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Messages - Giftheck

#2116
SWBF1 Modding / Re: Main Play Mod 7
January 27, 2010, 11:12:01 AM
I'm creating audio for the trailers. I decided to have a short 'story-tell' with each. There will be trailers for each faction. I've started work on the Imperial Trailer. I've already recorded Palpatine's dialogue for it. I haven't decided on the characters for the other trailers yet. Yoda will probably be in the Rep trailer, Dooku in the CIS trailer and Ackbar in the Alliance Trailer.

I'll start scouting for voices soon.

In other news, I'm going to use HD models for the Clones.
#2117
SWBF1 Modding / Re: Ghost Lasers
January 23, 2010, 02:28:14 PM
It could be that the collision for any ordnance is not set up correctly. It might be a one in a million hole in the ordnance collision that the shot was just lucky to get through.
#2118
Well, I've set out to do what I wanted to do, so I'll retire from mainstream modding. I will probably still be around to assist and whatnot.
#2119
Released Maps and Mods / Re: BF1 Yoda
January 23, 2010, 05:23:09 AM
it would have been the animation files that would have been tricky, I should imagine. If you make a tut, we can finally get other skeletons, and possibly even replacement animations, into BF1.
#2120
I can't do KotoR, having never played any of the games I wouldn't know where to begin, and in any case, I'll probably retire from BF1 modding after this.
#2121
SWBF1 Modding / Re: Main Play Mod 7
January 23, 2010, 04:46:44 AM
Quote from: UNIT33 on January 23, 2010, 04:06:35 AM
It's not 'just' a mod Verik.
The mod affects the whole game-play of SWBF, new maps, sides, sounds, music, skins and weapons, so it ain't 'just' a mod.

Actually, there's no new music unless I add it to the custom maps I mod. But, yeah, it's more than 'just a mod', although it started out 'just a mod'. Version 6 is currently available on SWBFFiles if you want an idea of what to expect in Version 7.

The fonts you see in the above screenshots are not going to be included. I just did that as a test to see if the FontEdit/FontMunge tools from the BF2 Mod Tools worked with BF1, and they do. The standard BF1 font (AmmarilloUSAF) will remain.
#2122
Tech Support / Re: When downloading a game is Legal?
January 21, 2010, 03:38:25 PM
To answer the question of the thread title: It's legal if it's a service such as "Steam". Of course, you actually have to buy the game off Steam, you can't just download it, but after that, you can download as many copies as you like (much like you can install a game as many times using the one disc as you like)
#2123
That's what Main Play Mod was originally. A BF1 mod.
#2124
Released Maps and Mods / Re: Mygeeto: War Torn City
January 21, 2010, 02:08:41 AM
Yeah, those names just replace the standard "Loading" string.
#2125
I'm sorry to have to say this, the idea was nice, but I'm so drained from the BF1 mod, I no longer have the strength to finish this mod. So I am shelving it until further notice.
#2126
SWBF1 Modding / Re: Main Play Mod 6.5
January 20, 2010, 02:09:01 PM
Okay, so here we go with a status update:

- Split up the Clone legions into separate LVL files. It's less cluttered for me that way. Heroes and Villains also have their own seperate LVL files too.
- Yavin IV: Temple has been added back into the mod. Instead of modifying the Temple CP, I've modified the Overlook CP to give the Alliance a Light Attack Speeder and the AT-PT if they capture it.
- I've chosen a few custom maps to remake the mission files. They include: Corsucant: Streets, Coruscant: City, Felucia: Marshland, Kashyyyk: Wookieland, Kashyyyk: Beachhead, Mustafar: Refinery, Mygeeto: War-Torn City (possibly reconverted), Kamino: Cloning Facility (reconverted by me), Utapau: Sinkhole (considering reconverting this myself to fix collision issues), Coruscant: Jedi Temple (Possible reconversion dependant on whether I can get certain props re-exported with the proper names for their collisions - I've got some fixed already such as the Library), Death Star: Interior, possibly a space map if I can find BF2 source files for space maps.
-Many new SFX have been brought in for various weapons. For instance, the AT-ST's main guns sound correct now.
- Jon415, UNIT33 and Hardcore are the beta testers.

I'll see about a trailer sometime soon.
#2127
Released Maps and Mods / Re: Mygeeto: War Torn City
January 20, 2010, 08:12:09 AM
I don't see a weapons mod :?
#2128
Released Maps and Mods / Re: BF1 Yoda
January 18, 2010, 02:59:20 PM
Can I use this in the main game as is without having to modify the common.lvl? Plus, hwo did you do it? Can you release a tut?
#2129
SWBF1 Modding / Re: Main Play Mod 6.5
January 18, 2010, 02:32:18 PM
Navy Commando on Bespin:



Not much new on the scene. The Campaign version of Mos Eisley no longer has Rebels, but sticks a bit closer to the briefings. Now you have to fight the locals instead, including the Jawas which are armed with ARC Casters :O
#2130
Requests / Re: Yoda's Skeleton
January 18, 2010, 02:13:54 PM
Would I need to add this to common.lvl to get it to work with the Main Play Mod?