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Topics - Giftheck

#101
SWBF1 Modding / Units not moving
September 07, 2018, 02:57:36 AM
I'm getting an issue where units won't move after spawning. This is on the ripped Coruscant: City map. Here's my LUA if it's any help:

--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.corus1.objectives.1");
AddMissionObjective(CIS,"red", "level.corus1.objectives.1");
--end objectives
--start soundlvl
    ReadDataFile("sound\\bes.lvl;bes2cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
--end memorypools
--start worldlvl
ReadDataFile("dc:corus1\\corus1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
    SetMinFlyHeight(120)
    SetMaxFlyHeight(220)
    SetMinPlayerFlyHeight(0)
    SetMaxPlayerFlyHeight(220)
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("true")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
    OpenAudioStream("sound\\bes.lvl",  "bes2cw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\bes.lvl",  "bes2");
    OpenAudioStream("sound\\bes.lvl",  "bes2");

SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Repleaving");
SetOutOfBoundsVoiceOver(1,"CISleaving");

    SetAmbientMusic(REP, 1.0, "rep_bes_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_bes_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_bes_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_bes_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_bes_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_bes_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_bes_amb_victory");
    SetDefeatMusic (REP, "rep_bes_amb_defeat");
    SetVictoryMusic(CIS, "cis_bes_amb_victory");
    SetDefeatMusic (CIS, "cis_bes_amb_defeat");

SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
#102
SWBF1 Modding / Map objects are black [solved]
August 21, 2018, 02:56:32 AM
I recently received permission to alter Rends' Coruscant maps for my Legacy mod. This involved unmunging the map as he couldn't provide the source, though I did replace the MSH and OBJ folders with the Coruscant: City assets Rends originally uploaded here. When I compile the map, however, the map's objects are black. Not sure why but it's like the textures aren't munging (the minimap isn't appearing either). Any ideas?
#103
Released Assets / Modified SWBF3 Stormtrooper
July 15, 2018, 12:25:54 PM
I decided to modify Anakin's Stormtrooper release as I always felt the face had a squashed appearance. So I took the face from the TFU Stormtrooper, redid the UVs to fit the texture of the SWBF3 model, andc created some variants.

The following variants are included:

-Standard Stormtrooper
-Shock Trooper (Red markings plus backpack)
-Sand Trooper
-Magma Trooper

You are free to make modifications as you wish.

[spoiler]


[/spoiler]

Credits:

SWBFIII Stormtrooper MK2 for SWBFII

Special thanks and credits go to Anakin and the people listed below, and to the following:

LucasArts: TFU Stormtrooper face mesh, TFU pauldron, backpack and ammo packs.

Credits and special thanks:
Free Radical - for the model
Corra_Ashu (alias clonetrooper163) - for converting to fbx and publishing
AceMastermind - for having patience with me
me (Anakin) - porting and enveloping for SWBFII.


DOWNLOAD
#105
SWBF1 Modding / Black texture/missing texture
June 29, 2018, 02:13:53 AM
I'm having a bit of an issue with a converted map.



For the most part everything looks fine but there is one texture that does not appear at all. I checked and it is 1024x1024 so the size of it shouldn't be an issue given there are plenty of other textures that are 1024x1024. It's also the only texture not displaying.

Any thoughts?
#106
I'm having a problem with the game in Windowed mode: the top of the screen - which is supposed to display the reinforcement counter is 'above' the top of my display with no way to move it from what I can see.
#107
Released Assets / DC-15A Blaster Rifle
June 01, 2018, 06:48:43 AM
I've been meaning to have this uploaded for a little while but just haven't gotten around to it. Here is my DC-15A Blaster Rifle (or if you'd prefer to call it the DC-15C Carbine Rifle)

There's two attachments I've added to this: a scope and an extended/customized clip attachment.

[spoiler]
[/spoiler]

DOWNLOAD

Credits: Pandemic for the mod tools.
#110
Requests / Stock bes1.lvl
March 07, 2018, 01:03:07 AM
I've accidentally overwriten my stock bes1.lvl file. Can somebody upload the stock bes1.lvl, please?
#111
Released Assets / RK-3 Blaster Pistol
February 22, 2018, 04:46:33 AM
I don't think we've got a decent representation of the Imperial RK-3 Blaster Pistol (used in the new Battlefront II, and from the Star Wars Rebels TV Series). So I decided to build one. No sound effect has been included: sadly the only place to get a clean sound for it is from DICE's game, and I wanted to upload this here, so no sound.

[spoiler][/spoiler]

DOWNLOAD

Credits: Pandemic for the mod tools.
#112
This is my first ever go at modelling the USS Enterprise NCC-1701, and my second Starship model (the first being my own go at the USS Shenzhou in TOS style). This model is based off its appearance in Star Trek Discovery. I haven't yet made a texture for it, and I haven't made the impulse deck for it yet either.

Here's a few shots of the various stages as I constructed this legendary ship:

[spoiler][/spoiler]
[spoiler][/spoiler]
[spoiler][/spoiler]

I was inspired to create this in part due to some of the awesome works of ship creators on DeviantArt such as Michael Wiley (trekmodeler) and Terranimperial.
#113
Here's a space for you to share your own music, be it covered material, remixes, or fresh compositions.

My stuff can be heard on my YouTube page: https://www.youtube.com/channel/UCAJ4un5zYV_4ORQ4b_mm2oA
#114
QuoteThings haven't been quite so easy with Electronic Arts since it acquired the exclusive Star Wars game license from the folks at Disney.

Sure, the original Battlefront went very well when it came to sales, but its sequel, which released last November, was met with a great deal of controversy over its loot box system. In fact, it got to the point that Disney reportedly stepped in to force the company to cancel its Microtransactions right before the game's launch.

And then there's the cancellation of another one of the company's Star Wars projects and the abrupt closure of Visceral Games, which many fans questioned considering that it looked like a strong single-player game was in the works. EA reportedly preferred something multiplayer-oriented, and that didn't help matters much either, making the company one of the worst hated in the industry.

So now, in the midst of several petitions calling for EA to lose the Star Wars license, a new story suggests that Disney may be shopping the license around to other developers. Cinelinx reports that Lucasfilm is looking at other options, after taking EA to the "principal's office" to discuss what was going wrong, while at the same time reaching out to both Activision and Ubisoft to see what they could offer in terms of Star Wars developments.

The reporter notes, "I know what you're thinking, because I had the same thoughts. EA has a contract for the games, exclusively. How could Disney get around that without breaching and causing more problems? I don't know all the technical aspects of it, but supposedly there's an addendum of some kind within the contract that would allow Disney to pull the license, or shop it around, if certain standards/conditions weren't being met."

Considering that Battlefront II has been performing below par in terms of sales – especially compared to the original Battlefront – there may be cause for concern.

EA has noted in the past that it's still getting along with Disney, and that the media calls the whole relationship between them overblown. But when it comes down to the bottom line, it would be easy to see why Lucasfilm would give other companies consideration. And, yes, we would totally kill to see an Assassin's Creed style game with someone like Darth Maul. Just imagine it.

Neither Lucasfilm nor EA have said a word about this, so take it with a grain of salt. But considering everything that's happened with Battlefront II – and the fact that EA wants to bring those bothersome Microtransactions back into the picture – don't be surprised if there's a shake-up down the road.

SOURCE

Thoughts?
#115
General / What happened to MPC Gamers?
February 11, 2018, 03:01:43 PM
I started out on the MPCGamers site long before Jedikiller decided to hang things up and this site was spun off from it. It got me wondering: what happened to that place? Does it still exist at all?
#116
SWBF1 Modding / Mustafar conversion issue.
February 11, 2018, 02:43:00 PM
I've found something of an... interesting bug when I tried to do a fresh conversion of Mustafar from SWBF2 to SWBF. Now, the map itself doesn't appear to need any tinkering bar the removal of barriers to work as intended, but there is one odd thing I noticed, and this occurs with the old scum/strike conversion too (which is what guided my decision to attempt a fresh conversion).

On the walkway to the east of the map, south of the processing vanes, there is a strong orange light when you face a certain direction (south). I've tried to disable the effects on the object (mus_bldg_walkway) and I've tried disabling effects in the sky file, but the light persists. Any idea why this is and how I might resolve it?
#117
For those of you who remember the PS2 version of Star Wars: Battlefront, you might have noticed that the Imperials used a different blaster pistol when compared to the stock one. It was different to the CIS pistol in its model and UVs. Somebody asked me to extract the pistol from the PS2 version and 'fix it'. So here it is. Personally, I think there are better SE-14s to use but somebody might find some use. The texture, though renamed, is the "Imp_Pistol_Inf" texture from the mod tools so it is low-res.

[spoiler][/spoiler]

DOWNLOAD

Credits:
-Pandemic for the mod tools
-Sleepkiller for swbf-unmunge.
#118
Released Assets / Imperial AT-AT and TIE Pilots
January 31, 2018, 05:46:12 AM
I modified the Imperial AT-AT and TIE pilots for my Battlefront Legacy mod. Here are those pilots, ready for others to use.

[spoiler]
[/spoiler]

DOWNLOAD

Credits:
-Pandemic
-Free Radical for the TIE Pilot helmet and texture
#119
It's cumbersome having to manually adjust my material properties every time I want to replace a model as "Assign" in ZETools only works if the model has one material, not multiple. How do I repoint a material on a model that has more than one material?
#120
Requests / Other Battlefront 1.2 executeables
January 19, 2018, 03:54:59 AM
Can somebody upload the following Battlefront 1.2 executeables?

1.2 DVD version
1.2 Best of PC version

I need these to make the same changes I have to the CD version for Legacy Phase 2. CD checks will not be removed on any of these.