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Messages - Giftheck

#2326
The Wookie Cats and Droid Gunships are there, but I haven't got the skydome explosions in there yet so it seems empty.

It would have been nice to have the BF2 Wookies too but that doesn't seem quite possible (the unit's possible, but the dreadlocks aren't, meaning that there are four nice holes in the back of the BF2 Wookie's head). Maybe in the future.
#2327
SWBF1 Modding / Re: The impossible made possible
September 24, 2009, 12:46:35 AM
I think in BF2 the Guided Missile can possibly be a form of flyer that can be 'dispensed' in exactly the same way fom either a ship or a unit.
#2328
Released Maps and Mods / Kashyyyk: Beachhead (BF2 Beta 2)
September 23, 2009, 04:00:18 PM
Kashyyyk: Beachhead (BF2 Beta 2)

http://www.SWBFgamers.com/index.php?action=downloads;sa=view;down=61

Second beta of Kashyyyk Beachhead map ported from BF2.
#2329
Nice! That actually looks EXACTLY like the one in The Force Unleashed!

But I wonder how you got that skirt onto the unit.
#2330
Favourite Standard: Utapau.

Favourite Mod Map: None (PS2 version is what I own)
#2331
Did you try running it via the BFBuilder HTML Application? If so, I suggest trying to run the actual "munge.bat" inside your DataModID folder.
#2332
Released Maps and Mods / Re: Kashyyyk: Beachhead (BF2)
September 23, 2009, 12:44:56 PM
The beta 2 is being uploaded now with some fixes such as the turrets and GCW era fixes.

EDIT: BETA 2: http://www.megaupload.com/?d=0JKUH7U5
#2333
SWBF1 Modding / Re: SWBF2 Conversion Pack?
September 23, 2009, 12:43:19 PM
This was my eventual intention with the Main Play Mod - to add BF2 Maps into it with all the vehicles etc.

I'm currently working on the Jedi Temple but that's more of a pain in the rear as collision is all over the place. I'm following Battlebelk's collision hex tutorial to fix it but I have to go one collision primitive at a time (he discovered that when munging, any primitive beginning with "collision" is munged into one big collision mesh). The problem at the moment is that the republic/Alliance units keep falling through the Security Room floor at spawn. Even when I had the temporary solution of putting the collision bricks there, all units stood around. So there's also some pathing that needs fixing too.
#2334
Released Maps and Mods / Re: Kashyyyk: Beachhead (BF2)
September 23, 2009, 12:41:30 AM
This mujst be the turret you talk about:


I already pointed out that I copied the setup of the BF2 turrets. The BF2 Beam Turret (the turret that looks like the standard one) has one shot in BF2 only. It annoyed me so I've already changed it.

The Concussion Turret is supposed to be like that - it is a Concussion Mortar Turret. Mortars have a fairly short range, but you can use the ones nearest the bottom CIS CP to take out the Beam Turrets and the IFT-Ts/Combat Speeders - I've done it, you just need to aim above the tanks/turrets and keep trying. There's unlimited ammo for this one, so don't worry.

As for the Sea Wall, I believe linked destroyables to doors are not possible in BF1. The Sea Wall does not have an animation either, it's just a prop (I copied it straight from BF2).

I might see if I can get the BF2 music into this map, but I've never done a music loop before. THe setup's there, so it must work.
#2335
Released Maps and Mods / Re: Kashyyyk: Beachhead (BETA)
September 22, 2009, 03:48:40 PM
Uh-huh. I don't know how to link the gates to the controls (yet). As for the turrets, I copied the BF2 setup straight. Which meant you had one shot only. This annoyed me so I fixed it to have unlimited ammunition in the newer version.

There were Spider droids but only in Campaign Mode. I've used the Instant Action layer and they're not there.

As for EMPs, that's the setting of the main LVL files, not the tanks themselves.

I'll try to fix the borders, but I'd have to be careful with it.
#2336
Released Maps and Mods / Re: Kashyyyk: Beachhead (BF2)
September 22, 2009, 03:43:19 PM
It's under "Kashyyyk: Beachhead". I don't know why it wouldn't appear on the list. Unless you're playing with an older version of BF1 - The original 1.1 patch does not like folder names longer that 4 characters.
#2337
Yeah, I got Kashyyyk working after finding out that BF1 doesn't like cylindrical soundspaces.

I loved the Felucai map! Just the unselectable CP and the double-boundary were bad (perhaps it's two types of boundary, one for each mode of play?)
#2338
Requests / Re: BF2 Kashyyyk
September 22, 2009, 03:29:29 PM
Points are not possible in BF1, I'm afraid. Neither it seems are joint destructible systems, or the manable turrets, but I'll see if I can improvise.
#2339
Released Maps and Mods / Kashyyyk: Beachhead (BF2)
September 22, 2009, 03:19:18 PM
Kashyyyk: Beachhead (BF2)

http://www.SWBFgamers.com/index.php?action=downloads;sa=view;down=60

The Kashyyyk Beachhead Map, converted from BF2 to BF1. Beta1.
#2340
Requests / Re: BF2 Kashyyyk
September 22, 2009, 03:13:57 PM
I tried to convert Geonosis once but it's since given me no end of problems  :mad:

Gunships could be done, as well as Geonosian Fighters... but there's no room for Techo Union Ships or Assembly Areas in there, I'm afraid.

I thought I might have a go at a space map. Possibly the Above Coruscnt campaign spacemap (with lower reinforcements to balance things out nicely).