I guess for this exist a tool by tirpider, named SchMEe. It can turn the model skeleton to lowrez.
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#16
Requests / Re: can anyone please create a low rez model for the tcw snow clone ?
January 24, 2020, 04:55:49 PM #17
SWBF1 Modding / Re: Game freezes when you Restart Mission?
January 17, 2020, 03:07:13 PM
Cloud Layer always works for me. For it just needs .odf, cloud.tga, and ofcourse EDITOR_prop_cloud.msh.
#18
Star Wars Battlefront (2004 Original) / Re: who still makes maps in 2020 ?
January 14, 2020, 12:37:19 PM
Thanks!
The new unfinished project looks like this:
[spoiler][/spoiler]
And I have a plan for it.
The new unfinished project looks like this:
[spoiler][/spoiler]
And I have a plan for it.
#19
Star Wars Battlefront (2004 Original) / Re: who still makes maps in 2020 ?
January 14, 2020, 10:00:45 AM
I am still making maps of course... if I will manage to upload them.
#20
SWBF1 Modding / Re: Need help to modify 1st person arms and override jetpack with arc assets.
January 13, 2020, 05:12:52 PMQuote from: Giftheck on January 13, 2020, 11:30:19 AMHmm... interesting but it's too complicated for me. Here the my way: no creating any new folders, just put your 1st view hands model to the MSH folder, rename it, add the new name to the units .odf, and to the side .REQ like this:
By default, there is no place to munge FPM models to, so when you munge, it skips them. You need to add a place for them manually.
Go into your DataModID/_LVL_PC folder, and create a new folder called FPM. Inside that, create a new folder called REP. After munging, there should be a lvl file in there with whatever name you gave your REQ file. Copy that into Data/_LVL_PC/FPM/REP.
Now your FPM should appear ingame.
Code Select
ucft
{
REQN
{
"lvl"
"all_inf_rebels"
}
REQN
{
"model"
"imp_1st_hands"
}
}
#22
Released Assets / CIS Super-Tank
January 08, 2020, 06:31:42 AM
CIS Super-Tank
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1536
This is, adopted for SWBF1, converted CIS Super-Tank.
[spoiler][/spoiler]
[spoiler][/spoiler]
Credits:
me, Sereja for: Recreating the tank model for adjust weaponry, collision, shadow, lowrez, chunks, new odf's, bump texture, and icons.
Teancum for: Converting.
https://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1536
This is, adopted for SWBF1, converted CIS Super-Tank.
[spoiler][/spoiler]
[spoiler][/spoiler]
Credits:
me, Sereja for: Recreating the tank model for adjust weaponry, collision, shadow, lowrez, chunks, new odf's, bump texture, and icons.
Teancum for: Converting.
#23
Requests / Re: can anyone please fix up the supertank msh for swbf 1 ?
January 04, 2020, 06:17:11 AM
Well, a little magic of XSI and bump texturing.
#24
Requests / Re: can anyone please fix up the supertank msh for swbf 1 ?
January 04, 2020, 05:46:55 AM
The texture needs bump. But tank steel needs a reely lot of work to make it playable: collision, shadow, lowrez. chunks etc.
[spoiler][/spoiler]
[spoiler][/spoiler]
#25
SWBF1 Modding / Re: converted bf1 supertank munge problem need help urgently please
January 03, 2020, 12:22:52 PM
Well, it's a long story. You need to install XSI Mod Tool and ZETools (if you didn't yet), and try to learn few tutorials about 3D modeling. I wrote some of them here in 3D-Modeling section.
#26
SWBF1 Modding / Re: converted bf1 supertank munge problem need help urgently please
January 03, 2020, 09:00:36 AM
Must be in SWBF2 anything may go works, but not in SWBF1. It's need to be converted for SWBF1, for sure.
#27
SWBF1 Modding / Re: converted bf1 supertank munge problem need help urgently please
January 03, 2020, 08:32:23 AM
Perhaps this mean, it's have no collision (and shadow as well), and need to be remaded with XSI.
#28
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
October 30, 2019, 01:00:16 PMQuote from: wsa30h on October 30, 2019, 07:18:14 AMHmm... I didn't expect such result. Which exactly recon droid doesn't have sound? Also, if geonosian wings not working, are you sure he may able to talk (give commands)?
the only thing that doesent seem to have sound is the recon droid when it shoots and also the geononsian wings when your flying as a geonosia the drop ship works perfectly.
#29
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
October 29, 2019, 01:03:55 PM
The map is ready to play but I guess, my PC after repairing is strange now. The main disc where the game installed calls "E" now. This mean, it's can't call stock sound by usual way, and if it works for me, it may not works for other PC with usual disc name. So if somebody wish to test it, PM me, and concentrate attention at the sound of the geonosian speach and flyers engines.
#30
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
October 27, 2019, 06:54:59 AMQuote from: wsa30h on September 25, 2019, 12:32:50 PMNo, walkers can't open the doors, so there is not much room for them.
wow i love your maps sereja will there be any new vehicles ? maybe like the atdp walker ?
Quote from: kay on September 25, 2019, 03:29:01 PMNot all, but some of us does.
Are all Ukrainians so amazing?
Quote from: Giftheck on September 26, 2019, 12:52:17 AMThanks, by the way I send request for graphic design school, so I guess, I ready for Academy now.
Wowsers! This looks really neat!
Say, ever thought about going pro? The video game industry needs talented people like you.
Quote from: Isaac1138 on October 26, 2019, 01:03:28 PMActually the music is already done. I also add some converted units from RC. Some of them looks clumsy, but I guess for locals it's ok.
I'll add: I can give you republic commando world sounds and music if you would like.
[spoiler][/spoiler]