SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Ginev on June 23, 2013, 10:20:09 AM

Title: Tatooine map (In Progress)
Post by: Ginev on June 23, 2013, 10:20:09 AM
FINALLY!The first official version of the map is here.I put alot of effor in this map and to be honest,in my opinion this map is the best i have created so far.Actually one day will be the best since this is only version 1.
ALOT ill say it again ALOT of things still need to be added/fixed.Also some models still dont have sounds not to mention that i still have not  added all weapons.I found a way how you can customize your soldier with new equipment (The 5th soldier of the REBELs).I added a special sound layers.What is this?
.....................................//sound layers\\.................................................
If some of you have played/watched Battlefield3/4 you notice there that when you are far away and shoot your weapon sound is different from that when you are in some other places.The same is and for distance.When you play my map you will hear for what i am talking.
...
Now the bad news.You have to play only with team 1 (REBELs)Why?
Because if you play with the EMPIRE the REBELs don't shoot you.I mention that in the past and i was hoping someone to help me but no one know how we can fix that.The problem is not in the LUa.I know what i am doing when comes to LUa files.I think the problem is in all the desctructable buildings.Too much "armedbuilding" class buildings and somehow this effect the already stupid bots :D Well i add alot off hint nodes so they hide and position themselfs around corners and ruins.I am sorry but i simply dont know how to fix this...for now. :)
I will expand everything in the latest updates so i am also open for suggestions how we can contiune with the map or the sides.   :tu:   Well...i know that some of you already downloaded the map and still reading all this crap so i dont want to lose your time guys ;d   Merry cristmas.Cheers!

:cheers:    :cheers:    :cheers:


http://www.gamefront.com/files/23939682/GINEV+TATOOINE+MAP.zip


Credits:
Credits for pandemic for the game and Modding Tools
Credits for Acemastermind for the Tie tank.
Credits for sereja for helping me with alot of things.Also and for the Tie tank-Tread remaking, adding shadow, render effects, odf fix
Credits for Tirpider.He also help.
Credits for squeddie for his assets.
Credits for Caleb1117 for his assets.
Credits and for Rends for his Rends Mos Eisley Assets.
Credits go also for the whole swbf community here that support me.Thank you all guys.The battle just begin.  :slap:  :XD:
Title: Re: Tatooine Campaign map
Post by: Black Water on June 23, 2013, 11:35:01 AM
Good luck!
Title: Re: Tatooine Campaign map
Post by: {PLA}gdh92 on June 23, 2013, 11:39:02 AM
Looking forward to this. :)
Title: Re: Tatooine Campaign map
Post by: Phobos on June 23, 2013, 11:44:34 AM
I look forward to this map. Best of luck.
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on June 23, 2013, 03:51:20 PM
Your maps always have something special about them. I'm looking forward to the release. And welcome back to modding. :)
Title: Re: Tatooine Campaign map
Post by: Led on June 23, 2013, 06:00:14 PM
Just in case you do not know, we know have all the SWBF lua scripts.
Title: Re: Tatooine Campaign map
Post by: Phobos on June 23, 2013, 06:20:36 PM
yes they are useful
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on June 23, 2013, 06:39:15 PM
Link to thread (contains d/l link): http://www.swbfgamers.com/index.php?topic=6209.0
Title: Re: Tatooine Campaign map
Post by: Ginev on June 24, 2013, 02:37:02 AM
Lol thanks alot.I will download them now.
Hey someone remember the script that make only team 1 playable for the player?I use it once but dont remember it anymore.
Title: Re: Tatooine Campaign map
Post by: Ltin on June 24, 2013, 05:14:24 PM
i don't really understand what campaign map means....
Title: Re: Tatooine Campaign map
Post by: 411Remnant on June 24, 2013, 05:15:15 PM
Quote from: Ltin on June 24, 2013, 05:14:24 PM
i don't really understand what campaign map means....
Story mode
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on June 24, 2013, 05:44:56 PM
Instead of a regular conquest match you are directed as to what to do next. Ginev has a fancy way of doing it in SWBFI where you are forced to take certain CP's before you move on.
Title: Re: Tatooine Campaign map
Post by: Ltin on June 24, 2013, 06:36:06 PM

Quote from: 411Remnant on June 24, 2013, 05:15:15 PM
Story mode
doesnt help
Quote from: Kit Fisto on June 24, 2013, 05:44:56 PM
Instead of a regular conquest match you are directed as to what to do next. Ginev has a fancy way of doing it in SWBFI where you are forced to take certain CP's before you move on.
like swbfII campaign?
Title: Re: Tatooine Campaign map
Post by: RepComm on June 24, 2013, 07:26:25 PM
Quote from: Ltin on June 24, 2013, 06:36:06 PM
doesnt help
like swbfII campaign?
Like when you're forced to fight for the Galactic Republic, and you can only fight the Confederacy of Independent States for control over planets and their relative systems.

How do you not know what story mode is?...
Title: Re: Tatooine Campaign map
Post by: 411Remnant on June 24, 2013, 07:51:29 PM
Quote from: -RepublicCommando- on June 24, 2013, 07:26:25 PM
Like when you're forced to fight for the Galactic Republic, and you can only fight the Confederacy of Independent States for control over planets and their relative systems.

How do you not know what story mode is?...
I don't know how much clearer I could be lol. He is creating a map that has you do SWBF1 type objectives like the galactic civil war and clone wars campiagn(The one with movies and has you play with different classes different from instant action like the Battle droids versus gungan campaign mission). Exactly what republic commando is saying.
Title: Re: Tatooine Campaign map
Post by: Ltin on June 25, 2013, 09:22:54 AM
Quote from: 411Remnant on June 24, 2013, 07:51:29 PM
I don't know how much clearer I could be lol. He is creating a map that has you do SWBF1 type objectives like the galactic civil war and clone wars campiagn(The one with movies and has you play with different classes different from instant action like the Battle droids versus gungan campaign mission). Exactly what republic commando is saying.
All that is is instant action with edited sides. I really dont think that counts as a story mode.
Quote from: -RepublicCommando- on June 24, 2013, 07:26:25 PM
Like when you're forced to fight for the Galactic Republic, and you can only fight the Confederacy of Independent States for control over planets and their relative systems.

How do you not know what story mode is?...
I dont know what story mode is because I dont call it than -_-
Does the game? No. So why should I?
Title: Re: Tatooine Campaign map
Post by: Dark_Phantom on June 25, 2013, 09:56:58 AM
Quote from: Ltin on June 25, 2013, 09:22:54 AM
All that is is instant action with edited sides. I really dont think that counts as a story mode.  I dont know what story mode is because I dont call it than -_-
Does the game? No. So why should I?
Every other game calls it story mode...
Digressing from that, he could just as easily put it in one of the campaigns if he downloaded all the lua scripts if that makes you happy.  Did you play Jet Wars Campaign?

I think its a great idea.  There are trick-type ways to make this work just like BF2, though you are a little limited.
Title: Re: Tatooine Campaign map
Post by: Ltin on June 25, 2013, 01:37:12 PM
All I wanted was for clarification on "campaign".....
And not every game says story mode.
Title: Re: Tatooine Campaign map
Post by: Phobos on June 25, 2013, 02:18:23 PM
Do you consider just the campaigns to be 'story mode', or also the galactic conquest? Sorry if this is off the thread topic just wondering.
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on June 25, 2013, 02:33:42 PM
*sigh*

That's not how ginev has handled his campaign maps in the past.

Download this mappack and play Naboo Invasion Mission 2

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=968
Title: Re: Tatooine Campaign map
Post by: Ltin on June 25, 2013, 03:19:16 PM
Quote from: Phobos on June 25, 2013, 02:18:23 PM
Do you consider just the campaigns to be 'story mode', or also the galactic conquest? Sorry if this is off the thread topic just wondering.
who are you asking?
ill have to do that kit
Title: Re: Tatooine Campaign map
Post by: Ginev on June 26, 2013, 09:49:26 AM
I know how to make a map that is almost like in BF2 campaign maps.For example:
I know tricks that when player destroy a command panel a specific door is opened.
I know a few tricks how to make more than 3 objects.
Also the coolest thing that i will make is that when you go to some place for example lets say there is buildings there and after you complete 1 or 2 objects and when you return the buildings are destroyed.This is just example.
Expect something that  you haven't played before. :)
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Ginev on July 03, 2013, 12:49:31 PM
I add some screenshots for you guys.When i have time i will tell and the story of this mission :P
Does someone have the R2D2 sound from BF2 campaign missions?Cuz i need this sound to add it to my map when someone complete a objective ;D  I already made this and the sound work but i need R2D2 sound.
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: RepComm on July 03, 2013, 12:59:32 PM
OH. MY. GOSH.

Stuff around here just keeps getting better and better!~
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: tirpider on July 03, 2013, 01:04:13 PM
Looking good.

I like your terrain.  I have been having trouble tweaking my dunes to look 'just right', but they never do.
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Snake on July 03, 2013, 01:14:14 PM
Quote from: Ginev on July 03, 2013, 12:49:31 PM
I add some screenshots for you guys.When i have time i will tell and the story of this mission :P
Does someone have the R2D2 sound from BF2 campaign missions?Cuz i need this sound to add it to my map when someone complete a objective ;D  I already made this and the sound work but i need R2D2 sound.

the R2D2 sound comes with SWBF1. It sounds whenever you get in or out of a ship. I'll try to find the line..

TakeoffSound            = "r2_take_off"
LandSound               = "r2_land"
HurtSound               = "r2_damage"
TurnOnSound             = "r2_turn_on"
TurningOffSound         = "r2_turn_off"

If you could find those in the assets, I'm sure they could be used for your objective sounds.
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Gold Man on July 03, 2013, 02:00:59 PM
Love it! Finally a new standing animation that makes it look like they aren't always waiting for battle, makes them look like they're taking it easy. I love it! :D

Really looking forward to playing this. Though with the new animation, will this render the map non-playable in MP?
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Ginev on July 03, 2013, 02:04:09 PM
I think this will not cause problems in Multiplayer since this is only visual change not some hard coded.I can make the jedis to fight just like in Battlefront 2 but for now i dont know do i really need jedis in my map :D
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Snake on July 03, 2013, 02:12:54 PM
Quote from: Ginev on July 03, 2013, 02:04:09 PM
I think this will not cause problems in Multiplayer since this is only visual change not some hard coded.I can make the jedis to fight just like in Battlefront 2 but for now i dont know do i really need jedis in my map :D

:o Will you release these animations?
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Kit Fisto on July 03, 2013, 02:28:46 PM
Quote from: Ginev on July 03, 2013, 02:04:09 PM
I think this will not cause problems in Multiplayer since this is only visual change not some hard coded.I can make the jedis to fight just like in Battlefront 2 but for now i dont know do i really need jedis in my map :D
You can call upon a custom common.lvl for addon maps now.
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: RepComm on July 03, 2013, 02:33:02 PM
Quote from: Snake on July 03, 2013, 02:12:54 PM
:o Will you release these animations?
I think they were released on GT, but i'd still like to know how you did it ;) None of the tutorials are interesting (or make any sense..) enough for me to do.
Title: Re: Tatooine Campaign map (I add screenshots)
Post by: Ginev on July 03, 2013, 02:50:42 PM
If someone explain me or atleast give me link for tutorial how to make separate common lvl file for ONLY my map it will be awesome.
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on July 03, 2013, 04:54:10 PM
Quote from: Ginev on July 03, 2013, 02:50:42 PM
If someone explain me or atleast give me link for tutorial how to make separate common lvl file for ONLY my map it will be awesome.
Ok I took like 10 minutes looking for it and here it is.

http://www.swbfgamers.com/index.php?topic=4923.msg46895#msg46895


NOTE TO MODERATORS

That topic isn't in the tutorials section of this site, I suggest someone move it. :)
Title: Re: Tatooine Campaign map
Post by: RepComm on July 04, 2013, 12:09:59 AM
Quote from: Kit Fisto on July 03, 2013, 04:54:10 PM
Ok I took like 10 minutes looking for it and here it is.

http://www.swbfgamers.com/index.php?topic=4923.msg46895#msg46895


NOTE TO MODERATORS

That topic isn't in the tutorials section of this site, I suggest someone move it. :)
"*Graps match out of pocket* "THANK YOU..SID!""
Hehehe, I wish I saw that post a long time ago..
Title: Re: Tatooine Campaign map
Post by: Ginev on July 07, 2013, 02:40:23 AM
Ok guys i made 2 new screenshots just to show you the speederbike level and i also change the desert texture.Looks good?

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg22.imageshack.us%2Fimg22%2F3639%2Ff6hs.jpg&hash=21b79cb417522ee47ffae630b9dd8ed0e401e912)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg259.imageshack.us%2Fimg259%2F2895%2Fctv8.jpg&hash=1f2167744ae30ca81c812d1dac9c9f062ebff55c)
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: {PLA}gdh92 on July 07, 2013, 03:20:42 AM
Looking forward to this map. It looks like it has some interesting features. :)
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Kit Fisto on July 07, 2013, 06:14:56 AM
That map looks very promising! I can't wait to play this!
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Ginev on July 07, 2013, 07:42:56 AM
All of you will be amazed of the size and the complexity of this map (campaign map :P)
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Unit 33 on July 07, 2013, 07:50:57 AM
It's looking great so far!
I've been a fan of your mods since the beginning...

Quote from: Ginev on July 07, 2013, 07:42:56 AM
All of you will be amazed of the size and the complexity of this map (campaign map :P)
A big map with lots of things to do? Perfect!
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Gold Man on July 07, 2013, 08:48:05 AM
I am am very interested about this map. Definitely looking forward to all the new stuff you have planned for it! :D
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Helios on July 07, 2013, 09:37:20 AM
lol ltin  :slap:
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: tirpider on July 07, 2013, 11:31:47 AM
Sweet.
I am enjoying the ridge.

The variety of color is a good break from the monotony of desert maps. I like your take on it.
Title: Re: Tatooine Campaign map (2 new screenshots)
Post by: Ltin on July 09, 2013, 09:27:48 AM
Quote from: Helios on July 07, 2013, 09:37:20 AM
lol ltin  :slap:
wut
Title: Re: Tatooine map
Post by: Ginev on July 14, 2013, 12:50:59 PM
Hello guys.I want to show you something cool.I decided to recreate the Tatooine city in my map too.
First i want to say that i have some problems with the speederbike level and i remove some things because the map become too big and BF1 crash.I am sorry about that.Like i said i recreate the Tatooine city and improve it.I make 90% of all objects on the map to be destroyable so you actually can change the map in game by destroying everything.here is example:
Look this two buildings.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg811.imageshack.us%2Fimg811%2F9239%2Fjngm.jpg&hash=b6ce1aecb42104f563a985f388f8594f96413a0b)

Now i shoot them.On the picture i shoot one time but in game they have 1000 life so its hard to destroy them.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg4.imageshack.us%2Fimg4%2F5185%2Fn4ph.jpg&hash=61feaf246fc5705c88831c33e07778110839f5cb)

This is happening after i destroy them.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg801.imageshack.us%2Fimg801%2F4439%2F9w8h.jpg&hash=450db6a6507e83d7ab124b675586bded99d60fa4)

i hope you guys like this.
And for final i have one bad news.I found a problem.When i play with the empire the rebels dont't shoot me.They only watch me.If someone know how to fix this please help.I still have not touched anything in the lua.They are just like when i made the map in the begining.Help!!!  :wacko:
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Carbon27 on July 14, 2013, 01:16:09 PM
Ginev, that looks pretty dang amazing. It's like BF Bad Co. and SWBF combined!
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Gold Man on July 14, 2013, 01:23:49 PM
AWESOME!!! I know that someone (I think it was THEWULFMAN), made an SWBFII Ryloth modmap where the buildings were destructible. So glad someone FINALLY decided to add this to SWBF! :D
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Ginev on July 14, 2013, 01:50:22 PM
Yes you got me.This are the destroyed models from the Ryloth map :D But for now i really need to fix the problem that i mention because there is no point of all the work on the map if i dont fix it so i really hope someone to help me somehow.
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Snake on July 14, 2013, 02:07:00 PM
Quote from: Ginev on July 14, 2013, 01:50:22 PM
Yes you got me.This are the destroyed models from the Ryloth map :D But for now i really need to fix the problem that i mention because there is no point of all the work on the map if i dont fix it so i really hope someone to help me somehow.

I think I know what you messed up. Hold on let me get the right lines.

--EDIT

Alright, whenever this has happened to me before, it's because I accidentally messed these up:

--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

Usually, adding Locals is when it's easiest to mess those up. So check and double check those lines in your .lua to make sure they are right.

A trick I use is separating them like this:

--start alliances

SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)

SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)

SetAttackingTeam(ATT);

--end alliances

That way I can clearly see what's what.
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: tirpider on July 14, 2013, 02:27:28 PM
It's easy to get lost in those Friend/Enemy lines.
I always end up checking them 6 or 7 times.

-edit
TATOOINE: Playground Of Destruction
Win! Very cool.
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Kit Fisto on July 14, 2013, 02:51:37 PM
That will really add to the map! Question though, how much does a stock rocket launcher damage? (like in numbers)
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Ginev on July 14, 2013, 02:57:37 PM
Opfff i forgot to say that my map will be also ground to space battle.And i think i found the problem.I made the height ground of the map to -315 to have free space and for the capital ships in orbit.And now i remember that before very long time i was having a similar problem just like this one.I think if our maps are too low the AI bug....Only team 1 is attacked (rebels)When i am the Empire (team2) the rebels only watch me.I think i can't fix that....Aw man!...I dont know if you guys gonna love only team 1 playable?   :slap: :shrug:

Here is 2 pictures more.I was having fun and decide to share the moment :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg822.imageshack.us%2Fimg822%2F2940%2Fbcxr.jpg&hash=d69f1d845d0929427d1a1851dc9cbacfce766bb0)

BOOM BOOM BOOM :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F9249%2Fuqaa.jpg&hash=939dad6e9d7e61141cbadbaf89db1f1637f54a97)

I have to add also alot of custom explosion sounds.
If some of you guys have free time can you make one empty map and lower the ground to -315 and test how the AI reacts to this since i am really tired and will go to sleep now.Just to help me someone.Good night for now.

zzZZzzZZzz  :sleep:
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Kit Fisto on July 14, 2013, 04:39:17 PM
Do the rebels move around? Or after spawning do they just stand there and not attack?
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Ginev on July 15, 2013, 12:49:47 AM
Actually the bots when spawn run and shoot each other but they dont shoot me.Thats when i play with the empire.But if i switch to rebels the empire bots shoot me.
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Sereja on July 15, 2013, 02:22:11 AM
The only way, how to do this (unless use disguise kit), I know abot, it's set the same unit class, for jedi hero, and other soldiers, but perhaps, you invent something new...
Title: Re: Tatooine Campaign map (3 new screenshots+problem)
Post by: Ginev on July 15, 2013, 03:55:08 AM
Never mind.Back to the map.I have to make some destroyed models for the map and i can convert them to obj but after that i dont know how to make them msh.I dont have xsi and can't do that :D
Title: Re: Tatooine Campaign map
Post by: Unit 33 on July 15, 2013, 03:59:49 AM
Quote from: Ginev on July 15, 2013, 03:55:08 AM
Never mind.Back to the map.I have to make some destroyed models for the map and i can convert them to obj but after that i dont know how to make them msh.I dont have xsi and can't do that :D
You could try following this tutorial by RC:
http://www.swbfgamers.com/index.php?topic=5935.0

The map is looking excellent!
Title: Re: Tatooine Campaign map
Post by: Ginev on July 15, 2013, 05:44:05 AM
Lol thanks.Ill test and will report back.

EDIT:Ok the model appear in game but there is no texture....I made only one simple cube,i added texture and follow step by step the tutorial but in the end the cube is black ingame.In msh viewer is white.Look this 2 things in the tutorial:

10. Open up your model  .WRL that you just saved in NotePad, press and hold CTRL and hit F,
Search for  ImageTexture, once you see a line like this:
Code: [Select]
ImageTexture { url "c:/Users/Charlotte/Documents/models_custom/drop_ship/TSHIPWI.png" }
Delete all inbetween the "", to make it look like this
Code: [Select]
ImageTexture { url "" }
Now type in the texture name, with .TGA extention   e.i.; someimage.TGA


so when i delete all inbetween the "" my new texture have to look like this?:
ImageTexture { url "c:/Users/Charlotte/Documents/models_custom/drop_ship/someimage.TGA" }

or just like that?:
ImageTexture { url "someimage.TGA" }
Title: Re: Tatooine Campaign map
Post by: Snake on July 15, 2013, 11:38:22 AM
Quote from: Ginev on July 15, 2013, 05:44:05 AM
or just like that?:
ImageTexture { url "someimage.TGA" }

Like that
Title: Re: Tatooine Campaign map
Post by: Ginev on July 15, 2013, 12:30:19 PM
Ok i try it and still nothing...Here is picture and i also give download link for the msh file (its one simple cube with one line in the middle for roof) and the texture.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F8808%2F49i6.jpg&hash=dcb1ad180c19d464b7e9b3db1deffa20351cb331)

http://www.gamefront.com/files/23522084/damncube.zip

here is the link for the cube model that i made.I check it in hex editor still dont know why there is no texture name inside.....What is wrong?
Title: Re: Tatooine Campaign map
Post by: tirpider on July 15, 2013, 12:57:31 PM
It has one material without a texture.
It isn't even putting a TX0D field to hold a texture name in it.
Your post shows you are doing the ImageTexture part, so it knows there is supposed to be a texture....

Ah... There is no UV0L in the geometry.
The viewer isn't finding any UV's so it wouldn't have anything to texture even if it found one.

I haven't touched Wings in months, but I believe the setting for that is in the attached picture.
(sorry for the fuzzy pic.. I just woke up and that's how the world looks to me right now.)
Title: Re: Tatooine Campaign map
Post by: Ginev on July 15, 2013, 03:00:11 PM
OMG thanks alot man.Now its working.I am starting to create new models at the moment.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg203.imageshack.us%2Fimg203%2F9500%2F75te.jpg&hash=38edb14edebb71613d2057a78497fb0d42437c42)

I simply has forgot the Default Texture File type to Png.I switch it to TGA and now works perfect.
Thanks again to all of you guys.BIG thanks to Tirpider aswell.You save me bro!!!  :tu: :cheers:

EDIT:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg836.imageshack.us%2Fimg836%2F986%2Fxck6.jpg&hash=30eab3363eaa19a4bd7cd567afa0d11bcf8d7e25)

I made a destroyed evaporator model.Its not good since i am not good in Wing3d and i made it for 10 minutes so sorry for that.I am doing my best.I hope you like it :D
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on July 15, 2013, 06:13:51 PM
Hey I think that looks great! This new map will be very cool with all the new props.
Title: Re: Tatooine Campaign map
Post by: Ginev on July 16, 2013, 02:19:48 AM
The model that i am currently working is Interdictor frigate for the empire.I will make and more than 1 hangar.  ::)
Title: Re: Tatooine Campaign map
Post by: Unit 33 on July 16, 2013, 03:13:27 AM
Quote from: Ginev on July 16, 2013, 02:19:48 AM
The model that i am currently working is Interdictor frigate for the empire.I will make and more than 1 hangar.  ::)
Ooh those things are grand!
Will it have any impact on the gameplay or will it just sit in the sky looking lovely?
Title: Re: Tatooine Campaign map
Post by: Ginev on July 16, 2013, 04:57:49 AM
Well my map is also ground to space so the soldiers will not spawn only on the ground.It will be used by the empire soldiers.They will spawn inside the hangar and from there will get tie fighters.I made the hangar beneath the ship just like in FREE RADICAL Bf3 ships.Now i am adding textures and soon will give screenshot.
Title: Re: Tatooine Campaign map
Post by: Ginev on July 18, 2013, 12:28:54 AM
Ok guys i will say it again.Its not perfect but atleast its something.The texture in some places are terrible :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F6710%2Fpnga.jpg&hash=8e47772c9afebed29160df1eb0e02e8446f147d0)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F8213%2Fdigk.jpg&hash=453960da8b6355ce25e5c6c18a08ac1fb9a8a890)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F5510%2F5aa9.jpg&hash=414375afa147f9e521f28ff39bbcc5744591ef8d)

In the last picture i am using the BF2 Acclamator explosion effects for my interdictor.I separate my model into 3 chunks but in game only the front (3rd) chunk appear.I dont know where are the other 2 chunks.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F7156%2Fqsa6.jpg&hash=38b710d0c34a10ea50ba3699a0914d92321acc30)


This is the odf file chunk section:
Like you see my chunks names are chunk1.msh chunk2.msh and chunk3.msh (in the odf is without the .msh)

CHUNKSECTION        = "CHUNK1"
ChunkGeometryName   = "chunk1"
ChunkTrailEffect   = "spa_sfx_frigate_exp_5"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.03 0.01 0.01"
ChunkSpeed      = "2.05"
ChunkUpFactor       = "0.00"
ChunkGravity        = "0.0 0.0 0.0"

CHUNKSECTION        = "CHUNK2"
ChunkGeometryName   = "chunk2"
ChunkTrailEffect   = "spa_sfx_frigate_exp_1"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.01 0.01 -0.04"
ChunkSpeed      = "2.03"
ChunkUpFactor       = "0.05"
ChunkGravity        = "0.0 0.0 0.0"

CHUNKSECTION        = "CHUNK3"
ChunkGeometryName   = "chunk3"
ChunkTrailEffect   = "spa_sfx_frigate_exp_5"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "-0.01 -0.01 0.04"
ChunkSpeed      = "2.04"
ChunkUpFactor       = "0.03"
ChunkGravity        = "0.0 0.0 0.0"

I still dont know what are doing all this values.I just copy them from the BF2 Acclamator.
In game only one chunk appear.Explode then begin falling down for 2 sec after that stop in one place and after 1 sec dissapear.  :slap:  :shrug:
How to fix and the other parts to show up?
Title: Re: Tatooine Campaign map (4 new screens)
Post by: 411Remnant on July 18, 2013, 10:10:02 AM
are we going to be able to fly into the hanger?
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Ginev on July 18, 2013, 11:24:01 AM
Yes.The Empire will spawn from there. :D
Title: Re: Tatooine Campaign map
Post by: Ginev on July 20, 2013, 06:23:17 AM
Little Update:I made this CP for the map.I think its simple but nice :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg24.imageshack.us%2Fimg24%2F2499%2Fojph.jpg&hash=f1d1854ecc465b979f5335bf75f70b981b502e80)

I made alot of models but don't have time to show now.Cya for now i am continue working  :wave:
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on July 20, 2013, 07:04:00 AM
Hey that looks cool! It kind of reminds me of some of your KOTOR maps.

Keep up the great work! :)
Title: Re: Tatooine Campaign map
Post by: Deceptive_Pasta on July 20, 2013, 04:18:38 PM
That looks awesome cant wait to play it.  :cheer:
Title: Re: Tatooine Campaign map
Post by: Ginev on July 21, 2013, 12:03:38 PM
Guys i am using the Interface Tool to change the com_holo_commandpost odf file.I want to change the green friendly color for the Command posts (CPs) to blue color just like in Battlefront 2 but ingame they are still green.If someone did that before please to explain how he did it.I edit this line in the holo odf:

FriendlyColor       = "0 0 255"

This value must make the green colo to be blue but ingame it is still green.
I place this file in to the Interface Tool in custom/common/odf and munge the new common lvl but nothing change.
Title: Re: Tatooine Campaign map
Post by: Kit Fisto on July 21, 2013, 01:27:01 PM
CP colors are hard coded I thought.
Title: Re: Tatooine Campaign map
Post by: Snake on July 21, 2013, 02:04:49 PM
Quote from: Ginev on July 21, 2013, 12:03:38 PM
Guys i am using the Interface Tool to change the com_holo_commandpost odf file.I want to change the green friendly color for the Command posts (CPs) to blue color just like in Battlefront 2 but ingame they are still green.If someone did that before please to explain how he did it.I edit this line in the holo odf:

FriendlyColor       = "0 0 255"

This value must make the green colo to be blue but ingame it is still green.
I place this file in to the Interface Tool in custom/common/odf and munge the new common lvl but nothing change.

Maybe it changes the minimap color?
Title: Re: Tatooine Campaign map
Post by: Snake on July 26, 2013, 11:15:43 AM
Quote from: Ginev on July 18, 2013, 12:28:54 AM
Ok guys i will say it again.Its not perfect but atleast its something.The texture in some places are terrible :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg577.imageshack.us%2Fimg577%2F6710%2Fpnga.jpg&hash=8e47772c9afebed29160df1eb0e02e8446f147d0)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F8213%2Fdigk.jpg&hash=453960da8b6355ce25e5c6c18a08ac1fb9a8a890)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg35.imageshack.us%2Fimg35%2F5510%2F5aa9.jpg&hash=414375afa147f9e521f28ff39bbcc5744591ef8d)

In the last picture i am using the BF2 Acclamator explosion effects for my interdictor.I separate my model into 3 chunks but in game only the front (3rd) chunk appear.I dont know where are the other 2 chunks.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg5.imageshack.us%2Fimg5%2F7156%2Fqsa6.jpg&hash=38b710d0c34a10ea50ba3699a0914d92321acc30)


This is the odf file chunk section:
Like you see my chunks names are chunk1.msh chunk2.msh and chunk3.msh (in the odf is without the .msh)

CHUNKSECTION        = "CHUNK1"
ChunkGeometryName   = "chunk1"
ChunkTrailEffect   = "spa_sfx_frigate_exp_5"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.03 0.01 0.01"
ChunkSpeed      = "2.05"
ChunkUpFactor       = "0.00"
ChunkGravity        = "0.0 0.0 0.0"

CHUNKSECTION        = "CHUNK2"
ChunkGeometryName   = "chunk2"
ChunkTrailEffect   = "spa_sfx_frigate_exp_1"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "0.01 0.01 -0.04"
ChunkSpeed      = "2.03"
ChunkUpFactor       = "0.05"
ChunkGravity        = "0.0 0.0 0.0"

CHUNKSECTION        = "CHUNK3"
ChunkGeometryName   = "chunk3"
ChunkTrailEffect   = "spa_sfx_frigate_exp_5"
ChunkNodeName       = ""
ChunkTerrainCollisions  = "0"
ChunkTerrainEffect  = ""
ChunkPhysics        = "FULL"
ChunkOmega      = "-0.01 -0.01 0.04"
ChunkSpeed      = "2.04"
ChunkUpFactor       = "0.03"
ChunkGravity        = "0.0 0.0 0.0"

I still dont know what are doing all this values.I just copy them from the BF2 Acclamator.
In game only one chunk appear.Explode then begin falling down for 2 sec after that stop in one place and after 1 sec dissapear.  :slap:  :shrug:
How to fix and the other parts to show up?

I found this: http://www.swbfgamers.com/index.php?topic=220.0

But it doesn't seem like they solved it either..
Title: Re: Tatooine Campaign map
Post by: Ginev on July 26, 2013, 03:28:45 PM
Thanks for this.I have alot of new stuffs to show but i am too lazy now :D  I only can say that i made my own Nubelon B Frigate and almost finished and the hangar.I will show picture soon.  :happy:
Title: Re: Tatooine Campaign map
Post by: Ginev on July 27, 2013, 10:00:49 AM
Little Update:I made my own Nubelon B Frigate with hangar.I only use the stock Nubelon B textures.Like all my models this one is again not so good but thats my best.Here is few pictures + the hangar:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg845.imageshack.us%2Fimg845%2F8138%2Fqimc.jpg&hash=f7da06a1ec3cab004803dafbe03f649c63e42cc2)

This is from the hangar.I hope you like it :D
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F9391%2Fvpr9.jpg&hash=8b71b9daad2009c53ba611c5c1dccc752238e6bb)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F2135%2Fhxmq.jpg&hash=5f4427656c154b531d3c4a98a80590b5df0c9707)

And i also made and first aid pack.I am tired to watch the old bacta tanks filled with blue milk.Lets replace it with bandages.The soldiers are not babys anymore :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg607.imageshack.us%2Fimg607%2F9777%2Fx99z.jpg&hash=2577d234a7c78d42b9ca36a4cd59fc9b57ddc359)

I also made and alot of destructable buildings and props but don't want to loose time with them.Now i am starting the Turbo Laser Tower but after i finish it someone need to make it rotating and shooting since i can't do it. Cya for now!Ohh and one more thing.When i finish the damn map.....don't blow everything  :rofl:
Title: Re: Tatooine Campaign map
Post by: Ltin on July 27, 2013, 10:02:31 AM
lol
very cool!
however, while the bandages are good, its not milk in the bacta cans, its, well, bacta
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Ginev on July 27, 2013, 10:03:52 AM
I know.I am just joking  :shrug:  :D  Can you tell me how to use the quotes?I know its stupid but don't know how to use them :D
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Ltin on July 27, 2013, 10:06:45 AM
you can hit the button that says quote on the post, or in the post screen, hit insert quote below the type box
Title: Re: Tatooine Campaign map
Post by: Ginev on July 27, 2013, 10:29:56 AM
It is possible to make animations with Wing3d?
Title: Re: Tatooine Campaign map (4 new screens)
Post by: {PLA}gdh92 on July 27, 2013, 10:32:58 AM
This map's looking brilliant. Can't wait for the release. :)
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Phobos on July 27, 2013, 10:52:31 AM
The new hanger spaceship looks very cool nice work
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Unit 33 on July 27, 2013, 01:05:45 PM
Ah looks wonderful!
Well detailed interior, much better than the repetitive stock SWBF2 sort of hangers, shove a few props in there and it'll be super-grand.
Title: Re: Tatooine Campaign map
Post by: tirpider on July 27, 2013, 04:54:45 PM
Quote from: Ginev on July 27, 2013, 10:29:56 AM
It is possible to make animations with Wing3d?

Nope.

That's all XSI and ZeroEdit.
Title: Re: Tatooine Campaign map (4 new screens)
Post by: Kit Fisto on July 27, 2013, 09:30:23 PM
Very nice. I'm looking forward to this map.
Title: Re: Tatooine Campaign map
Post by: Ginev on July 29, 2013, 02:38:39 PM
This is the gun i made in the past few hours.I like it but there is one little issue when i look it in first person view.How to fix that?

Desert Falcon Repeater V1:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg40.imageshack.us%2Fimg40%2F2333%2Fvfx9.jpg&hash=54bb45a7eadb30ade74d9b6a17d924d4e839e65f)
Title: Re: Tatooine map (1 new gun)
Post by: Unit 33 on July 29, 2013, 03:37:17 PM
It looks like the model could be clipping through the camera view. I.e. It's too big.
Check if the appears that way in third person.

A great model though!
Title: Re: Tatooine map (1 new gun)
Post by: Kit Fisto on July 29, 2013, 04:01:24 PM
In SWBFII if you play in too wide of a screen you can see through the end of some missile launchers etc.
Title: Re: Tatooine map (1 new gun)
Post by: Snake on July 29, 2013, 05:48:56 PM
Looks cool! Try reducing the size by using the msh.option. It may also need that saturation thingy for the tga.option
Title: Re: Tatooine map (1 new gun)
Post by: Ginev on July 30, 2013, 12:02:44 AM
I will try to make a few more weapons just like the ones from First Assault :D
Title: Re: Tatooine map (1 new gun)
Post by: Unit 33 on July 30, 2013, 03:47:23 AM
Quote from: Ginev on July 30, 2013, 12:02:44 AM
I will try to make a few more weapons just like the ones from First Assault :D
If only we could work out a method to apply "helmet HUD".
Title: Re: Tatooine map (1 new gun)
Post by: Ginev on July 30, 2013, 04:30:38 AM
I made this scope texture for the Desert Falcon weapon before 5 minutes.I am still thinking do i really need to cover the area around the scope in black or just to leave it like that?

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg832.imageshack.us%2Fimg832%2F9546%2F8uns.jpg&hash=e4267057dc044271bd6d3fc7efb6fd6fc6388087)
Title: Re: Tatooine map (1 new gun)
Post by: Unit 33 on July 30, 2013, 05:04:05 AM
It's got some potential but you need to include
-format a8r8g8b8 in a tga.option to reduce that contrasting effect.


Also that blurring can be removed by including this attached effect (Essentially making the alpha channel of the blurmask.tga completely white):
Title: Re: Tatooine map
Post by: Gold Man on July 30, 2013, 08:20:28 AM
I like the scope idea, it adds to the realism. But Ginev, how on earth did you find weapon models for First Assault!? :o
Title: Re: Tatooine map
Post by: Unit 33 on July 30, 2013, 08:56:32 AM
Quote from: {Alpha}Gold Man on July 30, 2013, 08:20:28 AM
I like the scope idea, it adds to the realism. But Ginev, how on earth did you find weapon models for First Assault!? :o
It looks live Ginev has built the from scratch using the footage as reference, which is pretty darn impressive.
Title: Re: Tatooine map
Post by: 411Remnant on July 30, 2013, 09:53:58 AM
Man....that is epic that first assault is an inspiration. Tell me, is the map itself based on the footage to?
Title: Re: Tatooine map
Post by: Snake on July 30, 2013, 10:23:58 AM
that looks like you're looking down the sights in COD! Very cool. Although, you may want to add some black on the bottom sort of like the picture I attached. That way it looks like you can see some of the gun in your peripheral vision.

Title: Re: Tatooine map
Post by: Unit 33 on July 30, 2013, 11:24:45 AM
Quote from: Snake on July 30, 2013, 10:23:58 AM
that looks like you're looking down the sights in COD! Very cool. Although, you may want to add some black on the bottom sort of like the picture I attached. That way it looks like you can see some of the gun in your peripheral vision.


You can't do that without the black appearing at the top, it's the way the .tga reflects around to create a circle.
Title: Re: Tatooine map
Post by: Snake on July 30, 2013, 12:44:47 PM
Oh yeah, I forgot about that.
Title: Re: Tatooine map
Post by: Ginev on July 30, 2013, 11:42:05 PM
The black that you made will appear in the upper zone of the scope too thats why i dont make it like you show it.Its cool i know but the results are very ugly :D
Now i think we have come to the question:It is possible to make a new screen that is not using only part of the tga texture?

2.And yes i am using the First Assault video for inspiration...well nothing of what i am making is perfect but atleast i am trying something  :slap:  :XD:

Ohh and one more thing.If some of you know the First strike mod there the players can drop a little shield generator and use it for cover.I speak with ggctuck and he tell me that this is possible here in BF too.But how the odf will look like.I dont have any idea and don't want to mess around with odfs since i have alot of modeling work so i was thinking if some of you guys is good with odfs can you make the odf for the shield generator?  :wacko:
Title: Re: Tatooine map
Post by: SleepKiller on July 30, 2013, 11:50:03 PM
A deploy able shield generator is possible, but does not work online from what I can remember.
Title: Re: Tatooine map
Post by: tirpider on July 31, 2013, 12:19:28 AM
How about a deployable detructable building? Anyone ever try that?
Title: Re: Tatooine map
Post by: SleepKiller on July 31, 2013, 01:15:47 AM
I think the game is very picky about what objects can spawn from a player in MP. I'm pretty sure it doesn't like any buildings spawning. (I tested this very thoroughly last year while working on a Zombie map.)
Title: Re: Tatooine map
Post by: Ginev on July 31, 2013, 03:46:45 AM
Well i don't think my map will be playable multiplayer since only team one is playable.This will cause problems in multiplayer.Ill make this:

Clone wars:you play with Empire vs Rebels.

GCW: you play with Rebels vs Empire.

There will be no clone wars era...for now!

so if my map won't work for multiplayer it will no be problem to make soldiers to drop shield generators.Ill speak with ggctuk how to make it.If some of you know post odf here please.
Title: Re: Tatooine map
Post by: Shazam on July 31, 2013, 05:45:57 AM
This talk about deployble objects reminded me of something I found a while back:

http://www.swbfgamers.com/index.php?topic=582.0

Does anyone still know how to do this?  You could use the crates as a shield, I guess.
Title: Re: Tatooine map
Post by: Ginev on July 31, 2013, 07:14:49 AM
Very interesting!Thanks for the link but still can someone send me the ODFs file?  :P  Please!  :moo:
Title: Re: Tatooine map
Post by: Ginev on August 01, 2013, 09:03:22 AM
Ok i really need help here!!!Now i am in BIG RAGE (lol) and the thing don't want to get work!Here is the problem:

Today i played Tatooine (the city map) and i found that one model (The big barge in the dock) have a gloss effect.I was think that this is impossible in BF1 but actually its possible.Look this picture it look very cool:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg856.imageshack.us%2Fimg856%2F6237%2Fq5ct.jpg&hash=f62f9724d6dc75da3f21f129093f479a0b343d3f)

I use HEX EDITOR and open the barge.msh and i have found that the gloss texture have after the ATRB in the 6st place 1C.And i did the same with my model.First i use Repsharpshooter meshtool to add bumpmap to my model after that place 1C in the 6st place.When i munge there was no gloss.Why is not working?I add option files just like the barge model.This is my model.(Its only for tests)My model have only simple bumpmap without gloss:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg27.imageshack.us%2Fimg27%2F5576%2Fczvo.jpg&hash=384d39d8cd159705857672a0c400a8c4d7af0f96)

Please help if someone have did that before to explain!!!!!!  :'( :help: :nervous:
Title: Re: Tatooine map
Post by: Snake on August 01, 2013, 09:19:13 AM
Hmm.. Well maybe it has to do with the .tga option? That .tga is tat2_bldg_crashed_spaceship2 if that helps any. I have no idea.
Title: Re: Tatooine map
Post by: tirpider on August 01, 2013, 09:46:30 AM
I'm not sure of an exact answer, but I'll walk through it real quick and see what happens.

The 6th place after ATRB is the render type.
The 1C is the hex representation of 28.

quick list of all the render types for future reference:
LIST OF RENDER TYPES AND THIER VALUES:
0 = nothing
1 = Glow
2 = Lightmap
3 = Scroll
4 = Specmap
5 = Glossmap
6 = Chrome
7 = Animate
8 = Ice
9 = Sky
10 = Water
11 = DETAIL
12 = SCROLL2V
13 = ROTATE
14 = GLOW_ROTATE
15 = PLANAR_REFLECTION
16 = GLOW_SCROLL
17 = GLOW_SCROLL2V
18 = CURVED_REFLECTION
19 = NORMALMAP_FADE
20 = NORMALMAP_INVFADE
21 = ICE_REFLECTION
22 = ICE_REFRACTION
23 = EMBOSS
24 = WIREFRAME
25 = ENERGY
26 = AFTERBURNER
27 = BUMPMAP
28 = BUMPMAP_GLOSSMAP
29 = TELEPORTAL
30 = MULTISTATE
31 = SHIELD


28 = BUMPMAP_GLOSSMAP

As is with a lot of the render types, other stuff has to be set up for it to work.
Things to look for are .option settings and whether the tga has an alpha channel or not (if it's 32 bit, it does, if it is 24 bit, it's just rgb,) and the tga's .option.

The tga for that part of the barge (tat2_bldg_crashed_spaceship2.tga) is 24 bit, so it does not have an alpha.

The .option for the msh:
-bump tat_barge tat_skiff01
Just the bump stuff so we know nothing is needed here to get gloss to gloss.

The .option for tat2_bldg_crashed_spaceship2.tga:
-8bit -compress -mipdistance 20
I do not believe those are needed for gloss.  Someone with more experience might know different. But I'm pretty sure they aren't relevant here.

hmm...
You have bump bumping. So the gloss part looks like it just need to be set and it should work.

I just read in an old doc that 28 needs to have specular enabled, but the stock model seems to be glossing quite fine without it. So that isn't it.

The bumpmap tga is also 24 bit, so it isn't providing glossmap info.

I've got some research stuff I did a few months back. I'm going to dig up more Bump+Gloss examples from the stock assets. BRB

-edit: more info
Ok, I got 35 models using render type 28.
[spoiler]com_1st_weap_inf_torpedo.msh
com_bldg_controlzone.msh
com_bldg_controlzone_large.msh
com_item_healthrecharge.msh
gam_1st_weap_inf_axe.msh
gam_1st_weap_inf_vibrolance.msh
gam_1st_weap_inf_weequayaxe.msh
gam_inf_weap_axe.msh
tat3_prop_carbonite.msh
tat3_prop_droid_rubbish01.msh
tat3_prop_droid_rubbish03.msh
kam_prop_antiaircraft.msh
end_bldg_bunker.msh
geo_bldg_geoturret.msh
kas2_bldg_platform_1.msh
tat_bldg_barge.msh
tat2_bldg_crashed_spaceship.msh
tat2_bldg_small2.msh
tat2_prop_prop1.msh
all_1st_weap_inf_launcher.msh
all_1st_weap_inf_pistol.msh
all_1st_weap_inf_rifle.msh
all_1st_weap_inf_seeker.msh
all_1st_weap_inf_sniperrifle.msh
cis_1st_weap_inf_launcher.msh
cis_1st_weap_inf_pistol.msh
cis_1st_weap_inf_rifle.msh
cis_1st_weap_inf_sniperrifle.msh
imp_1st_weap_inf_launcher.msh
imp_1st_weap_inf_pistol.msh
imp_1st_weap_inf_rifle.msh
imp_1st_weap_inf_sniperrifle.msh
rep_1st_weap_inf_pistol.msh
rep_1st_weap_inf_rifle.msh
rep_1st_weap_inf_sniperrifle.msh
[/spoiler]
And not a single one has the specular flag set, so that is just wrong info.

Gonna check the tga's for alpha. They are scattered across the asset folders so this might take several min.

-edit: more info
Ok. It's a mix. Several do not have an alpha, while most do. (All the *1st* models listed above have it.)
Some don't have any .option files and the only common thing between the ones that do is the "-8bit" option.

2 things left to check for examples.
Color and specular delay settings, and the sky file.
Sereja found that to get some things working right the sky file had to be set up for it. (I don't know what those settings might be.)

brb
Title: Re: Tatooine map
Post by: Ginev on August 01, 2013, 10:10:24 AM
Thanks alot man.If you have time you can speak with sereja.He know this things and i think he can help.I can do this myself too but my english is bad and it will take too much time until i explain him what exactly i am looking for :D
Title: Re: Tatooine map
Post by: tirpider on August 01, 2013, 10:38:08 AM
There is no specific setting for specular decay across the above models. They range from 15 to 90 and all the color settings are very close to default material colors.

I dug around the stock sky files looking for something that looked relevant.. I found nothing.

I don't know what to say about this one. I have a batch of tests coming up and I'll slip some bumpy gloss models in to see what is to be seen. But I have an old video card and it's gotten in the way of testing fancy render types before, so I may get it right and still not see it.

If Sereja has some advice on how to get Bump+Gloss working, that would rock.
(Hint: Sereja, help!) ;)
Title: Re: Tatooine map
Post by: Sereja on August 01, 2013, 10:48:35 AM
Oh, guys, thank's for believe in my skills, but I know not much then yours about that...
Ñurious question: are you try, to put all those barge assets, in to your mod map, and set all tatooine sky parametrs? Is it still have a gloss? No?
Possible explanation: creators made one model, or option parameters for assets, and another one, for the game... ;)
Title: Re: Tatooine map
Post by: tirpider on August 01, 2013, 10:54:10 AM
Quote from: Sereja on August 01, 2013, 10:48:35 AM
creators made one model, or option parameters for assets, and another one, for the game... ;)

I have suspected this from the beginning :P
Title: Re: Tatooine map
Post by: Ginev on August 01, 2013, 11:12:04 AM
so the stock models can have gloss but we can't do that to our custom models.Damn you Pandemic DAMN YOU!!!!  :rant:  :confused:
Title: Re: Tatooine map
Post by: Sereja on August 01, 2013, 12:52:25 PM
Heh, creators can't hide all the secrets, when I am still here. ;)
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi50.fastpic.ru%2Fbig%2F2013%2F0801%2F1a%2Fe60d16b345b66010b9ebf6d5f8e9071a.jpg&hash=4f4b6af6ad984311062b47c1820c59533ff81568)[/spoiler]
The gloss, is possible now! :cheer:
Still, I can't say, I realy know, how it work's, and more detail exploration of this, still lefts for tirpider.

Here what I done: I copy this part of the code, from com_item_healthrecharge (it's realy have gloss in assets):
[spoiler]333?333?333?..€?..€?yéf?Tãe?..€?š™™>š™™>š™™>..€?.. BATRB........TX0D....com_item_healthrecharge.tga.TX1D$...com_item_healthrecharge_bump.tga....MATD€...NAME....Material4...DATA4...[/spoiler]
Sorry, in some reason, I can't copy numbers here, but I guess, you know, what this all mean :P
And paste it, by overwriting the old yavin column code:
[spoiler]333?333?333?..€?..€?..€?..€?..€?š™™>š™™>š™™>..€?..@AATRB........TX0D....yav2_bldg_details.tga...MATD|...NAME....Material1...DATA4...[/spoiler]

Then change texture names to yav2_bldg_details, and fix the msh with MSH_TAG_SIZE_VALIDATION_TOOL. Delete msh.option file (for this model it's no needed, and bump from msh.option, realy kills gloss.
That's it! 8)
Title: Re: Tatooine map
Post by: tirpider on August 01, 2013, 01:48:46 PM
Ok.
I got some good glossy stuff happening by copying over that same material you used, Sereja.
(material 1 in the medical droid)

With no .msh.option (same as you.)

You can see I left the bump as the healthdroid bump. Kinda wierd, but it seems to be bumping even without the .msh.option (that's wierd.)

I haven't compared the colors, but I did notice the specular delay was set really high (80). I have no idea what that means. :P

Gonna tear into it more, just wanted to confirm that I'm getting good results with your suggestion, Sereja.
(I couldn't read the data values from your code so I had to copy it from the health droid msh directly. Such is the way with hex. :P )

We'll get this bumpy gloss glossing.
Title: Re: Tatooine map
Post by: Snake on August 01, 2013, 02:04:59 PM
Looks awesome!
Title: Re: Tatooine map
Post by: Dark_Phantom on August 01, 2013, 04:38:22 PM
I think I have an .odf file somewhere for a crate dispenser or something close.  I'll need to look for it real quick or whip it up.

Notice:  In case you only read a little, follow-me crate does not work in MP.  I have a deployable mouse droid just like it and it crashes MP.  But the crate itself does work in MP I think.
Title: Re: Tatooine map
Post by: Ginev on August 02, 2013, 01:37:35 AM
Ok i am not very good in hex editing so can someone tell me how to copy parts from the codes?What buttons you guys click/hold?I don't know hot to copy the part...And from where i can get that tool that sereja have talk about?
Title: Re: Tatooine map
Post by: tirpider on August 02, 2013, 01:46:55 AM
(site is being slow.. might be my end though.)

I compared the colors in the original barge to the bumpy-glossy column and the only signifigant similar difference was the second set of colors (Ambient? Specular?). And I also tried a default set of neutral colors. Didn't have an effect on the gloss.

But.. I did spot the thing in the pic. (I isolated the engine from the barge and dropped it on my test map, as-is, with no changes. You can clearly see that viewing it from different angles affects not only the bumpyness, but also the gloss.

The columns are the same way.

on the relatively flat engine top, with the sun at my back, the gloss was gone, but when viewed from the opposite direction, it shone like a golden sled.

The Columns work similar but the directions swapped. They look glossy with the sun at my back and flat when looking at it's shadowed side.

I take this to mean the direction of the light has to do with the gloss.

Does your test model look non-glossy on all sides or just one?


-edit
I keep a copy of it on my dropbox:
MSH_TAG_SIZE_VALIDATION_TOOL_v1.zip (https://dl.dropboxusercontent.com/u/58361588/MSH_TAG_SIZE_VALIDATION_TOOL/MSH_TAG_SIZE_VALIDATION_TOOL_v1.zip)
I forget where it is located on-site (can't remember if I gave it it's own thread or if it just came up.) If it isn't in the downloads, I'll upload it later tonight.

Instructions on copying blocks of code is a little more lengthy than a post.  I'll dig around and see if there is a tut.. (there should be.) But it's easy.

-edit
Well, I'm not finding any formal topics that would help here.  I'm hesitant to do one myself as my previous tutorials have been a bit... wordy.  I will though, but it will probably be later tomorrow before I can post it (here). Hopefully some of the other guys will be able to help translate my crazy. :P
Title: Re: Tatooine map
Post by: Ginev on August 02, 2013, 02:12:15 AM
HEX EDITING was always hard for me....so there is no easy way how to do this?Because when i go in the HEX EDITOR sometimes i don't know what i am doing.I think we need TUTORIAL step by step what to do since i am BIG NOOB when it comes to hex editing.  :wacko:
Title: Re: Tatooine map
Post by: Sereja on August 02, 2013, 03:00:09 AM
Well, here the codes pic:
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi49.fastpic.ru%2Fbig%2F2013%2F0802%2F11%2F78b9653949fcadac7f3694743c237611.jpg&hash=984a329403eb57921af10a39cd123b95f679771c)[/spoiler]

All, you have to do, it's copy Gloss code, and paste instead of old one, Usual.
This huge code part, mostly responsible for render effects, and usualy starts with this: 333?333?333?, and ends by this: ....
So, it's can be easy recognized.
Also, do not forget to put correct textures names, needed for your model.
Title: Re: Tatooine map (some basic msh hexing info)
Post by: tirpider on August 02, 2013, 03:06:04 AM
Hexediting is daunting, and one of the scariest things about it is that there are so many ways to do it.

For basic stuff, I think you already know how to go in, find a marker (like ATRB) and make an adjustment without changing anything else. That ability enables all sorts of edits like changing a TGA name or customizing materials.

A more advanced edit could involve copying blocks of hex over hex already in the file. This again, shouldn't change the file size or it will break the msh.

Still more advanced is inserting/deleting chunks and altering field sizes. This kind of edit will affect the file size (by design) and that is what that validator will fix.


The material edit in Sereja's example is somewhere between the last 2.
The chunk he is copying has the extra entry for the bumpmap texture (most all materials have only one texture.)
So most of the code will overwrite part of the existing material in your target model, but the extra texture chunk will get inserted.

I think the most daunting part of it all is not knowing how the MSH files are set up (it was for me.)
When you edit an ODF, you can easily see property=value relationships, but in the msh files, the properties are fields and they are set by the data just being in the expected place. It's kinda abstract, but makes sense.

Here are a couple of links to help figure out how these files are stacked.
[info].msh structure notes (http://www.swbfgamers.com/index.php?topic=3905.0)
This is a list of all the various tags (like ATRB) that point at all the special fields (like the 6th place after ATRB)
There are a couple of tree views to help explain the relationships of them.

[tool]SWBF_MSH_INFO v0.05 alpha (http://www.swbfgamers.com/index.php?topic=4123.msg41662#msg41662)
SWBF_MSH_INFO.rar (https://dl.dropboxusercontent.com/u/58361588/SWBFG/Projects/SWBF_MSH_INFO/SWBF_MSH_INFO.rar) <- Most recent version (I really need to update my topics)
This is another program I wrote for looking at the data in the msh in a somewhat meaningful way. It doesn't show how the model looks, jut the data, like tga names, colors, and most importantly, what order the tags are in.

I won't lie. It's a lot to take in. But once you have the basic ideas for it down, you can actually do things with the models that are extremely difficult in XSI.

I'm working on another program that actually helps a lot with editing msh files, but it's up in the air on whether it's ready or not.

As for the actual steps of getting the data from one msh to the other. With a hex editor, just copy the data you want, and copy it to the same relative place in the target msh.  Avoid altering the filesizes till you understand the field boundaries. Once you are making edits to fields instead of doing block copys, you can safely use the TAG_VALIDATOR to automatically repair the field sizes and never have to worry about them again....

Ok.. I'm going on too long here. I'll cut this short and let you dig on the above and I'll come back with a more direct answer for the specific edit you have planned. (Unless some one else wants to take a swing at this ;) ) I'm sorry to get long winded like that. (I know it drives some folks crazy.)
Title: Re: Tatooine map
Post by: Ginev on August 02, 2013, 03:16:26 AM
Ill try what sereja show.Ok but do i need to remove the yavin_details_bump and all the option msh and tga files?


EDIT:Yes finally i did it myself!Thanks alot sereja and tirpider.You save me guys.With your help the map now will rock!!!Here look this:The CP gloss is from sereja (i only change the bumpmap) the others are by myself:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg9.imageshack.us%2Fimg9%2F2870%2Fv790.jpg&hash=298cf6a78849c7f966ee08ee7ff8dbb0b82e919e)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg7.imageshack.us%2Fimg7%2F6301%2Fei0x.jpg&hash=7b68d79f8c9f1bc904257715427a72ddaaa2d322)

I decided to try this in weapons too.First i was think it won't work because when i check the model in the msh viewer there was no textures.The model was white.But in game looks fine like you see.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F8186%2Flpwc.jpg&hash=c03dac11d7329411b5049130108317c45519051d)

i am still curios can this be added to vehicles or characters?The stormtroopers certainly will look epic!!! :D
Title: Re: Tatooine map (Little but cool update)
Post by: D4R|< $1D3 on August 02, 2013, 09:24:00 PM
blargh shinny stuff   :wacko:
Title: Re: Tatooine map (Little but cool update)
Post by: Snake on August 02, 2013, 09:58:08 PM
That looks SO AWESOME!
Title: Re: Tatooine map (Little but cool update)
Post by: Kit Fisto on August 02, 2013, 10:03:24 PM
VERY nice. I look forward to what other modders can achieve using this "new" effect. I always like how some parts of SWBFII have have that effect.
Title: Re: Tatooine map (Little but cool update)
Post by: tirpider on August 02, 2013, 10:41:20 PM
Those look cool. Good work, Ginev.
I'm glad you got it working.

As far as I know, you can add that change to any material in any MSH.
The only way to know for sure is to test it out.
But I see no problems with adding it to a unit, vehicle, ... anything.

Well... actually, I am imagining that adding it to things like the Trees on Yavin or Endor might make the game puke.
But they are already pushing limits themselves for other reasons.

Title: Re: Tatooine map (Little but cool update)
Post by: Sereja on August 02, 2013, 10:44:48 PM
I mostly like, how it looks for blue crates. The gun looks heavy, and seems, made of cast iron... :D
Actualy, the gloss, it is just another variation of bump, so it have the same properties. It can be succesfuly mixed, only with hard edged transparance (it gives very nice icy surface), and ofcorse, can be added to any infantry or vehicles, which do not have bump in msh.option, specularity, soft edged transparence or glowlight for the same texture. It may also not works, with vertexlighting msh.option, for some models.
Title: Re: Tatooine map (Little but cool update)
Post by: Unit 33 on August 03, 2013, 12:09:31 AM
Those are looking fantastic!
Title: Re: Tatooine map (Little but cool update)
Post by: Ginev on August 03, 2013, 12:22:01 AM
I will try different bumpmap for the weapon.Will see.I am continue with the modeling.In the mean time i get new idea.I think its not possible but could we make the same with the Tantive4 rebel trooper?I mean can we take the code from him for the ENVMAP?Imagine if this work?That will be awsome!  :XD:  If someone have the time....and the skills of course can try.
Title: Re: Tatooine map (Little but cool update)
Post by: 411Remnant on August 03, 2013, 08:01:21 AM
That looks amazing!
Title: Re: Tatooine map
Post by: Ginev on August 08, 2013, 02:44:57 AM
I will be offline for 2 days but don't worry i am working on the map :D  Here is some screenshots from the map.What you will see its not final.I am too lazy to upload all screenshots 1 by 1 so here is the archive download link.(you can download them for few seconds).I will be here after 2 days.   :wave:  :happy:

http://www.gamefront.com/files/23596948/Update2.zip
Title: Re: Tatooine map
Post by: Ginev on August 11, 2013, 11:12:29 PM
Can someone tell me the code for the Autoturrets?I remember it was something like autoturret  = 1 or something like that.If someone remember please post.I need to try something. :)
Title: Re: Tatooine map
Post by: Phobos on August 12, 2013, 12:18:48 AM
autofire = 1
Title: Re: Tatooine map
Post by: Ginev on August 12, 2013, 05:10:11 AM
Where exactly i have to put this?In the Turret odf or in the Turret gun odf?

EDIT:I try the autofire = 1 command but its not working.Hmm strange i really need this to work.I remember there was something more.I remember there was 2 codes not only one.

second EDIT:Damn it i try and try and still not working.I am trying more than 3 hours and still nothing.  :wacko:

If someone know how to get it work can he send me a working turret odf with weapon also (odf files)?I know its stupid to ask for such a simple things since i did it myself before very long time but now.....  :shrug:
Title: Re: Tatooine map
Post by: tirpider on August 12, 2013, 03:30:05 PM
There are 3 ODF files in the stock assets with the autofire line:

Shipped Worlds\Hoth\ODF\hoth_bldg_ioncannon.odf (I didn't know this one existed.. cool)
[spoiler]
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "hoth_bldg_ioncannon.msh"

[Properties]
BUILDINGSECTION = "BODY"
Label = "Ion Cannon"
GeometryName = "hoth_bldg_ioncannon"


BUILDINGSECTION = "TURRET1"

//TurretNodeName = "turret_x"
Controllable = "0"
AutoFire = "1"

//PCMaxTurnSpeed   = "20.0"
//PCMaxPitchSpeed   = "20.0"


TURRETSECTION = "TURRET1"

WeaponName = "hoth_weap_bldg_ioncannon"
AimerNodeName = "cannon_base"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
//PCMaxTurnSpeed   = "20.0"
//PCMaxPitchSpeed   = "20.0"


BarrelNodeName = "barrel"
BarrelLength = "12.0"

FirePointName = "hp_fire"

FoleyFXGroup  = "metal_foley"[/spoiler]

Shipped Worlds\Naboo\ODF\nab_bldg_fambaa_generator.odf
[spoiler][GameObjectClass]

ClassLabel      ="commandarmedanimatedbuilding"
GeometryName      ="nab1_walk_fambaa.msh"


[Properties]

GeometryName      ="nab1_walk_fambaa"

BUILDINGSECTION    ="BODY"
Label          ="Control Zone"
MapTexture       ="hud_dest_icon"
MapScale       =3.0

GeometryName      ="nab1_walk_fambaa"
AnimationName      ="nab_walk_fambaa"
IdleAnimation      ="fambaa_idle"
DeathAnimation      ="fambaa_death"

MaxHealth       ="10000.0"
RespawnTime       ="6000000"

//HoloOdf          = "com_holo_controlzone"
//HoloImageGeometry   = "alliance com_icon_alliance"
//HoloImageGeometry    = "empire com_icon_imperial"
//HoloImageGeometry    = "republic com_icon_republic"
//HoloImageGeometry    = "CIS com_icon_CIS"
//HoloTurnOnTime      = 2.2
//ChargeSound         = "com_blg_commandpost_charge"
//CapturedSound       = "com_blg_commandpost_capture"
//DischargeSound      = "com_blg_commandpost_discharge"
//LostSound           = "com_blg_commandpost_lost"
//DisputeSound        = "com_blg_commandpost_dispute"
AmbientSound        = "all famba_moan"
AmbientSound        = "cis famba_moan"
AmbientSound        = "imp famba_moan"
AmbientSound        = "rep famba_moan"
HurtSound   = "famba_hurt"
DeathSound   = "famba_death"
//SoundPitchDev       = "0.4"

SpawnPointCount       = "6"
SpawnPointLocation       = "8.0 0.0 0.0 5"
SpawnPointLocation       = "8.0 0.0 4.0 5"
SpawnPointLocation       = "8.0 0.0 -4.0 5"
SpawnPointLocation       = "-8.0 0.0 0.0 355"
SpawnPointLocation       = "-8.0 0.0 4.0 355"
SpawnPointLocation       = "-8.0 0.0 -4.0 355"

BUILDINGSECTION = "TURRET1"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

TurretNodeName = "hp_fire"
YawLimits = "150.0 210.0"
PitchLimits = "-30.0 30.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
RestDir = "0 0 -1"

WeaponName = "nab_weap_bldg_fambaa_generator"
WeaponAmmo = "0"

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = "FambaSpawnPath"
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 15
Value_ATK_Alliance =
Value_ATK_CIS =
Value_ATK_Empire =
Value_ATK_Republic =
Value_DEF_Alliance =
Value_DEF_CIS =
Value_DEF_Empire =
Value_DEF_Republic =
Value_DEF_Locals =
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = "cis_destroy_famba"
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = "cis_destroy_famba"
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = "cis_destroy_famba"
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = "cis_destroy_famba"
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""


SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = "1"

CollisionScale    = 100.0[/spoiler]

Shipped Worlds\Naboo\ODF\nab_bldg_fambaa_shield.odf
[spoiler][GameObjectClass]

ClassLabel      ="commandarmedanimatedbuilding"
GeometryName      ="nab1_walk_fambaa.msh"


[Properties]

GeometryName      ="nab1_walk_fambaa"

BUILDINGSECTION    ="BODY"
Label          ="Control Zone"
MapTexture       ="hud_dest_icon"
MapScale       =3.0

GeometryName      ="nab1_walk_fambaa"
AnimationName      ="nab_walk_fambaa"
IdleAnimation      ="fambaa_idle"
DeathAnimation      ="fambaa_death"

MaxHealth       ="10000.0"
RespawnTime       ="6000000"

AmbientSound        = "all famba_moan"
AmbientSound        = "cis famba_moan"
AmbientSound        = "imp famba_moan"
AmbientSound        = "rep famba_moan"
HurtSound   = "famba_hurt"
DeathSound   = "famba_death"
SpawnPointCount       = "6"
SpawnPointLocation       = "8.0 0.0 0.0 5"
SpawnPointLocation       = "8.0 0.0 4.0 5"
SpawnPointLocation       = "8.0 0.0 -4.0 5"
SpawnPointLocation       = "-8.0 0.0 0.0 355"
SpawnPointLocation       = "-8.0 0.0 4.0 355"
SpawnPointLocation       = "-8.0 0.0 -4.0 355"

BUILDINGSECTION = "TURRET1"

PilotType = "self"
Controllable = "0"
AutoFire = "1"

TurretNodeName = "hp_fire"
PitchLimits = "0.0 0.0"
YawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"

WeaponName = "nab_weap_bldg_fambaa_shield"
WeaponAmmo = 2

[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = "FambaSpawnPath"
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 15
Value_ATK_Alliance =
Value_ATK_CIS =
Value_ATK_Empire =
Value_ATK_Republic =
Value_DEF_Alliance =
Value_DEF_CIS =
Value_DEF_Empire =
Value_DEF_Republic =
Value_DEF_Locals =
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = "cis_destroy_famba"
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = "cis_destroy_famba"
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = "cis_destroy_famba"
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = "cis_destroy_famba"
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""


SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""

CollisionScale    = 100.0[/spoiler]
Title: Re: Tatooine map
Post by: Unit 33 on August 12, 2013, 03:36:25 PM
Quote from: tirpider on August 12, 2013, 03:30:05 PM
There are 3 ODF files in the stock assets with the autofire line:

Shipped Worlds\Hoth\ODF\hoth_bldg_ioncannon.odf (I didn't know this one existed.. cool)
[spoiler]
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "hoth_bldg_ioncannon.msh"

[Properties]
BUILDINGSECTION = "BODY"
Label = "Ion Cannon"
GeometryName = "hoth_bldg_ioncannon"


BUILDINGSECTION = "TURRET1"

//TurretNodeName = "turret_x"
Controllable = "0"
AutoFire = "1"

//PCMaxTurnSpeed   = "20.0"
//PCMaxPitchSpeed   = "20.0"


TURRETSECTION = "TURRET1"

WeaponName = "hoth_weap_bldg_ioncannon"
AimerNodeName = "cannon_base"
AimerPitchLimits = "0.0 0.0"
AimerYawLimits = "0.0 0.0"
MaxTurnSpeed = "0.0"
MaxPitchSpeed = "0.0"
//PCMaxTurnSpeed   = "20.0"
//PCMaxPitchSpeed   = "20.0"


BarrelNodeName = "barrel"
BarrelLength = "12.0"

FirePointName = "hp_fire"

FoleyFXGroup  = "metal_foley"[/spoiler]


Huh. So I guess at some point the intention was for the Ion Cannon prop to shoot at intervals rather than using the static skybox set piece.
Title: Re: Tatooine map
Post by: tirpider on August 12, 2013, 03:44:02 PM
I wonder if they left it out for aesthetic or technical reasons.
Title: Re: Tatooine map
Post by: RepComm on August 12, 2013, 04:10:50 PM
Quote from: tirpider on August 12, 2013, 03:44:02 PM
I wonder if they left it out for aesthetic or technical reasons.
Lol, if I had to guess, I'd probably say both.
I took a look at it and I think it's texture isn't would it should be...
But I did look at it through SWBFViewer, so I'm not sure what that would be ingame.

It's kinda neat what you find Pandemic flushed down the drain, gives you ideas  :tv:
--
By the way, I am absolutely loving the progress on this. Very cool dude.
Title: Re: Tatooine map
Post by: Snake on August 13, 2013, 08:46:29 AM
Also, the ion cannon disappears until you get real close, and it has no collision. So I guess they had some problems with the model. (Not to mention it'd need some firing animations)
Title: Re: Tatooine map
Post by: Ginev on August 13, 2013, 12:57:42 PM
Ok i know its very stupid to ask for such a thing since i did it before but the dumb thing don't work  :o
I add this:

Controllable = "0"
AutoFire = "1"

and still nothing happen so i am thinking can someone make....let say the bespin AA turret to shoot automatically,to test it first and after that to send me the files.I know its very stupid but i can't lose my time with that dumb turret since i have to make and other things ;d
Title: Re: Tatooine map
Post by: Ginev on August 29, 2013, 06:02:09 PM
Hi guys i have made ALOT of models but i will show you only one model for now :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg17.imageshack.us%2Fimg17%2F5079%2F9dek.jpg&hash=045c057af86254e64bbd015d42e1250b0a7eb7df)

Ohh can someone tell me the code for scrolling textures just like the hangar shields in the BF2 space template assest?I add in the 6th place after ATRB 03 but the game crash.I think this work only for BF2.If someone know some other code that will work in BF1 please tell me.Thanks :) Now i am going to sleep  :sleep:
Title: Re: Tatooine map (1 new screenshot)
Post by: RepComm on August 29, 2013, 06:28:45 PM
I LOVE the bump on weapons!
A cool skin would be all the stock weapons bump mapped to be shinny.. That would be epic.

And, if you don't mind me asking. How are you managing to get firepoints and turret nulls/nodes without using XSI? (Maybe I misunderstand how you're actually creating the models :P)
Title: Re: Tatooine map (1 new screenshot)
Post by: Snake on August 29, 2013, 06:49:56 PM
Sweet!! Rends has gotten the scrolling textures in swbf, try looking at those in the coruscant streets assets
Title: Re: Tatooine map (1 new screenshot)
Post by: Kit Fisto on August 29, 2013, 07:04:25 PM
Quote from: Snake on August 29, 2013, 06:49:56 PM
Sweet!! Rends has gotten the scrolling textures in swbf, try looking at those in the coruscant streets assets
Better yet, Sereja has gotten them to work! And he's right here, on SWBFGamers! :cheer:
Title: Re: Tatooine map (1 new screenshot)
Post by: RepComm on August 29, 2013, 08:22:07 PM
You also might just use a stock model as a reference. Tatooine Cantina has loads of them. You could also take a look at the Bacta power up MSHs, for example.
Title: Re: Tatooine map (1 new screenshot)
Post by: Ginev on August 30, 2013, 02:56:55 AM
I try add shiny to the blue stormtrooper but the game give me Error when try to munge.Don't know why but i think i can't add shiny to soldiers or maybe i am making mistake somewhere...Pff never mind i have so many things to make.Now i am making chunks for all the destructable buildings.When they explode random chunks will fall around. :D I will show you pictures soon.I am continue working!  :mf:

EDIT:

Here is 2 pictures just to keep the topic hot :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg849.imageshack.us%2Fimg849%2F2985%2Fj28e.jpg&hash=436c5e36ecc8ee3f24cc0900a09554d274831c06)

And after i have some fun... :D

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg843.imageshack.us%2Fimg843%2F1580%2F49fa.jpg&hash=be3c82a62ff0ca54b28fed0b455a23655e1b1e7a)

After i did this i found that alot of far models begin to pop up and that make everything really looking...stupid.I think i reach the maximum from the Battlefront engine and if i try something more from this the game probably will crash.(Dont worry there is no lag for now) I also check the stock Tatooine cantina for the scrolling textures.I found that the cantina use this value after ATRB:

in the 5th place is "01"
in the 6th place is "03"

I try it but nothing happen.I will search in the Rends Coruscant assest for other values but at this moment i am too lazy :D I am thinking first to make the imperial Tartan Patrol.
Title: Re: Tatooine map (2 new screenshot)
Post by: RepComm on August 31, 2013, 07:37:34 PM
Actually, shinny troopers is totally possible, I've done it before, and so have others.
Tutorial on how to add it:
http://www.swbfgamers.com/index.php?topic=4769.0
And how to decrease/get rid of it:
http://www.swbfgamers.com/index.php?topic=4253.0
--
Also, if you're into shinny units, you should try out Ares' Jet trooper skins.. There is just something about being blinded while being shot to death.. I just love it.
Title: Re: Tatooine map (2 new screenshot)
Post by: Ginev on September 01, 2013, 07:48:31 AM
I know that type of shiny but i was meaning the gloss effect that we discover before some time.I try add that effect to the stormtrooper but when i munge the program give me error.The map still working but the soldier don't show up in game.I go to my map folder/_BUILD_PC_/world/munged and search for the munged storm trooper model file.The file was munged and it was there but the strange thing was that the size of the model was 0.Very strange.Its seems the game read the files but dont munge them.This happen when i edit the storm trooper model with HEX EDITOR (to add gloss effect).Well never mind i have other things to do before worry about this. :D  :wacko:
Title: Re: Tatooine map (2 new screenshot)
Post by: Kit Fisto on September 01, 2013, 07:16:31 PM
That map looks like it will be amazing! Keep up the amazing work!
Title: Re: Tatooine map (2 new screenshot)
Post by: D4R|< $1D3 on September 02, 2013, 10:50:17 AM
shinny shinny map ? i think i gonna have to play with sunglasses on.  8)
Title: Re: Tatooine map (2 new screenshot)
Post by: Ginev on September 02, 2013, 03:28:05 PM
Actually for now there is only few shiny models,but i think one of my soldiers have glasses :D  :XD:
Now i am working on one big house with corridor and few rooms inside.

EDIT:Here is again 2 pictures.I made alot of other models but will not show them...Well ok i am continuing i don't want to lose time :D  (Room table and simple carpet.I hope you like them)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg401.imageshack.us%2Fimg401%2F909%2F3p5p.jpg&hash=878a6252a17d70a07cf9f268ed6049ceffba9050)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg21.imageshack.us%2Fimg21%2F8700%2Ff91p.jpg&hash=b4f120ef702d6b2afbf921927ecf5ed199643f29)

:shady:  cya for now
Title: Re: Tatooine map (2 new screenshot)
Post by: Snake on September 07, 2013, 08:26:48 AM
Very nice!
Title: Re: Tatooine map (2 new screenshot)
Post by: RepComm on September 07, 2013, 08:37:18 AM
Gosh, you just pull time out of the sky and turn it into art!
Title: Re: Tatooine map (2 new screenshot)
Post by: Ginev on September 11, 2013, 03:15:23 AM
Here is some new crap.I hope you like it :D   Tie Crawler (more like Tie Crap :D ),Big building and TradeTower destroyed model:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg96.imageshack.us%2Fimg96%2F6112%2Ftg9g.jpg&hash=0b4f077113721e3f998a9f9e7e349ed62da7f43b)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F7943%2F8s7d.jpg&hash=8f9d2631677ccf08941c278ac97d6ab013c5b95c)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg51.imageshack.us%2Fimg51%2F7796%2Fsjyi.jpg&hash=13b8bc08108f886d5459c65285e83f7dd99fb366)

After some crazy shooting with the hoomies (the AI's)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg15.imageshack.us%2Fimg15%2F6089%2F5uk3.jpg&hash=1472074b64df3ce0610e5975f84784aff21c4986)

Can't be usedfrom the player...for now.I can't add hp points,someone need to help me here  ::)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg802.imageshack.us%2Fimg802%2F5694%2Fcrbu.jpg&hash=792fa1ed164bcf43098a12b84e5a3a17d15d1a69)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg842.imageshack.us%2Fimg842%2F1506%2F1xzz.jpg&hash=fd2ec5e9a5da57716deecbfd1a7eccf64d44f779)

BOOOM!! :D
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg580.imageshack.us%2Fimg580%2F7286%2F873c.jpg&hash=5b37f302a2c5c3794fe6c8963f254f4df88ef611)

Anyway i hope you like them.
Title: Re: Tatooine map (More crappy stuff here we go :D )
Post by: Unit 33 on September 11, 2013, 03:31:14 AM
The buildings look fantastic.
With the TIE crawler, I think you just need to define some of the edges and contrast a few areas like the treads, which should probably be black.
Title: Re: Tatooine map (More crappy stuff here we go :D )
Post by: Sereja on September 11, 2013, 04:16:21 AM
Yes, and those treads, will never works with gloss, just like with the bump.
Seems, we just open "Pandora Box", with those gloss effect. :D
Title: Re: Tatooine map (More crappy stuff here we go :D )
Post by: tirpider on September 11, 2013, 10:10:53 AM
ha
It all looks great. I love that you are doing destructible buildings.
But that Tie Tank does look like it might be inflatable. Might dial the shiny back a bit.
I wouldn't say any of it is crappy though.  I appreciate all of it, man.
Title: Re: Tatooine map (More crappy stuff here we go :D )
Post by: RepComm on September 11, 2013, 11:59:27 AM
Quote from: tirpider on September 11, 2013, 10:10:53 AM
But that Tie Tank does look like it might be inflatable. Might dial the shiny back a bit.
Lol.
-
Nice job mate, I can't imagine trying to do all of that work in the amount of time you have done it in..
Keep up the good work!
Title: Re: Tatooine map (More crappy stuff here we go :D )
Post by: Ginev on September 12, 2013, 07:18:04 AM
This is ALPHA stage of the map.I am giving you this just to test the map so far.No planning for AI's yet so you will run around the city alone.Use the Tie Fighter to fly in orbit,or the heavy trooper to blow the door and enter the city.Read the txt file.Alot of models pops up inf far distance i know but i will try to find solution of the problem.

Play with the empire to explore!

http://www.gamefront.com/files/23690602/ALPHA+TATOOINE.zip
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Snake on September 12, 2013, 01:11:26 PM
Sweet! DLing now.

---

The map is great! I absolutely love the destructible buildings. I do think they need to have some more health though. The new models look great. Overall, great map. Can't wait for the release!
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Ginev on September 12, 2013, 01:31:29 PM
Well if you shoot the buildings with normal blasters it will take you alot of time to destroy them.Beside that they are not metal structures so with rocket launcher must be very easy to blow them.i want to be real. :D  Ill wait to see what will say the others for the map and will speak again.Thanks for the comment sssssssnake :D
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Dark_Phantom on September 12, 2013, 03:07:47 PM
This is great.  I'm excited for when everything gets implemented.
I was "Bug searching" and exploring the map today.  You can glitch into the Turbolaser tower.  Other than that, no bugs that I noticed.  Nicely done.
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Ginev on September 13, 2013, 01:04:55 AM
Thanks for mention the Turbolazer glitch.I will fix that :)   The only big issue is the far distance pops up models.I have around 10 000 visible range and they still pops up. (You can see this in the interdictor,NubelonB and the city when look from far away)
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Sereja on September 14, 2013, 01:23:11 AM
Look's realy nice, but here is some bugs, I found:
[spoiler]
1. Some of the dust particle textures, have a circle shape :confused:.
2. Buildings, have some weird shadow cast. It's could be caused by incorrect bump otion; no bump texture at all, when msh, or msh.option call it; import by 3D importer, like some versions of ZETools.
3. Building start blinking in a long view range. Possible reason: no lowrez, or map super overloaded by props, and can't show lowrez.
Possible solvation: add lowrez, or decrease "NearSceneRange" parameter, in the .sky file.
[/spoiler]
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Ginev on September 14, 2013, 06:39:42 AM
Thaks sereja!Ok so if i made lowrez models for my models when you look them from far away they will not pops up but will show the lowrez models?If so then i have alot of things to make :D   Yes i know that my models are FULL CRAP but thats my best.I am modeling from 2 months. :D About the strange shadow i don't know how this strange bug have come.I have not edit any bumps.The slightly annoying bug just came before 5-6 days and i remember that i haven't done anything.This happen to me again before very long time in one of my other maps.Don't know how to fix it but i am sure its not from the bumps because i check them.Everything is stock just like in the original Tatooine city,even the sky file.  :wacko:   Well will see :D  At this moment i am making one weapon and i have idea how the player can upgrade the weapon.It will be something like...i dont remember how you guys call this-easter egg?  :P
Pictures soon :)

--Do not curse on the forums
-Snake
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Snake on September 14, 2013, 07:40:24 AM
I think you just need to give your models a lowres texture. I guess you can make that possible with hex editing or something.
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: RepComm on September 14, 2013, 10:16:35 AM
Map seems to crash no matter what I do.
Title: Re: Tatooine map (ALPHA stage of the map+DL link just to see the map)
Post by: Ginev on September 14, 2013, 05:34:56 PM
I made one weapon with different attachments to it so here is some screenshots.Better download because if i begin placing them here it will take alot of time.I think i can make a little trick how to customize your weapon.I will explaine this in future.I hope you like the skins.When you unlock all the skins in the end you can have and golden version.All this different attachments effects your gameplay.For example:If you have scope you can shoot far away or if you use silencer your range is decreased but your weapon don't shake when you shoot. :)

http://www.gamefront.com/files/23697434/Weapon.zip

The models are simple but its still something new :D
Title: Re: Tatooine map (New weapon+attachments screenshots)
Post by: tirpider on September 14, 2013, 05:51:14 PM
That's a fine looking gun.
Good work on it and it's skins.
Title: Re: Tatooine map (New weapon+attachments screenshots)
Post by: Snake on September 14, 2013, 06:16:34 PM
Wow, that gun looks great!
Title: Re: Tatooine map (New weapon+attachments screenshots)
Post by: {TCE}Call-of-Duty on September 14, 2013, 09:26:18 PM
can i have the assets on the gun and attachments, literally can i have them
Title: Re: Tatooine map (New weapon+attachments screenshots)
Post by: Ginev on September 15, 2013, 12:35:22 AM
Not yet my friend not yet :D
Title: Re: Tatooine map (New weapon+attachments screenshots)
Post by: Ginev on September 18, 2013, 04:24:42 AM
Guys i can make ironsight for my weapons but someone know how to add them ingame?I want when i am in 1st person and when zoom in to see the ironsight model but how to do it?Well someone know?Please help!!!  ???
Title: Re: Tatooine map (Important question)
Post by: Unit 33 on September 18, 2013, 05:12:42 AM
It would involve somehow redefining the model used for weapon scopes.


[spoiler]A I've probably mentioned before editing the stock .tgas doesn't get you anywhere... because of the manner in which the texture is reflected around... you can't have just iron scope at the bottom of the screen, it would reflect it around...
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FV0NV1yG.gif&hash=af62a24f50f11329fc6b8a5b61d528879e2eb6ad)
[/spoiler]


So the key is working out how to replace the current flat scope texture with the iron sight model that you have created. Where that is defined I do not know.


I guess I haven't really told you anything you don't know already... Whoops!
Title: Re: Tatooine map (Important question)
Post by: RepComm on September 18, 2013, 09:24:17 AM
Hmm, isn't almost every projection in SWBF actually a MSH (besides HUD and some interface outside the gameplay)? I know the map icon arrows for player minimap display is a MSH, but is the scope just a MSH with 4 projections of the same image rotated 90% every time?

If so, and if we can locate where it is stored, we could create a new weapon scope mesh very easily, and have a simple 1 projection. That way you could make it look like whatever you want. - Totally brain storming here, never messed with it in my life.
Title: Re: Tatooine map (Important question)
Post by: Ginev on September 18, 2013, 10:17:20 AM
Yes i was thinking just about that but i dont know where to find that texture.I have Interface Tool and shell tga Build so i could try searching there.If i find that texture or msh i will replace them and i can make a very very cool things...very :D   But wait!I remember that today i search in Gametoast for such a things and i found that one game actually placed a msh file for ironsight.how the hell he did it?If some of you want to help somehow go to gametoast.From there go to search box and type " ironsight ".
Title: Re: Tatooine map (Important question)
Post by: RepComm on September 18, 2013, 10:37:53 AM
http://www.youtube.com/watch?feature=player_embedded&v=-xN3brwjfe8
Video of it working in SWBFII. (It actually looks more like the FirstPerson model was just repositioned, and replaces the theoretical 4 square projection MSH.)
I do not have a GameToast account, so I can't search. - Thats all I've found.
Title: Re: Tatooine map (Important question)
Post by: Ginev on September 19, 2013, 05:00:04 AM
Ok i search for the msh model that is used for the scope textures.I found it in data_MYMOD/Common/Mshs.
I actually found 2 msh.The one is for Republic and Alliance the other is for Cis and Imp.This is the names:

com_1st_scope_cisimp
and
com_1st_scope_allrep

The texture names are the same.Ok i made new custom msh file for cisimp and add normal texture on the msh.And here is the problem.I dont know where to place the new msh and texture so i decide just to replace them with the stock ones in data_MYMOD/Common/Mshs.It didn't work however.I try something different.I place them in the InterfaceTool in the folders data/Msh and Interface.I add them to the Common.req too.I munge and replace the Common.lvl with the stock one and still its not working.What to do?In game still the stock one scope msh appear with the 4 angle texture.It seems the game still read the stock msh from somewhere but from where exactly?If someone know please help!   :wacko:  :'(
Title: Re: Tatooine map (Important question)
Post by: DylanRocket on September 19, 2013, 12:59:21 PM
Quote from: Ginev on September 19, 2013, 05:00:04 AM
Ok i search for the msh model that is used for the scope textures.I found it in data_MYMOD/Common/Mshs.
I actually found 2 msh.The one is for Republic and Alliance the other is for Cis and Imp.This is the names:

com_1st_scope_cisimp
and
com_1st_scope_allrep

The texture names are the same.Ok i made new custom msh file for cisimp and add normal texture on the msh.And here is the problem.I dont know where to place the new msh and texture so i decide just to replace them with the stock ones in data_MYMOD/Common/Mshs.It didn't work however.I try something different.I place them in the InterfaceTool in the folders data/Msh and Interface.I add them to the Common.req too.I munge and replace the Common.lvl with the stock one and still its not working.What to do?In game still the stock one scope msh appear with the 4 angle texture.It seems the game still read the stock msh from somewhere but from where exactly?If someone know please help!   :wacko:  :'(

My guess would be to put your new COMMON.lvl in abc\Data\_lvl_pc\COMMON

And add this line to lua:

    ReadDataFile("dc:COMMON\\common.lvl")
Title: Re: Tatooine map (Important question)
Post by: RepComm on September 19, 2013, 01:00:57 PM
Quote from: DylanRocket on September 19, 2013, 12:59:21 PM
My guess would be to put your new COMMON.lvl in abc\Data\_lvl_pc\COMMON

And add this line to lua:

    ReadDataFile("dc:COMMON\\common.lvl")
Yes, for some reason maps really like to read their own common.lvls... Learned this recently after a project crash or two :P
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: Sereja on September 19, 2013, 02:31:07 PM
Seems, that is impossible, to add a new scope model. I think, single default scope model, stored in exe, not in commo.lvl, so you may change only the texture.
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: Ginev on September 19, 2013, 10:45:12 PM
Yes i was afraid of that :D   :fist: :wall:
I read a bf2 tutorial but there they have ingame.req but in bf1 there is no such a file so it seems its not possible.
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: {TCE}Call-of-Duty on September 20, 2013, 12:58:16 PM
yea in BF2 you can retexture the scope in any which way you want even into a iron sight but sadly it isn't possible in Bf1
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: {TCE}Call-of-Duty on September 20, 2013, 06:54:39 PM
Holy Crap this map is great even in ALPHA, really good use of Rend's models, I love going around in the instant spawn TIE blowin up buildings then flyin into space which is also amazing

Tips that would be good for the map:

Make the frigates hollowed-out and put in different rooms and hallways leading to the bridge (reactor rooms, sheild rooms, engine rooms etc.)

try not only add to the city also add a little bit to the outside scenery have some more canyon walls than just that little group and maybe even make a tusken camp if you'd like
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: Ginev on September 21, 2013, 02:12:47 AM
Yes i am thinking to make all the things you say but for now i am planning to make first version of the map just so you guys can play it.After that i will make and second version which will be the full version. :)
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: {TCE}Call-of-Duty on September 21, 2013, 09:07:22 AM
here I found something on GT while i was looking for Halo Assets which might help you with making the interior of the ships
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: Led on September 22, 2013, 12:04:27 PM
Quote from: {TCE}Call-of-Duty on September 21, 2013, 09:07:22 AM
here I found something on GT while i was looking for Halo Assets which might help you with making the interior of the ships

Do not post anything from GT without the original link to the asset post and acknowledgement of who made it.
Title: Re: Tatooine map (1st person Ironsight important question HELP!)
Post by: Ginev on September 22, 2013, 02:02:26 PM
Ok people i will be offline for sometime but don't worry i am working on the map :D   I am just going to one place where i don't have internet.I am sorry for that :D

EDIT:I am online again people. :D  I have make tests the last 2 days.I have added 3 new jedi hit animations but i have one problem.I want every time when i hit with lightsaber or any other melee weapon i want to lose ammo but the ammo don't decrease when i hit so my question is:It is possible to make melee weapons have ammo and how you can make it lose ammo when you hit?I hope you guys understand me :D
Title: Re: Tatooine map (Lightsaber question NEED HELP!)
Post by: RepComm on September 30, 2013, 10:49:23 AM
That sound impossible, but I could be wrong.
--
I remember some mod where you had the secondary weapon that was the same light saber as the primary weapon, and when you right clicked the secondary weapon -having CanDeflect    =1 in its ODF I imagine- would fire and deflected, but it turns on and off like the droideka shield (and loses energy when it gets hit, as well as an overheat timer). Hope that helps.
Title: Re: Tatooine map (Lightsaber question NEED HELP!)
Post by: Ginev on September 30, 2013, 11:22:20 AM
I know about the Candeflect =1 code but i am trying to make a lightsaber that can be used to deflect blasters for few seconds and after that you have to wait...let say 10 seconds to use it again.Because its really stupid to use the deflect lightsaber forever.  :confused:
Title: Re: Tatooine map (Lightsaber question NEED HELP!)
Post by: Snake on October 03, 2013, 07:47:47 PM
Maybe you could make a special lightsaber .odf that can be used as a secondary weapon. It could have deflect on but maybe some sort of heat limit of usage. I'm not sure if it's possible.
Title: Re: Tatooine map (Lightsaber question NEED HELP!)
Post by: RepComm on October 03, 2013, 09:11:32 PM
Quote from: Snake on October 03, 2013, 07:47:47 PM
Maybe you could make a special lightsaber .odf that can be used as a secondary weapon. It could have deflect on but maybe some sort of heat limit of usage. I'm not sure if it's possible.
xD
You realize that is exactly what I said, right?
And it is possible, because I've seen it done in mods before (although I still cannot recall which ones..)
Title: Re: Tatooine map (Lightsaber question NEED HELP!)
Post by: Ginev on October 04, 2013, 10:49:33 AM
Ok can someone make a ODf file so i can see how its done.Thats the main thing here  :whistle:

EDIT:I just want to say that i make the weapon audio sistem just like the one in Battlefield 3.When you are far away you hear the shots but the sound are different when you are close.Just like in Battlefield 3.This is big + for the map.What do you think guys?I am thinking to give the map with the sides so you guys can test them.The problem is that the empty test map+sides are over 200MB (unarchived)and i am too lazy to upload at the moment.
Title: Re: Tatooine map (Added sound sistem just like in Battlefield3!)
Post by: Snake on October 06, 2013, 06:12:16 AM
Sorry, for some reason I didn't see it
Title: Re: Tatooine map (Added sound sistem just like in Battlefield3!)
Post by: Ginev on October 07, 2013, 05:23:45 AM
What you didn't see?Do you speak about the lightsaber weapon or for the sound sistem?If you speak for the sound sistem i haven't upload anything yet or if you search for it in the Alfa test of the map there you wont find it :D
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: Ginev on November 11, 2013, 07:35:10 AM
Ok people i finally fix the crashed map and now is working.However i was forced to remove the space level since the map crashed.Ill focus on the ground level.I also have one new problem.I am searching for the Teancum Raxus Prime assets but can't find it.If someone have it please send it to me! :)
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: RepComm on November 11, 2013, 08:19:13 AM
Still in the game eh? Sweet, just don't rush, so as to not burn yourself out mentally :P

I'm not sure the Raxus Prime assets were released.. I've looked on game toast alot, but that was a while back when I was going to clean up collisions.. I'd keep improving them if I got them
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: tirpider on November 11, 2013, 01:07:07 PM
Quote from: Ginev on November 11, 2013, 07:35:10 AM
Ok people i finally fix the crashed map and now is working.However i was forced to remove the space level since the map crashed.Ill focus on the ground level.I also have one new problem.I am searching for the Teancum Raxus Prime assets but can't find it.If someone have it please send it to me! :)

Are these the models you seek?
raxus_assets.rar (https://dl.dropboxusercontent.com/u/58361588/temp/raxus_assets.rar)
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: Ginev on November 11, 2013, 02:09:42 PM
yes.I was searching for them.Thanks alot ;d
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: {TCE}Call-of-Duty on November 11, 2013, 03:08:40 PM
why would you need Raxus Prime assets for a Tatoonie map
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: RepComm on November 12, 2013, 08:26:14 AM
Quote from: {TCE}Call-of-Duty on November 11, 2013, 03:08:40 PM
why would you need Raxus Prime assets for a Tatoonie map
The same reason you can use Naboo assets on a zombie map :P
If you're truely a modder/mapper/whatever, you know that you can use anything stock and make it do what you want, and you're also able to accomplish it.

Sadly I do not have much of this quality.. I can make Darth dance though :P
--
And where the fudge did you find the assets at Tirpider? It will be awesome to goof around with these!
edit- Not in question as to where they came from as in via DL, obviously they came from swbfgamers.com uploads, but I do wonder where they originated..
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: tirpider on November 12, 2013, 12:41:13 PM
Quote from: -RepublicCommando- on November 12, 2013, 08:26:14 AM
And where the fudge did you find the assets at Tirpider? It will be awesome to goof around with these!
edit- Not in question as to where they came from as in via DL, obviously they came from swbfgamers.com uploads, but I do wonder where they originated..

I spent a lot of time hunting around for assets when I first noticed that gamefront/filefront liked to delete things and all the SWBF sites started disappearing. 

In my archive, these were in a folder called "TeancumsSecretFiles". Pretty sure they came from an asset thread on GT since that's where he does his SWBF mod stuff. Who knows if it's still available.

I have around 20.1 GB of models, scripts, sounds, and such, but there is a lot of duplication as I sometimes open the archives in place (bad habit... need to make that archive drive read-only... never planned on acquiring so much to begin with.) So I have a lot, but I showed up too late to get to some of the earliest stuff. Some of the old MPC folks might have some of the early maps and assets sitting in a dusty, forgotten corner of their drive. Perhaps the only surviving copy of some things.  That's just how mod communities go, I guess.

So it goes.


As I was digging around this morning, I noticed a credits.txt in that folder. It says Pandemic made those Raxus assets.
[spoiler]Since I'm more-or-less retired from SWBF modding I thought I'd upload my unused assets that most of you have not seen. I'm at work now, but I'll be upping this stuff sometime tonight. It's 400+mb when compressed with 7-zip so you can bet there's some good stuff. I don't remember where I got everything, so if you made something in this list, let me know

Included **Note: some files aren't really a secred
*Rodian model Made by: Ravensoft
*TIE Tank model Made by: AceMastermind
*+123 source files Made by: ]v[
*Magnagaurd explosion chunks Made by: Qdin
*Clone Commando sources Made by:NeoMarz
*Clone with cape
*B1 Battledroid Commander
*Commander Cody Made by: NeoMarz
*SWBF1 prototype command post Made by: Pandemic
*Dantooine grass, ground and sky Made by: Lord_Bandu?
*SWBF2 source world files for Bespin Platforms, Kashyyyk Islands, Naboo Prototype (two editions, dunno the difference), Tatooine Dune Sea and Yavin Temple (two editions, dunno the difference) Made by: Pandemic, Teancum, TAW Clan
*B-Wing, V-19 Torrent, Naboo N-1 explosion chunks Made by: DarthD.U.C.K.
*V-Wing Airspeeder Made by: Caleb1117
*My SWBF1 A-Wing - much more detailed and has a full cockpit
*My SWBF1 Sullust map source - I had a really, REALLY simple port in the works for SWBF2. It's nothing special, but it's good for ideas
*MY SWBF1 Haruun Kal map source
*A two man Swampspeeder - another cut item Made by: Pandemic
*Flash Speeder Made by: Pandemic
*Some Geonosis assets (previously released) Made by: Pandemic
*Some Thule assets (previously released) Made by: Pandemic
*Some Rhen Var assets (previously released) Made by: Pandemic
*Some Raxus Prime assets (previously released) Made by: Pandemic
*OOM-9 Made by: AceMastermind
*Nein Numb Made by: JKA Modeler?
*Rattatak Gametoast side Made by: Lord_Bandu, Vyse
*Light Attack Speeder Made by: Pandemic
*Naboo N-1 side Made by: psych0fred
*Security Droid Made by: AceMastermind
*Zam Wassell (alpha test) Made by: NeoMarz1 and Moooa

I've got other stuff in there too. Honestly I don't remember what all there was, I think there's a Rodian and some other stuff. But hey, I'm a firm believer in "If I'm not going to use it, someone else should." I'll start uploading late tonight. ETA is sometime Saturday during the day. I'm uploading to my personal server, so it won't be on there for more than a month or so.

--Oh, and once you have the files if you want to upload them individually elsewhere that's fine. I'm sure not everyone wants to download 400mb files.
FILES REMOVED - I NEEDED THE SPACE

http://www.pwnhq.com/downloads/swbf2/teancum/


[/spoiler]
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: {TCE}Call-of-Duty on November 12, 2013, 01:31:58 PM
Got a local link.... BEST 200th POST ON THIS SITE. EVER. OF ALL TIME. :huzzah: :train: :clap: :huzzah:
Title: Re: Tatooine map (I fix it!!!I am still in the game. :D)
Post by: Led on November 12, 2013, 04:47:46 PM
Quote from: tirpider on November 12, 2013, 12:41:13 PM
I spent a lot of time hunting around for assets when I first noticed that gamefront/filefront liked to delete things and all the SWBF sites started disappearing. 

In my archive, these were in a folder called "TeancumsSecretFiles". Pretty sure they came from an asset thread on GT since that's where he does his SWBF mod stuff. Who knows if it's still available.


Ah, if I interpret that readme correctly, we could host it here.  That would be nice.  Any way I could get that from you?  I could mail you a flash drive if the upload is too big.
Title: Re: Tatooine map (75% Ready)
Post by: Ginev on December 05, 2013, 04:44:52 PM
Finally some good news.The map is ready!But i have alot of other things to do.I have to add alot of sounds for the buildings when explode and so much other things but don't worry guys i am moving forward very fast.I spend alot of time making this map and since it will be my final i really want to be something special :)
Title: Re: Tatooine map (80% Ready)
Post by: Ginev on December 21, 2013, 01:03:18 PM
Ok the map is ready for now but i have to edit alot of things.This is not a final version!!!
Alot,ALOT of things still need to be fixed.For now i am giving you my latest screenshots from the map.After few days ill give you and the map so you guys can play it.More likely to test it :D

here is the screenshots :)

http://www.gamefront.com/files/23930985/Ginev+Tatooine+City+Latest+pictures.zip
Title: Re: Tatooine map (Latest screenshots released.Map release maybe after a week dunno)
Post by: RepComm on December 21, 2013, 01:49:50 PM
It's beautiful!
I for one cannot wait for this to be complete!
Title: Re: Tatooine map (Latest screenshots released.Map release maybe after a week dunno)
Post by: Gold Man on December 21, 2013, 02:06:21 PM
Checked out the screenshots, LOOKS AWESOME! I can't wai to play this!  :cheer:
Title: Re: Tatooine map (Released version 1.0 First Page Download Link)
Post by: Ginev on December 30, 2013, 05:54:30 AM
Hey guys does someone know how to add a AdvanceTraining bonus to the map?I know that i have to add this in the lua file but don't know how will look like.Like that:

    ActivateBonus(ALL, "TRAINING")

that:

    ActivateBonus(ALL, "ADVANCEDTRAINING")

or maybe that:

    ActivateBonus(ALL, "ADVANCED_TRAINING")

How must this look like in the lua?
Title: Re: Tatooine map (Released version 1.0 First Page Download Link)
Post by: Led on December 30, 2013, 07:14:04 AM
Here is a link to some bonus discussions

http://www.swbfgamers.com/index.php?topic=4673.msg45157#msg45157
Title: Re: Tatooine map (Released version 1.0 First Page Download Link)
Post by: Ginev on January 02, 2014, 03:35:32 AM
This is the T2B tank that i finished today :)  Nothing so special but i think its fine.In future i will make and the T4B. :D

What you think guys?

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg541.imageshack.us%2Fimg541%2F7639%2F0ssv.jpg&hash=8f20db4703687ab3491ed932b93066206126d9dc)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F8207%2F8td5.jpg&hash=5df333f5fd50299246fab2d4f88f3cfa6f594807)
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Sereja on January 02, 2014, 04:19:43 AM
Look's nice!  :)
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Phobos on January 02, 2014, 06:16:39 AM
Impressive tank
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Unit 33 on January 02, 2014, 08:25:04 AM
Well that sure does look pretty fruity to me.
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Gold Man on January 02, 2014, 08:30:53 AM
Love the look of the tank! I just wish your map was big enough for that massive Rebel Assault Speeder (you know, the one that basically looks like a hover firetruck with 2 turrets on the roof).
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: D4R|< $1D3 on January 10, 2014, 07:44:40 PM
I'd drive that for sure
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Ginev on January 13, 2014, 06:10:31 AM
I will be offline for some time but i am working on the second version of the map.Alot of new cool things will be in the map :)
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: 411Remnant on January 19, 2014, 10:05:54 AM
If you wanted ginvev, I could get some voice actors to record the imperial/rebel  lines for when the escape pods drop.
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Ginev on January 19, 2014, 11:34:06 AM
That will be cool Remnant cuz i have only 1 for now.if you want make 2 new voice commands and send them to me.I will add them in the next version of the map. :)

One question for all the people here:Can someone tell how i can munge the unmunged BF1 .xml shader files.They are located in: BFBuilder\Data\_SOURCE_PC\Common\Shaders.If i find out how to munge them i will be able to replace them with the BF2 shaders and when i create the new core.lvl we will have a BF2 graphic for BF1.That will be amazing and maybe we will finally get the envmapping render type :)
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: SleepKiller on January 19, 2014, 01:18:53 PM
Quote from: Ginev on January 19, 2014, 11:34:06 AM
One question for all the people here:Can someone tell how i can munge the unmunged BF1 .xml shader files.They are located in: BFBuilder\Data\_SOURCE_PC\Common\Shaders.If i find out how to munge them i will be able to replace them with the BF2 shaders and when i create the new core.lvl we will have a BF2 graphic for BF1.That will be amazing and maybe we will finally get the envmapping render type :)
I've tried to do that many times and failed on each occasion. I'm not about to say it's impossible; I actually think if I went back and tried now I might be able to pull it off. But is the workload really worth it the workload for such a small community now? Most of which probably can't even tell the difference between an image with a post processing effect like HDR or the difference between SWBF's bumpmaps and SWBFII's normal maps.
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Ginev on January 19, 2014, 02:01:59 PM
I DID IT!!!I munge the .xml files into .shader files.I edited a little the Battlebelk's core.lvl tool.However i found a problem with the core.lvl tool   I munge the core.lvl tool second time in different folder and i munge it without touching anything and when i replace the core.lvl with the original the game crash.The core.lvl program is not working.I need a working version so i can munge my new shaders.The one that crash its from gametoast i think.Is there a working version somewhere?


After 5 minutes--- EDIT:Lol i check in gametoast for the core.lvl editor.Looks like you sleepkiller have released it.
Ok i have problem.I install the program without to edit anything.I just click munge and when i replace the core lvl file with the original the game crash.I think this tool is not working.If you have time could you please download the program from gametoast and test it?

For the other people:It will be good some of you guys to do the same and tell me if you have the same problem like i say here.  :ohmy:  :wacko:
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: SleepKiller on January 19, 2014, 02:15:20 PM
Quote from: Ginev on January 19, 2014, 02:01:59 PM
I DID IT!!!I munge the .xml files into .shader files.I edited a little the Battlebelk's core.lvl tool.However i found a problem with the core.lvl tool   I munge the core.lvl tool second time in different folder and i munge it without touching anything and when i replace the core.lvl with the original the game crash.The core.lvl program is not working.I need a working version so i can munge my new shaders.The one that crash its from gametoast i think.Is there a working version somewhere?
Sorry but no you haven't done it. I've done that, many times before. The core.lvl tool is fine, the munged shaders aren't. You're far from where you need to be to have new working shaders ingame. I hope this doesn't come across the wrong way but unless you really know how shaders work and understand how SWBF stores them while they're unmunged this task is beyond you. You'll be wasting time that you could spend working on another part of your map. Also you can't add new effects to the game, you may only replace old ones. It most likely isn't going to be worth it.

If you really want to, go for it. I don't aim to discourage you from accomplishing your dreams. (Although if this is your life's dream you need a new hobby.) It is possible, but their is no tutorial or anything to help you on your way. You would have to learn a lot and it would be time consuming. Even then there are no guarantees it would work.
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Ginev on January 20, 2014, 04:26:00 AM
Well...thanks for the info.You save me alot of time   :XD:
Atleast it was a cool dream :D
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Giftheck on January 20, 2014, 11:51:28 AM
Quote from: SleepKiller on January 19, 2014, 02:15:20 PM
Sorry but no you haven't done it. I've done that, many times before. The core.lvl tool is fine, the munged shaders aren't. You're far from where you need to be to have new working shaders ingame. I hope this doesn't come across the wrong way but unless you really know how shaders work and understand how SWBF stores them while they're unmunged this task is beyond you. You'll be wasting time that you could spend working on another part of your map. Also you can't add new effects to the game, you may only replace old ones. It most likely isn't going to be worth it.

If you really want to, go for it. I don't aim to discourage you from accomplishing your dreams. (Although if this is your life's dream you need a new hobby.) It is possible, but their is no tutorial or anything to help you on your way. You would have to learn a lot and it would be time consuming. Even then there are no guarantees it would work.

If you're referring to 'effects' like jetpack effects, explosions etc, then yes you can.
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: RepComm on January 20, 2014, 12:40:09 PM
I do believe that man was referring to rendering effects (blur, bump, envmap/environment  (casts a shinny reflection on the mesh of the world around it, a render to texture effect), render to texture (for envmap and tvs and stuff), and some other neato things SWBF doesn't have), not particle effects.

-Shaders are for render effects, so if you could compile some, and had some XML knowledge and a bit more about how to game utilizes rendering, you could create some of you're own renders/effects.

Now what SK is saying, is that you cannot make new effects and add them to SWBF's current compilation, you may only edit it's existing ones.

So if you wanted blur, you'd have to replace some other effect to use it anyways. (also, I am not sure if blur is quite the same as motion blur.., which you can use while moving quickly in a vehicle on battlefront)
Title: Re: Tatooine map (T2B hover Tank 2 screenshots)
Post by: Ginev on January 21, 2014, 03:15:04 AM
I was trying for now to replace the Battlefront 2 detail_shader with the BF1 one but i find a problem (i think) with the core.lvl tool.When i download the core lvl tool i install it and i have't touch or edit anything.I just click munge.When the new core.lvl file appear in the lvl_pc folder i take it and replace it with the one in the BF1 section.When i try the game crash.And thats before i even edit something to the core.lvl tool so i think there is some problem with the tool.I found also that when i munge a new core lvl file the size of the file is 4 755 KB.But the Battlefront 1 original size of the file is 4 782 KB.Maybe the core lvl tool miss to munge something or what?
Can some of you guys just download the core lvl tool and munge a new core lvl.Replace it with your in game and test will it crash the game?Just to be sure that i am not the one with this problem?Ill wait for result.Please some of you to test it.  :wacko:  :slap:
Title: Re: Tatooine map (I am working now)
Post by: Dark_Phantom on January 22, 2014, 09:15:23 AM
I don't work with the core.lvl much so I can't help you too much there...

The level was great.  There were a couple things I noticed:
- The biggest one I think was the "Carbon Freezing Chamber-like" command post.  Walking out one of the doors is a glitch.  There should be something blocking the door because you can walk right through one of the bottom doors (There is a wall on the outside).
-The other big one I noticed is a flaw with the creation of the portable shield.  It is tough to fix, or even notice for that matter.  Basically, do not hit the shield button too many times too fast or you will become the shield, to which your demise is a crashed game because you can't switch back. (You may be able to if you respawn...? Maybe).  Encountered this problem with my creations like that.

There were a few small ones but I don't quite remember except low-rez sides and first person views are kind of awkward.  Low-rez vanguard is a trooper (with a backpack) (I know, it's not a big deal, but I might as well say it), and I noticed another one like that.  First person gloves do not match the user sometimes.

Other than this, it was great to destroy buildings all the time and have an expansion to Mos Eisley.  Great job!
Title: Re: Tatooine map (I am working now)
Post by: Ginev on January 22, 2014, 09:43:13 AM
Yes i will fix most of the things in the second version.At this moment i am making a Tartan patrol ship (From EAW if some of you have played it.) This is a impirial patrol corvet.I have a few surprises for you guys in the next version. :P
Title: Re: Tatooine map (I am working now)
Post by: 411Remnant on January 22, 2014, 06:57:08 PM
The imperial voice work is nearly done. it is done by whitefire, who did professional voice work for mass effect unification. He went the extra mile and recorded different lines for the airstrike. I might have to find a different voice actor for the rebels though, ill update you soon on that.
Title: Re: Tatooine map (In Progress)
Post by: TheGangstarTY on July 26, 2015, 02:50:22 PM
I know I'm a bit late haha :XD: but I just want to say that out of ALL the Star Wars Battlefront 1 maps I've played so far, this has to be my favourite!  :cheer: The best part about it is the destructible buildings and the distant gun shots. Well done with making this to everyone who participated!  :tu:
In my opinion, this would also be great on:
Hoth
Endor
Bespin Cloud City
Rhen Var
Thanks for the map!
Title: Re: Tatooine map (In Progress)
Post by: Ginev on July 27, 2015, 08:17:58 AM
Well at this moment i am remaking this map for BAttlefornt 2(It will be even better).Also i will remake all the maps you mentioned here.But it will take some time.Big map-pack with destrucatble environments for BF2.After that ill try add them in galactic conquest aswell. :)
Title: Re: Tatooine map (In Progress)
Post by: TheGangstarTY on July 27, 2015, 08:19:58 AM
Quote from: Ginev on July 27, 2015, 08:17:58 AM
Well at this moment i am remaking this map for BAttlefornt 2(It will be even better).Also i will remake all the maps you mentioned here.But it will take some time.Big map-pack with destrucatble environments for BF2.After that ill try add them in galactic conquest aswell. :)

Sounds awesome! Can't wait  :D
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