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Messages - 1ИCΘ6И17Θ

#166
SWBF1 Modding / Map 3d landscape data
June 05, 2017, 05:33:18 AM
Hello there !

I have started to work on my Open Source conversion of Battlefront 1, and I'm facing a problem, I am unable to extract the map's landscape, Zero Editor has a mode which exports the map as .TER format, however, no program I have such as Terragen or Blender is able to open it, when I export the file as .obj , It turns insanely big and almost not readable, can someone help me with the extraction of the Citadel's Landscape from the .TER file ? I'm totally out of options here.
#167
Welcome Center / Re: Hello there guys!
May 30, 2017, 11:40:53 PM
Welcome aboard ! Don't hesitate if you have any questions about modding  :cheers:
#168
Quote from: DylanRocket on May 27, 2017, 07:49:43 AM
The first two Battlefront games both use the Zero Engine. Renegade/Elite Squadron uses Asura Engine and EA's Battlefronts use the Frostbite engine.
Asura engine ? Sniper elite's ? Woa.
Quote from: SleepKiller on May 27, 2017, 09:20:24 AM
Sorry this is incorrect and also an old pet peeve of mine that people constantly get wrong. (So I naturally can't help but be pretentious and correct you on it.)

The way SWBF used Zero was in the form of Zero Editor as an external tool for level creation. People have often taken this to mean that SWBF's engine must then be Zero but that is incorrect. The SWBF engine itself was nameless and distinct from Zero.
Speaking about editor, I have started to try to port the Citadel to the bsp format, (but before to .map) and I face a huge problem, I can't export the terrain to a format that Blender can read in order to convert it, I end up with a 280 mb file when I export it as .obj in Zero Editor and blender takes 10 to 15 minutes to open it, and barely works, in addition when exporting it as .map the file is hitting the 1gb and doesn't work. Anyone knows how I can only use the Terrain file ? Like extracting the .ter datas? Blender says it is incorrect and I tried with Terragen and it also doesn't work.

Perhaps someone already successfully ported a map to another engine and has the awnser to that question, any help would be huuugely useful.
#169
General / Re: What is your native language7
May 30, 2017, 11:40:30 AM
Frenchie here !  :D
#170
Heyo ! So, I already talked about my battlefront revive idea, so everything has begun, and I now need to know how to open the BF map files with Blender, is there a way to somehow convert the .wld files ?
#171
Requests / Re: Incinerator Trooper Mod For SWBF2
May 27, 2017, 10:22:05 PM
I can say I did... But for BF 1 and he doesn't have any particular skin but you can find Phobos's flamethrower in the relased assets, although he aware, it causes some bugs when overused, such as every dude of the map facing their guns misfiring.
#172
Requests / Re: Running man
May 27, 2017, 10:18:44 PM
Does modifying an animation requires any nonfree software ?
#173
Requests / Running man
May 26, 2017, 11:48:23 PM
I have a question but I don't really know where to post it, has someone already/Is it possible to accelerate the walking animation of the units so their speed values can be raised above the current limit without them sliding on the ground ?
#174
Quote from: Nyx on August 07, 2016, 08:09:21 AM
There is a way to bypass EA's control.

If a game that is like Battlefront is made, and is moddable. People (maybe the original game dev) could make mods that add Battlefront Star Wars stuff. As Modders can't be affected by EA that much.
Now I come to think about it, much like Galactic Warfare, this shouldn't be too hard if it is a total conversion mod, I'll soon start to try to port maps and 3d models, if everything's good the Battlfront Citadel map should be playable in a deathmatch mode as a mod for unvanquished.
Since Blender can open bf maps and assets, and also since Blender has a Quake map converter, I should be able to convert maps and afterwards tweak them with GTKradiant.
The biggest problems would in fact be recoding the Command Posts capture and the IA assigned to that task, and the vehicles.
As far as I'm aware, Battlefront seems to use a modified version of the id tech 3 engine.
#175
Released Assets / Re: Gistech's A180
May 10, 2017, 08:40:40 AM
That weapon's seemingly based off a luger, I love Star Wars weaponry, well that's some damn fine work man.   :P
#176
Released Assets / Re: Serejas Weapon pack.
May 09, 2017, 11:50:13 AM
Thanks a lot !!!  :cheer:
You're a real god, that stuff's just insane!
I've used a few of them in my mod, he sure that you'll be credited, thanks to you and to the community to make all of this possible ! :cheers:
#177
I'll more than probably check this out tonight.
#178
Linux, I'm an active Slackware user, I absolutely love it to bits and the control I can have on my computer without any complications.
#179
Why Jar Jar had be in here ?  :o
#180
I think it was Awesome !
I absolutely hated episode 7 to bits, and I thought it completely destroyed the SW universe but then Rogue One came and saved the day, the beginning may have been slow, but since the 7 was too speed, I was pretty delighted of the rhythm the movie had, it was the perfect marriage between new and old formula, and is in my opinion a strong addition to the universe.