD:

I didn't think there was one here. I've been waiting the last few days for someone to corroborate this information. lol
#7
Quote from: Giftheck on February 22, 2024, 03:25:48 PMThe code for the console spawn screen is quite different to the PC version. The limit doesn't appear to exist, or at least not as restricted on the console spawn screen.

Man, I hope you're right! I never thought that this could even be a possibility.
#8
Quote from: Giftheck on February 22, 2024, 03:50:00 AMAnd that means goodbye to the 5 unit limit for SWBF1.

This would most certainly be awesome, but I had been under the impression that expanding the unit limit required hacking the .exe. Wouldn't that still apply?
#9
The only Christmas maps I'm familiar with for Battlefront 1 are my own Snowball Fight maps. The latest version can be downloaded here.

For Battlefront 2, Dann Boeing's Christmas in Jinglin' Town is the only one I've really played, albeit briefly.
#10
I guess you're right. I could have sworn I tested vanilla and seen five, but going back in again now, I guess it is only ever is three or sometimes four, depending on the models on screen at the time. I guess I did not realize how few actually do show up.

So I guess getting three of my models to show is a adequate.

Thanks much!
#11
Hey all, so I took up 3D modeling recently (only after 15 years of begging other people to handle modeling issues for me), and I'm having a lot of fun with it. But I do have one issue.

I'm using Blender 3.6 with the SWBF-msh-Blender-IO addon. Works great for weapons and vehicles so far, but there's been a hiccup for character models. I made a few tweaks to some troop models, and the result in-game is that all but one or two of the visible soldier models would go right to low-rez. I have had this sort of thing happen before when using other people's high-poly models, but the ones I was using were not high-poly models, in fact they were slightly modified vanilla models. A couple actually had reduced poly counts from their default form. I then tried just loading an unaltered, default model into Blender, then export it with no changes. That model also caused the troop models to go to low-rez, so obviously it is something to do with the Blender import/export.

I then found there was an export option to "Generate Triangle Strips". Checking this option helps, as it is now up to 3 of the models being visible in high-res. However, I believe there is supposed to be at least 5 in high-res by default. So I'm half-way there, but not all the way there.

Wondering if anyone would know what other else I can try or if there are any settings I need to adjust in order to fix this issue?

Thanks for your time!
#12
This will be in your map's common folder.

BFBuilder\Data###\Common\MSHs

It will be the ones labeled "com_1st_weap_inf_torpedo.msh" and "com_weap_inf_torpedo.msh".
#13
Quote from: Led on February 12, 2023, 03:41:11 AMThanks.  New uploads are rare these days...feel free to PM or make a post to get us to check  :cheers:

Thank you much! I didn't want to single-out any one mod for PMing, hence why I posted here.
#14
Released Maps and Mods / Snowball Fight (3.0)
February 12, 2023, 03:25:50 AM
Snowball Fight (3.0)

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1620

It was an old tradition of mine to make snowball fight-themed maps around Christmas time during my first run of modding. I decided I wanted to renew that tradition this year with a further improvement to the concept. Feel free to message me with improvement suggests if you have any!







Readme:
Extract folder SnwFgh to your Star Wars BattlefrontGameDataAddOn folder.

Version 3.0
-Redesigned entire map with altered layout and objects
-New skybox
-Better textures and polish
-Revised sides with three units per team and reworked weapons
-Instant Action screen preview video
-Stock-quality minimap

Bugs
-For whatever reason, the menu music plays noticeably slower when you exit back to main menu

Credits
-God          because in the end, all things are his assets
-tirpider ATAT Commander
-various artists See attached Music Credits for Royalty Free Music credits
#15
Hey, so any mods/admins that happen to pass by and see this... I submitted the map mentioned in the post above back in late December (See Here), and I don't know if it slipped through the cracks and was forgotten (I know I kept forgetting), or if there was something wrong that it was blocked from approval, but if anyone has time, can they look into it?

Thanks!