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Messages - Giftheck

#2161
Requests / Re: Rancor And Acklay ported to SWBF 1?
December 11, 2009, 03:24:12 AM
Because zafbins are already compiled, they cannot be edited. I believe they also hold the skeleton data only.

I think you can only re-envelope the model with XSI?
#2162
Released Maps and Mods / Re: SWBF2-inspired missions
December 10, 2009, 02:21:40 PM
God news and bad news:

The good news: I've started on "Space: Mustafar". At present, the CIS and Imperial Ships are quite a distance apart, I might consider second captial ships for them both. The Imperial Space officer class is the EVO Trooper from The Force Unleashed (although there are a couple of creative liberties) and I'm using my Imperial Shuttle from the Main Play Mod over the Prototype Shuttle. No screens yet, mind.

The bad news: Space: Coruscant is currently on hold as I try to fix an unknown crashing problem.
#2163
Requests / Re: Rancor And Acklay ported to SWBF 1?
December 10, 2009, 01:50:46 PM
Actually, you bring up a good point there.

Bearing in mind that the Gammoreans also have custom skeleton and shoot animations too. So it isn't exactly 'impossible'. However, I agree that simply 'porting' it won't do. Skeletons ARE possible (somebody ported the Yoda skeleton although it's never been shown how, or released) but it's quite some work there.

As I understand it, the game calls for a specific animation when a unit does a certain action. I have an idea on this. Theoretically, if an animation set has the SAME NAMES for individual .msh files, and the animations (zaabin) are added in the unit .REQ file, then I would assume that the game tries to use the unit's animations, possibly filling the gap with the ones inside common.lvl. I could be mistaken however, as I have never tested this theory myself.
#2164
SWBF1 Modding / Re: Help With Hex Editing on Core.lvl
December 07, 2009, 04:06:13 AM
You do not need to hex-edit core.lvl. Battlebelk released a core.lvl tool
#2165
SWBF1 Modding Tutorials / Re: Basic LUA guide
December 06, 2009, 01:32:44 PM
I have an incling that "Playmovie" can be used at the beginning of a map? Not sure. I think it's used in the BF2 campaign.
#2166
SWBF1 Modding Tutorials / Re: Basic ODF Editing
December 06, 2009, 01:30:10 PM
ODFs are found in folders called ODF, eithre inside your world folder, or inside the sides files. You can open them in Notepad.
#2167
Requests / Re: Cliff Map
December 06, 2009, 10:42:33 AM
This reminds me of a similar project I wanted to do in the future, based off Jedi Power Battles: "Naboo: Cliffs".
#2168
SWBF1 Modding / Re: Main Play Mod 6.5
December 05, 2009, 02:06:14 PM
Yes, the Commando may have more than two primary weapons, however, they were primary weapons. In total, I believe a unit can only have four weapons.

Here's a screen of the new unit (this here's from my Mission Mod that's coming up, but it'll be essentially the same):



At first glane you might say this is just a Phase II clone, but look a bit more carefully at the helmet.

This is how the Clone Troopers looked in the PS2/Wii version of The Force Unleashed.
#2169
SWBF1 Modding / Re: Main Play Mod 6.5
December 05, 2009, 01:05:23 PM
Okay, DEVISS-REX has kindly donated a new model to me. it's the Clone Trooper with a Stormtrooper helmet, and it'll be used as the main skin for the Imperial 501st here - it looks a dmaned sight closer to the PS2 version of the Phase II-point-V clones seen in the prologue mission.
#2170
Released Maps and Mods / Re: SWBF2-inspired missions
December 05, 2009, 10:25:48 AM
lol.

Consider the pack I released a "Demo". I'm doing more missions now. So far, I have the following mapped out:

-SPACE: Coruscant - the space map I had announced in another thread
-SPACE: Mustafar - CIS vs Imperials space battle.
-Kashyyyk: Invasion - based on the first mission of TFU, mod of Kashyyyk: Docks, with new vehicles.
-Kamino: Changing of the Guard
-Mustafar: Tying Up Loose Ends
-Coruscant: Order 66
-Naboo: Battle of the Grassy Plains - mod of Naboo: Plains.

I'll also be redoing the Kamino mission to feature on BFII Kamino.

I want to do others but for now that is all I can think of.
#2171
Other Games / Re: VOTE Vga!!!!
December 04, 2009, 03:12:57 PM
I wouldn't rule BFIII out. ES was the portable version of BFIII. Just retitled when the big console versions fell through.
#2172
Can a mod move this into the Releases section?

Okay, here's the beta release.

http://www.megaupload.com/?d=7PNNCKZ0

It still has the CIS voice glitch, mind.

There's also a bonus map: tata - Tatooine: Hero Assault.
#2173
Other Games / Re: VOTE Vga!!!!
December 04, 2009, 09:38:10 AM
Well, we already know about TOR, and don't forget, it had TFU and BF: elite Squadron trailer footage in there too.

Probably turn out to be LEGO Star Wars: The Clone Wars.
#2174
Requests / Re: special mission request granted
December 04, 2009, 09:27:09 AM
I did that already.

Mustafar: Tying Up Loose Ends

And, just in case you wanted it:

Kamino: Changing of the Guard
#2175
SWBF1 Modding / Re: Main Play Mod 6.5
December 01, 2009, 01:20:54 AM
The paint is supposed to look like that since I got the skins from the Conversion pack. You are close - that is actually a Phase II texture for the helmet. I think it more closely resembles the PS2 501st from The Force Unleashed, and that was my goal, after all.