Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Giftheck

#81
Released Assets / Geonosis: Prototype map assets
April 27, 2019, 05:18:47 AM
Posted to psych0fred's site: http://www.secretsociety.com/forum/downloads/BF1/GeonosisPrototype/

Basically, this is the Geonosis that was shown in the pre-release SWBF trailers. The design was very, very different to what we got in the end.

The included note:

QuoteThis won't run as is, but you can salvage the assets from it to recreate something that does. It can be at least opened and examined in the enclosed version of zero so you cna check it out and then pull the assets into a new level where you rename and recreate it so it works.
It was a protoype level created to test functionality early in development. It's not exactly as it was as there were different art assets and art style then which was more gritty, and large objects could fit into the world without crashing.
If you remove the droid coreship it should run without crashing in game.
Also included but not in the world is a sloppy republic assault ship mesh, but in the original the core ship would lift off and the republic assault ship was flyable and landed to deploy troops. I say sloppy because it's bloated and I don't know if it's fully functional.
There was also the vtrans, which is the LAAT/C and it would swoop down and drop off ATTEs (which was awesome) but the functionality became deprecated and while it's still in the engine it doesn't work. The ship spirals out control as it approaches the ground and both vehicles get destroyed.I never managed to get it to work with the mods.
The terrain was also darker though I don't know if it's because back then it was vertex colored/lighted or the world file is missing texture references. The terrain looks good if someone can find the right textures to apply or color it so it's not so bright.
I've included some images to explain what's in the map so people know what they are looking at in zero.
There were several coves on the map, one contained a hangar with a secret tunnel entrance. You can see the terrain cutters in zero.
You'll also notice the clouds objects in the sky and probably other things I'm forgetting.
I'd like to get it up and running but getting the tools up and running on Win10 has been a pain otherwise I would have spent more time on it.
I'm releasing it to give you the assets. When I look at it I want to restore it to it's full glory which would take a lot of work, and maybe one day I will if I ever get everything up and running again.
As is it crashes when the core ship enters frame and the view distances are all wrong.
It's still a pretty cool map in my opinion and was meant to better represent the battle of geonosis.
#82
I'm bringing SWBF2 Kamino in to Main Play Mod as a replacement for the stock Kamino (using Sleepkiller's conversion). I've made the decision to restore an earlier feature of Kamino and have starfighters for the Republic and CIS - the Republic gets the V-Wing, the CIS gets the Droid Starfighter.

I've placed the spawns and set them up according to their command posts, and while the V-Wings spawn in fine, I have this issue with the Droid Starfighters. They spawn quite high up from where I set the spawn points, as seen in this screenshot:



Any idea how to solve this? I've tried modifying the collisions of the Droid Starfighter (different shapes) but to no apparent avail.

EDIT: Replacing the platform model with the SWBF1 version resolved the issue.
#83
Released Assets / E-WEB Turret
April 17, 2019, 01:34:29 PM
Here's my first ever port of a turret, the E-WEB turret from Star Wars: The Force Unleashed II. It's set up to act as a replacement for the stock turret, but you are free to use this however you want. I've given it a test run and it seems to work just fine.

[spoiler][/spoiler]

DOWNLOAD

Credits:
-LucasArts for the model from The Force Unleashed II
#84
Other Games / Star Wars: Jedi: Fallen Order
April 13, 2019, 01:06:39 AM
Reveal of the game coming later today. All we know so far is that it's a story-driven single-player game, with no microtransactions or multiplayer component, and that it is set at the beginning of The Dark Times, after the issuing of Order 66. The tagline is "Accept the past".
#85
General / Star Wars: The Rise Of Skywalker
April 13, 2019, 12:56:50 AM
So... what do we think?



I'm much more intrigued by this than either of the last two films. Especially after the way this teaser ends.
#89
I will confess that I am not exactly proficient with HTML coding. So with that in mind, I was wondering if there is anybody here who is that can add a feature to Bamdur's BFBuilder Pro 2.0 HTML Application. In this instance, it's an 'Add World' menu, with two options: Import Stock World, and Create New World (sub options here would be 'number of worlds in folder')

Allow me to elaborate. At present, if I want to modify or bulk-build worlds in a side mod, I have to manually copy in each Worlds/ModID folder and modify the munge.bat to munge those worlds. If I want to add in custom worlds I have to create a new DataModID for each and then copy in the Worlds folders into my mod folder. I would rather have everything in one place and doing it the current way is time-consuming.
#90
Released Assets / EE-4 Carbine Rifle
December 04, 2018, 02:05:36 PM
Here is the EE-4 Carbine Rifle, first used by Sana Starros and also seen in the 2015 Star Wars Battlefront and its sequel.

[spoiler][/spoiler]

Special thanks to Sereja for the EE-3 from his weapons pack, which is the source of the scope and barrel.

DOWNLOAD

Credits:
-LucasArts for the Mod Tools
-Sereja for the EE-3 Carbine Rifle model, parts of which were used.
#91
I'm having an issue with a new object I'm putting into my modified Cloud City map.

[spoiler][/spoiler]

However, I'm having this problem with it:

[spoiler][/spoiler]

Units will 'sink' in the middle ring. The issue only occurs in this middle ring, the collision for the rest of the object is fine. I haven't defined a separate collision object inside the MSH in this instance (I had previously but I still encountered this issue) as the object isn't particularly high-poly.

Not sure if this is a conflict between the object collision and the terrain, or whether there's an issue with the collision generated by the object.
#92
I seem to have hit a snag with my redo of the Carbon Freezing Chamber. The map currently crashes when I attempt to load, so it got me wondering if there is a limit to how many polys each child object can have, or whether there is an 'overall' limit for each .msh. If there is for the latter I will need to split it into two objects.

EDIT: I believe this to not be a mesh limit I've hit but a materials limit. I created a version of the new mesh in the old Carbon Freezing Chamber using a single material so I can see what I'm doing in ZE and it works just fine. The original model till munges and works ingame.
#93
How do I alter the ambience for the lighting on a model? I've modified the Carbon Freezing Chamber for Cloud City and it's got a yellowish hue that I don't really want:

#94
SWBF1 Modding / Calling stock sounds not working
October 17, 2018, 10:23:46 AM
I've modified my soundmunge.bat with the 'stub line, however the outputted sound.lvl file does not appear to contain the correct data for stock sounds. In particular, I'm after the TIE Fighter sounds which aren't being loaded.
#95
Requests / Lord Bandu's Jedi Temple: Training Hall
October 14, 2018, 09:50:47 AM
http://www.swbfgamers.com/index.php?action=downloads;sa=downfile&id=120

This file leads to a 404, so does anybody still have it?
#96
Here is the assets release for my Visually-Improved Sides Mod (found HERE)

DOWNLOAD

This includes the setup for a custom common.bnk file to replace the stock one in _LVL_PC/Sound, as well as all the sound effects used to make the 'Custom' version of common.bnk.

CREDITS:

QuoteASSETS AND SKINS:

-Pandemic for the Mod Tools, and LucasArts for the game.
-Autodesk for Softimage Mod Tool 7.5
-ANDEWEGET for ZETools.
-Sereja for the Naboo Guard, SE-14C, CR-2 and S-5 weapon models.
-Free Radical for the assets from Star Wars: Battlefront III.
-LucasArts for the Star Wars: The Force Unleashed assets.
-Krome Studios for the Stormtrooper and some parts based off the 501st Stormtrooper.
-No assets from Star Wars Battlefront (2015) or Star Wars Battlefront II (2017) were used in the making of this mod.

If I've left anyone out, I apologise, but you have been a great help for getting this mod finished. So to those I didn't mention but did use assets, thank you.
#97
Hi! This is a new mod made by myself. It's a 'quick and dirty' mod. The goal of this mod is to make some changes only to the appearance (and sounds) of the game. In other words, it plays exactly the same as stock and is just a skin change. Having said that, you wouldn't believe how different it feels to play. with updated sides. Almost like new.

Here are the changes I have made:

[spoiler]CIS:
-Replaced the stock B1 Battle Droid model with my modified B1, OOM and Heavy Droid models. Each class is now appropriately skinned as well.
-Replaced the weapon models for the Blaster Rifle (Campaign Only), Blaster Pistol (now RG-4D), Radiation Launcher (now MPL-57).
-Changed the Vulture Droid to the SWBF2 version.

Republic:
-Replaced the stock skins with my Phase 1 clone skins from the Legacy mod.
-Replaced the weapon models for the Blaster Rifle (now DC-15A), Blaster and Commando Pistols (now DC-17), DN Bolt Caster (now the SWBF3 ARC Fusion Cutter), Sniper Rifle (now the Valken-38X) and EMP Launcher (now the SWBF3 Grenade Launcher).

Rebels:
-Replaced the Soldier and Vanguard skins with their SWBF2 counterparts.
-Replaced the Pilot Luke model loaded in Hoth and Rhen Var with the Snow Gear Luke model.
-Replaced the weapon models for the Blaster Rifle (now A280C), Blaster Pistol (Now DL-44), Blast Cannon (Now the SWBF3 Rebel Shotgun model), Sniper Rifle (now the DLT-20A) and Grenade Launcher (Now the MPL-57)

Empire:
-Replaced the Stormtrooper and Shock Trooper skins with those from the TFU Wii game.
-Replaced the TIE and AT-AT Pilots with the 'improved' Legacy versions.
-Replaced the texture of the Scout Trooper with one from one of the XBox Demos. This version is 'cleaner'. Also, the Scout Trooper's model is loaded in Hoth and Rhen Var instead of the Snow Trooper skin.
-Created a 'Heavy Snowtrooper' model for the Shock Trooper on Hoth and Rhen Var.
-Replaced the Dark Trooper model with the SWBF3 Dark Trooper.
-Replaced the Blaster Rifle (Now the new E-11), Blaster Pistol (Now Sereja's SE-14C), Mortar Launcher (now the MPL-57), Sniper Rifle (now the DLT-19X) and Blast Cannon (now the SWBF3 Imperial Blast Cannon)
[/spoiler]

I won't be introducing the Phase 2 Clones or any additional unit types as this is meant to be a purely aesthetic experience, not intended to interfere with online compatibility. I haven't tested it for online compatibility but I assume it should work.

DOWNLOAD HERE

Replacement for faulty gar.lvl

Screenshots:

[spoiler]















[/spoiler]

Included are the following sound effects files:

-My own 'custom' sound effects based on SWBF Legacy's sound effects
-SWBF3 sound effects
(A third set was used as my 'test run' but I can't post that one here publicly)

CREDITS:

QuoteASSETS AND SKINS:

-Pandemic for the Mod Tools, and LucasArts for the game.
-Autodesk for Softimage Mod Tool 7.5
-ANDEWEGET for ZETools.
-Sereja for the Naboo Guard, SE-14C, CR-2 and S-5 weapon models.
-Free Radical for the assets from Star Wars: Battlefront III.
-LucasArts for the Star Wars: The Force Unleashed assets.
-Krome Studios for the Stormtrooper and some parts based off the 501st Stormtrooper.
-No assets from Star Wars Battlefront (2015) or Star Wars Battlefront II (2017) were used in the making of this mod.

If I've left anyone out, I apologise, but you have been a great help for getting this mod finished. So to those I didn't mention but did use assets, thank you.
#98
SWBF1 Modding / Gistech's Visually-Improved Sides Mod
October 08, 2018, 03:19:59 AM
The goal of this mod is to make some changes only to the appearance (and sounds) of the game. In other words, it plays exactly the same as stock and is just a skin change. It's in its 'infancy' but it is also almost done.

Here are the changes I have made:

[spoiler]CIS:
-Replaced the stock B1 Battle Droid model with my modified B1, OOM and Heavy Droid models. Each class is now appropriately skinned as well.
-Replaced the weapon models for the Blaster Rifle (Campaign Only), Blaster Pistol (now RG-4D), Radiation Launcher (now MPL-57).

Republic:
-Replaced the stock skins with my Phase 2 clone skins from the Legacy mod.
-Replaced the weapon models for the Blaster Rifle (now DC-15A), Blaster and Commando Pistols (now DC-17), DN Bolt Caster (now the SWBF3 ARC Fusion Cutter), Sniper Rifle (now the Valken-38X) and EMP Launcher (now the SWBF3 Grenade Launcher)

Rebels:
-Replaced the Soldier and Vanguard skins with their SWBF2 counterparts.
-Replaced the Pilot Luke model loaded in Hoth and Rhen Var with the Snow Gear Luke model.
-Replaced the weapon models for the Blaster Rifle (now A280C), Blaster Pistol (Now DL-44), Blast Cannon (Now the SWBF3 Rebel Shotgun model), Sniper Rifle (now the DLT-20A) and Grenade Launcher (Now the MPL-57)

Empire:
-Replaced the Stormtrooper and Shock Trooper skins with those from the TFU Wii game.
-Replaced the TIE and AT-AT Pilots with the 'improved' Legacy versions.
-Replaced the texture of the Scout Trooper to be 'cleaner'. Also, the Scout Trooper is loaded in Hoth and Rhen Var instead of the Snow Trooper skin.
-Created a 'Heavy Snowtrooper' model for the Shock Trooper on Hoth and Rhen Var.
-Replaced the Dark Trooper skin with the SWBF3 Dark Trooper.
-Replaced the Blaster Rifle (Now the new E-11), Blaster Pistol (Now Sereja's SE-14C), Mortar Launcher (now the MPL-57), Sniper Rifle (now the DLT-19X) and Blast Cannon (now the SWBF3 Imperial Blast Cannon)
[/spoiler]

I won't be introducing the Phase 2 Clones or any additional unit types as this is meant to be a purely aesthetic experience, not intended to interfere with online compatibility.

Screenshots:

[spoiler]













[/spoiler]

There will be a separate download if you want to update your sound effects to match the visual improvements:

-My own 'custom' sound effects
-SWBF3 sound effects
-SWBFEA sound effects (which will not be publicly available but was used as my test bed)
#99
Released Assets / Phase 3 Dark Trooper
September 30, 2018, 12:48:25 AM
It's been a while since I released something new. Here's my Phase 3 Dark Trooper, adapted from SWBFIII's pre-alpha. This was 'de-rezzed' for use in SWBF1.



NOTES:
-Uses the SWBF1 Wookie skeleton. Copy these lines into your ODF:

SkeletonName = "all_inf_wookie"
SkeletonLowRes = "all_inf_wookie_lowres"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 2.25 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "5.0"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

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"

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"


Credits:
-Free Radical Studios

DOWNLOAD
#100
Scummies / Not leaving, but reducing activity due to uni
September 08, 2018, 10:49:18 AM
Just thought I'd drop by and inform everybody that as I'll be starting my BA Computer Games Arts course next week at uni, I'll be on a little less. I'll still be dropping by and working on SWBF Legacy where I can.