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Messages - Unit 33

Requests / Re: Dead links all over the site?
July 02, 2024, 07:16:15 AM
Quote from: Triops on July 01, 2024, 07:23:10 AMWould you fix the downloads of Serejas maps, please. Some times earlier ist was possible to download them if I tried http: instead of https, but this is not working anymore (i think because  it's less save.
I would be very thankful if we can download Serejas fantastic maps again.
Heartly Greetings Triops
Please link the ones you're having trouble with and we can take a look.
SWBF1 Modding / Re: BFbuilder pro exe needed
April 17, 2024, 07:28:49 AM
you could also try sleep's world edit and see if anything happens.
SWBF1 Modding / Re: Remove low lod character models
April 14, 2024, 04:22:14 AM
I personally use tirpider's SchMEe tool to make the low res models far less noticable.;sslRedirect

One of it's functions allows you to use high res models as the low res.
They will still use the low res skeleton (the thing that animates them) as required, but they will retain the higher polys / detail.

To get your new low res models in-game, however, you will have to make a new side mod.

Apparently it doesn't always work, but I haven't had a problem yet.
Quote from: awjones3000 on April 10, 2024, 09:01:28 AMThat sounds perfect, thank you.

I am just interested in using certain maps as reference.  Giftheck has inspired me with his demakes of EA maps and I know it's pretty ambitious, but I want to try to recreate some smaller maps from the 2015 game.
oh exciting! Any maps in particular?

My personal dream would be to remake the Bespin Walker Assault map.

But if I ever get around to mapping again (only ever made the one) I guess I'd have to try something smaller!
Not many people here will be able to offer expertise on the EA titles.

However, I do know the program 'Frosty Editor' (google it) is used to extract materials, models etc from both EA titles.

There is no map viewer / editor as far as I am aware. Which is why there haven't been any attempts to make custom maps.

Be aware due to licenses as they stand you are not permitted to rip models from the EA titles and mod them into the classic titles.
Quote from: awjones3000 on April 06, 2024, 08:58:36 AMI appreciate your help.  I was able to find a plugin for which hid the alpha.  Once I am finished with my edits, will I need to revert the alpha back to what it was before, or will the game be able to correctly read the texture?

I found the blender .msh plugin so I am able to import and view the character models and their UVs!

In addition to that, is munging the newly edited texture the only way to apply it?  Or does hex editing the texture onto the msh work?
As to the first question, I think it would be fine as long as the alpha isn't deleted. Test it and see what happens!

I use photoshop, which hides the alpha by default.

Good to hear you're checking out the blender pluggin. It's a great way to view your edits quickly.

As to the last question, yes you have to put your new tgas in your msh folder and munge. The game can't load the new textures if they're not actually in the game data (!)

The easiest / laziest way is to simply replace the existing tgas (by keeping your new texture the same file name).

Don't forget to run the 'clean' .bat file before every munge... and most of all backup your stock files.
Quote from: awjones3000 on April 05, 2024, 07:54:33 AMI use, however I guess I should download GIMP and try again.  Thank you for the shout about the alpha channel.
Okay. I'm not too familiar with GIMP, but on the right hand side you will see panels for:

Layers | Channels | Paths

Go in channels and 'hide' the alpha channel so the image doesn't look transparent to you.

When making your edits to the tga, make sure the R G B channels are all selected.

The main thing to remember about tgas for Battlefront is that when you save / save as, it will ask if you want to have RLE Compression. Click no, or else it won't load in game properly.
What image editing software are you using?

The tga has an alpha channel which gives the image file transparent qualities if (for example) opened as a preview.

Star Wars Battlefront and many other games use alpha channels to tell the game to give the the model certain qualaties.

With the stock battledroid, the alpha channel is used to tell the game where to add chrome-like shininess.

In most image editing software you should be able to open and edit the image file without seeing the transparency effect.

Released Assets / Re: Unit 33's Rebel Marksman
April 03, 2024, 01:10:11 AM
Quote from: Ty294 on April 02, 2024, 05:21:46 PMVery nice job!

Out of curiosity, did you test to see how many render in-game at once?
I didn't notice too much egregious low rez flipping, but then I used the Tirpider hack for the low rez (so it's less noticable).

btw it's 1,865 triangles

Quote from: Giftheck on April 03, 2024, 01:03:29 AMMy assumption is, based entirely on the way she looks, that she's within the original model's poly count, so won't be taxing on the engine.
TY may be referring to the fact I work in Blender - a few of us that use the SK blender addon have a suspicion that something about the export is slightly more taxing for stock BF1, even if model edits are minor.

Released Assets / Unit 33's Rebel Marksman
April 02, 2024, 08:46:55 AM
Unit 33's Rebel Marksman;sa=view;down=1665


New head model, backpack and jacket (3D)! I've added a number of new textures to improve consistency with the other of Pandemic's rebel models.

Lowrez included for BF1.


- LucasArts
- Pandemic
- EA Capital Games for the head and backpack model
- Unit 33 - Modelling, textures, UV edits

Quote from: Ty294 on March 20, 2024, 07:04:22 AMWorking on remastering some of the older unused weapon relics that get found here or there. This is the PS2 Imperial pistol that I believe Giftheck uploaded here a while back, alongside my remaster with an improved model and an AI-scaled texture:

This one I have the images in backward order, the new on is on the top.

Looking very sharp! Excellent 
Released Assets / Unit 33's Imperial Jumptrooper
March 20, 2024, 11:49:05 AM
Unit 33's Imperial Jumptrooper;sa=view;down=1663

Including a munged imp.lvl (online compatible) for SWBF1 for those who just want to have a fly about.


- LucasArts
- Pandemic
- Unit 33 - Original Jet Pack Model, textures, UV edits
- NB20026 - The original Rocket Trooper kitbash, upon which this model is based.
- Sleepkiller - Blender msh Addon

I am not particularily outraged, but then I only returned to the game a few weeks ago.

It comes across as a cynical port, and it is a shame that modders weren't contracted during development in a similar manner as the TR remaster.
Perhaps because this is a port, and not a remasterâ„¢, budgets were far more constricting.

SWBF1's multiplayer has been very enjoyable. The unorganised chaos of large servers is a welcome sight, and shamelessly tickles my nostalgia.

A lot of the small changes like font don't bother me.

I wonder if any of the devs were on the Aspyr team when they ported SWBF to Mac all those years ago?
Welcome Center / Re: Hello There
March 14, 2024, 01:21:33 PM
hi luna, sorry about those account issues, good to have you back!
There's been a a lot of gameplay clips surfacing with the review embargo lifting and NZ players getting it in their time zone.

My initial impression is that they might have increased the low res unit threadhold.

Fonts are updated and textures have seemingly been upscaled with AI (?)

Obviously we'll have a lot more to unpack in the coming days.