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Messages - Ty294

#31
Requests / Re: Jedi Senital Coruscant guard skin
September 26, 2022, 04:56:36 AM
I knew I had seen one, so I searched and found it on Gametoast:

http://gametoast.com/viewtopic.php?p=524619#p524619
#32
Star Wars Battlefront (2004 Original) / Re: 18 Years Today
September 22, 2022, 11:51:09 AM
I didn't get the game until a few years after it had been out, guessing '06 or '07, and I played it obsessively for a while since it was my first non-tactical FPS.

Funny thing was that, at the time, I always dreamed of how awesome it'd be to be able to create new maps and factions and stuff for the game, since at the time I didn't know modding was a thing. Then, one day, I discovered the old SWBFFiles site by accident, and downloaded my first mod map (it was Majin Revan's Thule Moon: Remnants), and I remembered just being blown away. So I got the tools and was so excited just at being able to do it, that I wound up releasing probably five or so crappy maps before I even knew what I was doing.

Good times.
#33
Awesome discovery! This should be fun to experiment with!
#34
Glad to be of service!
#35
Quote from: Bluetothestars on September 04, 2022, 03:11:11 AMStrange, my jedi inf odf doesn't have that line. The issue isn't with making the jedi inf on knightfall fall over when dying though, that works, for some reason the jedi heroes like anakin don't, unless it's in heroes vs. villains


Oh, I should have noted that the FleeLikeAHero line I added myself, that was the a new addition. The rest is a combination of the two defaults.



Anyway, so I think maybe there were some misunderstandings going on here in this thread. So Bluetothestars is talking about the unit in the actual hero slot, not necessarily the hero units, if I'm not mistaken? While I think Anthony was talking about the hero odf classes, but not the actual slot in the LUA they are put in.

Case in point here, I just went and tried putting my jedi unit in the hero slot, and it does the hero kneel down thing, even though it literally just had the regular death animation when it was in a trooper slot. So I decided to try adding the lines in the LUA, and in order cross-reference to see if they worked, I had one of them set a regular trooper in one of the common slots to do the kneel down.

    SetClassProperty("pct_inf_hero", "FleeLikeAHero", "0")
    SetClassProperty("pct_inf_assault", "FleeLikeAHero", "1")

So that assault trooper is in the "sniper" slot. While the hero unit is the one set to be a hero.

sniper = { "pct_inf_assault",1,4},



    SetHeroClass(IMP, "pct_inf_hero")

The LUA override works and makes the assault trooper kneel when killed, but it doesn't not affect the hero, which still kneels down like a normal hero. That same pct_inf_hero unit, if I remove it from the hero slot and put it into a common trooper slot, will do the regular death animation. I did several switches of different units and whatever unit is set as the hero class will always kneel. I even just copied the trooper in the rifleman slot so that it was in both the rifleman slot and the hero slot, and just being in the hero slot causes it to kneel down.

In other words, I think any unit that is put in the "SetHeroClass" slot will always kneel no matter what. I don't know if there is a different way to override that or not.

Hopefully all that rambling makes sense!
#36
Okay, I dunno if this will be helpful at all, but I went and tried to make this work myself. I'm kinda novice when it comes to BF2 modding (more of a BF1 guy), so I just combined all the specs from both the com_inf_jedi with my individual unit .odf. The fleelikeahero line is right under the geometry and override texture lines. I did NOT put anything into the LUAs. It works perfectly in-game:

[GameObjectClass]
ClassLabel              = "soldier"
GeometryName            = "jed_inf_jedi.msh"

[Properties]
FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

AISizeType              = "HOVER"

GeometryName        = "jed_inf_jedi"
GeometryLowRes      = "jed_inf_jedi_low1"
OverrideTexture     = "jed_inf_jedi01"

FleeLikeAHero = 0

AnimationName        = "aalya"

MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100


FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION           = "STAND"
EyePointOffset          = "0.0 2.0 0.0"
TrackCenter = "0.0 1.7 0.0"
TrackOffset             = "0.0 0.0 5.2"
TiltValue               = "10"

CAMERASECTION        = "STANDZOOM"
EyePointOffset      = "0.0 1.8 0.0"
TrackCenter          = "0.0 1.8 0.0
TrackOffset          = "0.4 0.05 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "CROUCH"
EyePointOffset      = "0.0 1.3 0.0"
TrackCenter          = "0.0 1.3 0.0
TrackOffset          = "0.0 0.15 3.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"

CAMERASECTION        = "CROUCHZOOM"
EyePointOffset      = "0.0 1.3 0.0"
TrackCenter          = "0.0 1.3 0.0
TrackOffset          = "0.4 0.2 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "PRONE"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.0 0.0 3.0"
TiltValue            = "5.0"
CameraBlendTime      = "1.0"

CAMERASECTION        = "PRONEZOOM"
EyePointOffset      = "0.0 0.5 0.0"
TrackCenter          = "0.0 0.5 0.0"
TrackOffset          = "0.4 0.2 2.8"
TiltValue            = "3.5"

CAMERASECTION        = "SPRINT"
EyePointOffset      = "0.0 1.8 0.0"
TrackCenter          = "0.0 1.8 0.0
TrackOffset          = "0.0 0.0 4.0"
TiltValue            = "10.0"
CameraBlendTime      = "0.75"



HealthType              = "person"
//MaxHealth               = 1200.0
MaxHealth           = 200.0
AddHealth           = 20.0

NoEnterVehicles      = 0


MaxSpeed                = 9.0 //8.0
MaxStrafeSpeed          = 6.6 //6.0
MaxTurnSpeed            = 5.0
JumpHeight              = 3.5
RecoverFromTumble       = "1"

JumpForwardSpeedFactor  = 1.3
JumpStrafeSpeedFactor   = 1.0
RollSpeedFactor         = 1.5

Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 2.50 0.50 0.50"
ControlSpeed            = "jet    1.50 1.25 1.25"
ControlSpeed            = "jump   0.10 0.10 0.60"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 100.0     // Max energy
EnergyRestore           = 15.0      // energy regained per second if moving
EnergyRestoreIdle       = 25.0      // energy regained per second if not
EnergyDrainSprint       = 15.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll



NoEnterVehicles      = 1

BlurEffect          = "0.8"

//Jet Jump
JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 40.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions
//Jet Jump End


WEAPONSECTION = 1
WeaponName1           = "all_weap_lightsaber"
WeaponAmmo1           = 0

//SOUND
//SndHeroSelectable           = ""
//SndHeroSpawned              = "hero_secura_spawn"
//SndHeroDefeated             = "hero_secura_exhausted"
//SndHeroKiller               = "hero_secura_exhausted"

//VOSound = "hero_secura_AcquiredTarget      AcquiredTarget"
//VOSound = "hero_secura_KillingSpree4      KillingSpree4"

VOUnitType                  = 0181
//SoldierMusic            = "rep_hero_secura_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
//ApproachingTargetSound    = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
//LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "all_inf_soldier"


DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.20
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.15


#37
Released Maps and Mods / Re: File Correction Request
August 21, 2022, 05:06:57 AM
Quote from: {PLA}gdh92 on August 21, 2022, 03:15:10 AMNo problem, it should be in swbf1 maps now.

Thank you very much!
#38
Released Maps and Mods / File Correction Request
August 20, 2022, 08:53:49 PM
Hey, I don't know which mod would be the best to approach on this, but it came to my attention that a map I released a while back apparently ended up in the SWBF2 section instead of SWBF1. I must have somehow made a mistake when I was uploading I have to guess.


Link to map file in question


Can this be moved to the SWBF1 files instead? If not, can it just be deleted and I will reupload it? Thanks and also sorry for the hassle!
#39
I'll definitely release the Wing Guard and Snow Scout in asset releases at some point. Haven't decided on the Minelayer yet.

I don't expect to release the assets until the maps are released though, so if you are needing something for a more imminent project, you can contact me privately and we'll see if I can get whatever model/skin you need to you.
#40
Pending authentication, Naboo: Crisis (2.0):






This is not a new map, but rather an addon-version of a sides mod for Naboo: Theed. Originally I had made an actual mod version of this back in the day, but since mods are a pain to install and uninstall, I instead have it as an addon map. The Clone Wars Era can be selected in order to play the original SP Campaign map, but with both sides now selectable. The Galactic Civil War Era features a completed Naboo Guard side.




Also, just a preview of some skins I have made for units to be featured in upcoming maps:

Bespin Wing Guard


Snow Scout Trooper (if anyone is interested, I'd like to try and make a version with the Snowtrooper skirt thing on this unit, tried to make it work with tirpider's msh editor, but it was no-dice in-game)


Clone Minelayer (credits to tirpider for his awesome msh editing tool! And also I think to Sereja for the isolated rebel engineer backpack)
#41
Quote from: Anyder on April 26, 2022, 02:12:25 PMHello!

Looks good to me, congrats!
I just approved the download here, but if you want, upload it to the forums and if file is too large, let us know to upload it ourselves and link it to the DL.

Thanks! And yeah, the file had been just slightly too large to upload directly, which was why my submission was just a URL instead. Main reason I did that instead of directly approaching someone in DM about it was because I just wanted to make sure the upload info was setup how I wanted it formatted and such, because I'm borderline OCD about stuff like that. lol

Anyway, that said, now that the submission is out there, if you'd like to replace the URL linkout with a direct upload here, that's all good with me! Having the download available in multiple places is never a bad thing.  :tu:
#42
Creating this as a general purpose thread to announce/draw attention to projects I'm working on or that are being released soon or have been released. Figured since I don't do any huge projects, one thread should suffice for everything.


Anyway, starting off by announcing the release of Ranen: Lava Fields (1.0). It's out for download on Gamefront currently, and eventually I plan to get it released on ModDB as a backup.

local link:  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1622

I know I said my next project would be for BF2... but frankly trying to convert Ranen: Platforms over just killed my interest in modding in general for a time. I only got back to it after I abandoned that endeavor and started working on new projects for BF1 again. Anyway, description below:

QuoteSo after many years, we finally have the 1.0 release of Ranen: Lava Fields. The one that I released over a decade ago was listed as a BETA, because I failed to polish it with things like an Instant Action preview video and a half-way decent minimap. I basically didn't touch that map much after that release, and like everything modding related, I left it on the shelf for nearly a decade during my hiatus. Now here I am, back again, and with a truly complete version.

This new version keeps the same general layout of the old map, but with a more detailed terrain, more objects, vastly improved textures, and a new skybox and atmospheric effects (as seen in my recently released Ranen: Platforms 4.0). I also added some new vehicles, such as the Rebel Hovernaut and the BF2 Hovertank, as well as an Imperial AAT, and the Republic AT-XT. I also reskinned some of the vehicles I had in the old map, so the Rebels can still roll around in an IFT Fightertank and an AT-TE. There are also some new units, with Pysch0fred's Bothan Spy highlighting the Rebel faction, the Empire retaining the Imperial Officer and also getting a JKO/JKA-themed Stormtrooper Officer, the Republic getting the Clone Commander, and the CIS getting a rework of the SBD (which is typical of my old maps, but I've revised it yet again). Also, my Gamma Force side is present on the map as an unplayable ally to the Empire, and a group of Jedi likewise will aid the Republic side. With both the units and the vehicles, I tried to keep things fairly vanilla-friendly, and was actually hoping to restore cut content as much as possible, though with only partial success. I did end up creating some things that I ended up cutting out of this map, but which I hope to maybe include in future ones.

I want to give a very special thanks to Ginev, who created the lava fields and the bridges that I used in this map. He also converted the Jedi Outcast weapon models I used and provided miscellaneous help on a bunch of other things. His time is very much appreciated! Shout out to you, my friend!

Screenshots:
















#43
SWBF1 Modding / Effects visibility when looking up
April 20, 2022, 09:56:54 AM
So this is kind of a long shot, because I haven't seen it talked about before, but I've discovered an issue while playing around with effects. I'm trying to create a geyser of sorts, and the effect I've created looks pretty good in-game, but I found that if I "look up", it abruptly disappears and stops rendering:




I've played with a few settings in the effect file, but to no avail. I was wondering if anyone is familiar with this sort of thing and can tell me if there is a way to ensure it won't disappear like that.

My theory, and I hope I'm wrong, is that the because the source point of the effect is no longer in my field of view, that makes the entire effect cease to render. It makes sense, but I'm hoping I'm wrong and there's something else that can be done.

Thanks for any help or ideas anyone can provide!
#44
Thanks for the upload!
#45
Quote from: Led on March 23, 2022, 03:57:11 PMDid you try through the Downloads system?  The max is 64 MB.  If you need larger than that, provide me a link and I can upload it to our file server.

Oh, okay yeah, that would make sense. My file is over 800 MB. I'll send you a PM. Thanks!