I don't think your OS is the problem. Let me see if I can find the rep.lvl builder and try it to see if that will work.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#5282
Requests / Re: REQUEST: Emile from Halo Reach Darktrooper
March 11, 2012, 10:34:42 AMQuote from: Thine Enemy on March 10, 2012, 09:51:01 PM
very good! i love it as it is now
i'm thinking of perhaps doing the model myself, i can get xsi since i'm an art student, i just need to know what other things i would need to know about when working on it
Hey thine, don't buy xsi. You can no longer purchase the version you would need, I think.
However, there are a few options for free.
First, look around on gametoast:
http://www.gametoast.com/forums/viewforum.php?f=36
Although they are heavy into SWBF2, most of that knowledge applies to SWBF.
Then read this and get it:
http://www.gametoast.com/forums/viewtopic.php?f=36&t=14467
and maybe this too:
http://www.gametoast.com/forums/viewtopic.php?f=36&t=22345
We could really use a modeller!
#5283
Released Assets / Re: Unit's Unit assets. (With added units)
March 11, 2012, 10:31:09 AM
Good stuff Unit
#5284
Star Wars Battlefront (2004 Original) / Re: SWBF in 3D?
March 11, 2012, 10:30:04 AM
I got a video card that claimed it to could do 3D SWBF. Not sure I ever tried it though
#5285
Star Wars Battlefront (2004 Original) / Re: Spray paint wars
March 11, 2012, 09:11:52 AM
we have Froggy paintball here now:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=475
link in Ryan's post is for 1.1 is now fixed
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=475
link in Ryan's post is for 1.1 is now fixed
#5287
Requests / Re: REQUEST: Emile from Halo Reach Darktrooper
March 11, 2012, 06:39:35 AM
updated assets to include MSH file for DT with specularity removed . This file also has been edited to use the TGA name included in the asset folder.
#5288
Forum News and Forum Rules / Downloads updated settings
March 10, 2012, 08:18:20 PM
Hi SWBFgamers,
Jedikiller kindly made some modifications to out settings for downloads. You can now upload files and not have to go through the approval process. Also, comments no longer have to be approved.
Hopefully this will streamline the ability of modders to share their work quickly and make this site the most happening SWBF modding site on the planet
Jedikiller kindly made some modifications to out settings for downloads. You can now upload files and not have to go through the approval process. Also, comments no longer have to be approved.
Hopefully this will streamline the ability of modders to share their work quickly and make this site the most happening SWBF modding site on the planet
#5289
Requests / Re: REQUEST: Emile from Halo Reach Darktrooper
March 10, 2012, 07:30:40 PM
I took the shineyness off the DT. re-download if you want it
'
'
#5290
SWBF1 Modding Tutorials / using SWBF2 unit models in SWBF
March 10, 2012, 06:24:54 PM
Snake has a tutorial, but I find it rather confusing. His tutorial is at:
http://www.swbfgamers.com/index.php?topic=2177.0
As explained in the comments of the post, it is more complicated that it needs to be.
Follow my instructions below to get the unit MODEL and SKIN from SWBF2 into SWBF. You will
need to mess around with the ODF of the unit if you want weapons modifications.
First, use BFbuilderPro and create a REP side for MODID: peng01
(if you don't know how to do this, you got some learnin' to do)
use windows file explorer and right click on the folder:
C:\LucasArts\BFBuilder\Datapeng01
select properties, and uncheck "read only" and hit OK or apply to all subfolders
I will replace clone trooper with EP3 armoured pilot.
go here
C:\BF2_ModTools\assets\sides\rep\msh
get the files
rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga
rep_inf_ep3armoredpilot.tga.option
rep_inf_ep3armoredpilot_low1.msh
rep_inf_ep3armoredpilot_low1.msh.option
copy them to
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\MSH
go here:
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\ODF
and open
rep_inf_clone_trooper.odf
Make the beginning of this file look like this:
and save it
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_ep3armoredpilot.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Republic Trooper"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_ep3armoredpilot"
GeometryLowRes = "rep_inf_ep3armoredpilot_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"
clean and munge
retrieve your new REP.lvl file, and place it in
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE
(back up your original first)
A couple of tips: always back up your files before you make additional changes
always do one change at a time and see if it works before making more changes
start up a game, and instead of clone trooper, you see this dude:
I think the others will work the same way. I leave that to you and ask that you report the results. The skirts are an issue, I think. They will not animate, and they may not appear, dunno. Give it a try.
------------------------------
Dealing with low res models
Low res models are used a lot. Even up close. If you do not have a low res model, the unit will "wink out" and seem to disappear and re-appear.
Some models that were made by modders do not come with a low res version. Here is what you need to do:
find your standard res model and the TGA file that goes with it.
In the previous example, it was
rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga
You will need to find a low res model that will skin similar to this one. Perhaps the basic clone trooper from SWBF would work: rep_inf_trooper_low1.msh
it takes some experience and trial and error to know if it will work.
The TGA file (skin file) name is stored inside the MSH file. We need the rep_inf_trooper_low1.msh to use the TGA file that we want: rep_inf_ep3armoredpilot.tga
Note that the models are different resolutions, but the TGA file is the same for both.
Here is what I have been doing. I hex edit the low res msh file so that inside of it is the name of the TGA file that I want. I use xvi32 for a hex editor:
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download
open the file rep_inf_trooper_low1.msh and search for TGA.
In this file you will find that it calls: rep_inf_trooper.tga
Notice that there are 15 characters before .tga
We need to rename our new TGA file something that is exactly 15 characters before the .tga.
so copy rep_inf_ep3armoredpilot.tga
and rename it to: rep_inf_ep3armo.tga
Use the hex editor to over write rep_inf_trooper with rep_inf_ep3armo
Save the file.
Now, you may not want to over-write the low res mesh name of trooper. So copy the edited file:
rep_inf_trooper_low1.msh and rename it to:
my_trooper_low1.msh
and call it out in the ODF file
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_ep3armoredpilot.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Republic Trooper"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_ep3armoredpilot"
GeometryLowRes = "my_trooper_low1.msh"
FirstPerson = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"
munge the file, and try it in game. See if it works. If you dont like the low res msh result,
try again with another file.
http://www.swbfgamers.com/index.php?topic=2177.0
As explained in the comments of the post, it is more complicated that it needs to be.
Follow my instructions below to get the unit MODEL and SKIN from SWBF2 into SWBF. You will
need to mess around with the ODF of the unit if you want weapons modifications.
First, use BFbuilderPro and create a REP side for MODID: peng01
(if you don't know how to do this, you got some learnin' to do)
use windows file explorer and right click on the folder:
C:\LucasArts\BFBuilder\Datapeng01
select properties, and uncheck "read only" and hit OK or apply to all subfolders
I will replace clone trooper with EP3 armoured pilot.
go here
C:\BF2_ModTools\assets\sides\rep\msh
get the files
rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga
rep_inf_ep3armoredpilot.tga.option
rep_inf_ep3armoredpilot_low1.msh
rep_inf_ep3armoredpilot_low1.msh.option
copy them to
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\MSH
go here:
C:\LucasArts\BFBuilder\Datapeng01\Sides\REP\ODF
and open
rep_inf_clone_trooper.odf
Make the beginning of this file look like this:
and save it
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_ep3armoredpilot.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Republic Trooper"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_ep3armoredpilot"
GeometryLowRes = "rep_inf_ep3armoredpilot_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"
clean and munge
retrieve your new REP.lvl file, and place it in
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE
(back up your original first)
A couple of tips: always back up your files before you make additional changes
always do one change at a time and see if it works before making more changes
start up a game, and instead of clone trooper, you see this dude:
I think the others will work the same way. I leave that to you and ask that you report the results. The skirts are an issue, I think. They will not animate, and they may not appear, dunno. Give it a try.
------------------------------
Dealing with low res models
Low res models are used a lot. Even up close. If you do not have a low res model, the unit will "wink out" and seem to disappear and re-appear.
Some models that were made by modders do not come with a low res version. Here is what you need to do:
find your standard res model and the TGA file that goes with it.
In the previous example, it was
rep_inf_ep3armoredpilot.msh
rep_inf_ep3armoredpilot.msh.option
rep_inf_ep3armoredpilot.tga
You will need to find a low res model that will skin similar to this one. Perhaps the basic clone trooper from SWBF would work: rep_inf_trooper_low1.msh
it takes some experience and trial and error to know if it will work.
The TGA file (skin file) name is stored inside the MSH file. We need the rep_inf_trooper_low1.msh to use the TGA file that we want: rep_inf_ep3armoredpilot.tga
Note that the models are different resolutions, but the TGA file is the same for both.
Here is what I have been doing. I hex edit the low res msh file so that inside of it is the name of the TGA file that I want. I use xvi32 for a hex editor:
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm#download
open the file rep_inf_trooper_low1.msh and search for TGA.
In this file you will find that it calls: rep_inf_trooper.tga
Notice that there are 15 characters before .tga
We need to rename our new TGA file something that is exactly 15 characters before the .tga.
so copy rep_inf_ep3armoredpilot.tga
and rename it to: rep_inf_ep3armo.tga
Use the hex editor to over write rep_inf_trooper with rep_inf_ep3armo
Save the file.
Now, you may not want to over-write the low res mesh name of trooper. So copy the edited file:
rep_inf_trooper_low1.msh and rename it to:
my_trooper_low1.msh
and call it out in the ODF file
[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_ep3armoredpilot.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Republic Trooper"
UnitType = "trooper"
IconTexture = "rep_trooper_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_ep3armoredpilot"
GeometryLowRes = "my_trooper_low1.msh"
FirstPerson = "REP\reptroop;rep_1st_trooper"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"
munge the file, and try it in game. See if it works. If you dont like the low res msh result,
try again with another file.
#5291
SWBF1 Modding Tutorials / removing specularity (shiney-ness of DarkTrooper also CIS)
March 10, 2012, 05:51:16 PM
What you need:
Hex editor, e.g. XVI32
imp_inf_darktrooper.msh
Note: Conversation below edited for clarity
[18:55] {PLA}Sleepkiller: Okay so you want to know how to remove specular from a model?
[18:55] ~{PLA}~ Led: yes, if that is what makes the DT look like it has a light shined on it
[18:55] {PLA}Sleepkiller: Yup it is
[18:56] {PLA}Sleepkiller: Okay so open up the DT Msh in a hexeditor
[18:57] ~{PLA}~ Led: ok
[18:57] {PLA}Sleepkiller: Run a search for TGA
[18:57] ~{PLA}~ Led: ok
[18:58] {PLA}Sleepkiller: Now, go up to the end of the line above it
[18:58] {PLA}Sleepkiller: and you'll see AT
[18:58] {PLA}Sleepkiller: and then on the start of the next line you'll see RB
[18:58] ~{PLA}~ Led: ATRB
[18:58] {PLA}Sleepkiller: Yup
[18:58] {PLA}Sleepkiller: Now look in the HEX display
[18:59] {PLA}Sleepkiller: and straight after this you'll see a 04
[18:59] ~{PLA}~ Led: yes
[18:59] {PLA}Sleepkiller: Leave this one alone always
[18:59] {PLA}Sleepkiller: Go over four 00 and you'll see another 04
[18:59] {PLA}Sleepkiller: change this one to 00
[18:59] ~{PLA}~ Led: yes
[18:59] ~{PLA}~ Led: ok
[18:59] ~{PLA}~ Led: done
[19:00] {PLA}Sleepkiller: Then search for the tga again
[19:00] {PLA}Sleepkiller: repeat the process for this one
[19:01] {PLA}Sleepkiller: it's for the Jetpack
[19:01] ~{PLA}~ Led: ok done
[19:01] {PLA}Sleepkiller: THe lowrez one doesn't have any specular map so save and your done
[19:01] ~{PLA}~ Led: nice
[19:02] {PLA}Sleepkiller: Munge and look at it ingame
19:02] {PLA}Sleepkiller: If you want to keep the specular map, but don't want to have it looking over done
[19:03] {PLA}Sleepkiller: You need to add the Alpha Channel back into it
[19:05] {PLA}Sleepkiller: DarthD.U.C.K. wrote an excellent thing explaining special model parameters
http://www.gametoast.com/forums/viewtopic.php?f=36&t=27355
[19:06] {PLA}Sleepkiller: Of course it's a but confusing on how to do it
[19:06] {PLA}Sleepkiller: So disabling it is easier
Hex editor, e.g. XVI32
imp_inf_darktrooper.msh
Note: Conversation below edited for clarity
[18:55] {PLA}Sleepkiller: Okay so you want to know how to remove specular from a model?
[18:55] ~{PLA}~ Led: yes, if that is what makes the DT look like it has a light shined on it
[18:55] {PLA}Sleepkiller: Yup it is
[18:56] {PLA}Sleepkiller: Okay so open up the DT Msh in a hexeditor
[18:57] ~{PLA}~ Led: ok
[18:57] {PLA}Sleepkiller: Run a search for TGA
[18:57] ~{PLA}~ Led: ok
[18:58] {PLA}Sleepkiller: Now, go up to the end of the line above it
[18:58] {PLA}Sleepkiller: and you'll see AT
[18:58] {PLA}Sleepkiller: and then on the start of the next line you'll see RB
[18:58] ~{PLA}~ Led: ATRB
[18:58] {PLA}Sleepkiller: Yup
[18:58] {PLA}Sleepkiller: Now look in the HEX display
[18:59] {PLA}Sleepkiller: and straight after this you'll see a 04
[18:59] ~{PLA}~ Led: yes
[18:59] {PLA}Sleepkiller: Leave this one alone always
[18:59] {PLA}Sleepkiller: Go over four 00 and you'll see another 04
[18:59] {PLA}Sleepkiller: change this one to 00
[18:59] ~{PLA}~ Led: yes
[18:59] ~{PLA}~ Led: ok
[18:59] ~{PLA}~ Led: done
[19:00] {PLA}Sleepkiller: Then search for the tga again
[19:00] {PLA}Sleepkiller: repeat the process for this one
[19:01] {PLA}Sleepkiller: it's for the Jetpack
[19:01] ~{PLA}~ Led: ok done
[19:01] {PLA}Sleepkiller: THe lowrez one doesn't have any specular map so save and your done
[19:01] ~{PLA}~ Led: nice
[19:02] {PLA}Sleepkiller: Munge and look at it ingame
19:02] {PLA}Sleepkiller: If you want to keep the specular map, but don't want to have it looking over done
[19:03] {PLA}Sleepkiller: You need to add the Alpha Channel back into it
[19:05] {PLA}Sleepkiller: DarthD.U.C.K. wrote an excellent thing explaining special model parameters
http://www.gametoast.com/forums/viewtopic.php?f=36&t=27355
[19:06] {PLA}Sleepkiller: Of course it's a but confusing on how to do it
[19:06] {PLA}Sleepkiller: So disabling it is easier
#5292
Released Maps and Mods / Re: Halo DT skin mod by Unit 33
March 10, 2012, 05:42:39 PM
ok, Sleepkiller helped taught me how to remove specularity (shiney-ness) on the DT model. I ave updated the file.
thanks SK!
thanks SK!
#5294
SWBF1 Modding / Re: BFBuilder Problem
March 09, 2012, 07:30:18 PM
Yes, having the same error indicates that you have not changed anything. It looks like it is still on your desktop which is stored on drive H.
#5295
SWBF1 Modding / Re: BFBuilder Problem
March 09, 2012, 03:40:48 PM
could you copy the error code again ?