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Messages - VEDROID E2-E4

#1
SWBF1 Modding / Re: INCREASE OF ACCOUTREMENTS
August 20, 2011, 02:30:09 AM
Ok, You are convincingly! I supposed these answers but wanted be sure that avoid mistakes and unnecessary work. Thank to all for patience to me.

THE QUESTION IS SOLVED.  :wave:
#2
SWBF1 Modding / Re: INCREASE OF ACCOUTREMENTS
August 19, 2011, 05:26:30 PM
The goal is creating a mod for singleplayer only! I don't create cheat-mod, it's boringly for gameplay what I want to improve and diversify. Most copies of SWBF1 (also SWBF2) haven't license support in my country (+10 time zones to East), therefore it'll exclude using this editing for use on your servers. Also probably your servers have anti-cheat sistems and detectors of version-game or configuration.

I promise that questions will be many because i'm beginer in SWBF1-editing! :tu:

Return to business,please...How does it do?....and next: Will use units all accoutrements or first two weapons only? as diagram: [1],[1],[X] - [2],[2],[X] - in all 6 weapons: [1]-primary,[2]-secondary,[X]-unusing for bots(units)...
#3
SWBF1 Modding / INCREASE OF ACCOUTREMENTS
August 19, 2011, 04:05:29 AM
Everyone unit of the SWBF1 has four different weapons. There are diagrams:  [1],[1] - [2],[2] - (standart configuration), also [1],[1],[1] - [2] or [1],[1],[1],[1] - (some mods and map-addons). Finally that number is four...

QUESTION: Can that number(quantity) be increase to five or six? If "yes", how does it do?
#4
SWBF1 Modding / Re: TRANSPARENT/INVISIBLE OBJECTS
August 18, 2011, 04:59:06 PM
 :cheer:  I did it! The transparent/invisible landmine is ready! I used XSI: cut, deform and wrench(turn out) model of landmine - finally we can see "inside" part(side) of poligons -  and this give iinvisibility. Also new model need correct editing of pivot point.

Special THANKS to: Buckler (for solid objects), Bamdur ( for examples and convert-advises)

Results of research:
PLEASE SEE FULL SCREEN
http://www.youtube.com/watch?v=1YqlHac_r5c&feature=channel_video_title
#5
SWBF1 Modding / Re: TRANSPARENT/INVISIBLE OBJECTS
August 15, 2011, 03:31:42 PM
There is a picture: my testing of TRANSPARENT/INVISIBLE landmines :D . ...loading...process...

                        http://www.imagepost.ru/?v=transparentinvisible_object_sw.jpg

Well, there's Bespin platforms. Something-white-object is landmine. In this experiment I edited texture (alfa-chanel to 100% = transporent). Then convert  _.msh_ to _.obj_(used 3d obj.converter), edited in XSI for transporancy of shaders, after that exported to _.msh_(Pandemic plugin)...Probably I make mistake in XSI...But look at screen-shield. It is transporancy! What do you think about it? For learning...where do these texture (know that not one = because it move) and model (suppose it have invisible surface's shaders)...
#6
SWBF1 Modding / TRANSPARENT/INVISIBLE OBJECTS
August 10, 2011, 04:37:17 AM
Is it possible to create a TRANSPARENT OBJECTS? For example: a landmine is invisible (for 90%, as weapons in Counter Strike:   http://make-amxland.ru/modeli-cs-1-6/135-nabor-prozrachnyh-modeley-oruzhiya.html   ).
#7
Yes, it's working! :moo: :cheer:

I edited _munge.bat_as you wrote at last massage, thank you!

Thanks for patience to me...PROBLEM WAS SOLVED :wave:
#8
Hello, Bamdur! Thanks for advice. I read this post earlier_:http://www.swbfgamers.com/index.php?topic=3083.0

I don't understand where do you propose edit _munge.bat_? in BFbuilder? I use _SWBF1 Modding LVL Builders Toolbox 2.0_...or its work together...?

Would you send me please example of _munge.bat_was editing for 64bit(you can send it text as message)
#9
I did all of your advices...it didn't help ???...Ok, I'm contining for collaboration :)

BFbuilder's address is : C:\Program Files\LucasArts\BFBuilder
SWBF1 Modding LVL Builders Toolbox 2.0's address is : C:\SWBF1 Modding LVL Builders Toolbox 2.0( was reinstaled today, at 1.00 p.m. in Moscow time :D)
I have 64bit PC.

I edited tga in 24bit(as original picture) and saved without _RLE Compression_. Before Munging I deleted all files of "munged folder" in SWBF1 Modding LVL Builders Toolbox 2.0

May be I installed wrong this tool...or use... :shrug:
#10
Hello, I'm new in mods for SWBF1. I use this tool for my SIDE-addon, but has a problem with munge(compilie?). I edited skins(texturies) and I sure in that because I tested it in SWBFviewer(with wooke-face in icon-exe :rofl:). After "munge" LVL-file was prodused without changes.
     I use PC, SWBF1_patch_1.3beta, also paint.net(RLE Compression OFF, 24bit), edited skins of rep-troopers and textures weapons(ex.: landmine).

P.S.: also I would use other mods for "learning-prepar"(models, animations, opportunities of weapons). How do unpack this works or where do find basic/first files of mods?

P.S.:sorry for my English...
#11
SWBF1 Modding / LVL-digging: COMPILE/DECOMPILE
July 28, 2011, 02:26:09 PM
 1 :blink:   I know that exist some programs and tools for SWBF1 modding. There are BFbuilder (also its PRO addon),SWBF1 Modding LVL Builders Toolbox 2.0, etc. Particularly I'd like know how unpack lvl-file and do opposite action whithout SDK-programs. Especially I interest UNPUCK!


2 :blink:   What does mean "MUNGE"? Is it compiler? Probably...But how can I get such folders as We see in SIZE-folder of SWBF1 Modding LVL Builders Toolbox 2.0?(sorry for repitition...Why do I give this question? I did mods for S.T.A.L.K.E.R SoC and see in this term(munge) analogy with Compiler).


  P.S.: sorry for my English, I'm learning it still... :rofl: