The title explain it all.My project is doomed if i cannot find a way to do it.If someone make it please post the odf files here so i can see it.Thanks in advance!
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#2
Star Wars Battlefront (2004 Original) / Re: Fambaa Shield Generator Weapon
January 13, 2020, 06:53:23 AM
I was thinking about that many times but never tested it.
#3
Requests / Re: can anyone please fix up the supertank msh for swbf 1 ?
January 04, 2020, 04:31:05 AM
Do you need it as a prop or working vehicle?I opened it in XSI 7.5 and i am seeing bones inside.
EDIT:Check your "cis_hov_supertank_tga" texture.Between the name and the tga extension there must be dot
Make sure the texture name is correct with .tga extension.If its correct let us know here.
EDIT:Check your "cis_hov_supertank_tga" texture.Between the name and the tga extension there must be dot
Make sure the texture name is correct with .tga extension.If its correct let us know here.
#4
3D-Modeling, Animation and Texturing / Custom model/animaton weird hand behavior
January 02, 2020, 03:18:25 AM
SO i enveloped a custom model and created a custom runing forward animation but for some reason the left hand of my character is not behaving correctly but in XSI when i check the animation is correct.I keyed everything.
If someone can help me here are the files.Check them and tell me what is wrong.I provided in the file the model itself,the unmunged animations and the XSI scenes+ 3 pictures.i hope someone help me.
https://mega.nz/#!ApkSWaZK!B7PfmzMco77t ... UUQSNKMnGU LINK
https://ibb.co/RcNygBZ image1
https://ibb.co/fvDW8gh image2
If someone can help me here are the files.Check them and tell me what is wrong.I provided in the file the model itself,the unmunged animations and the XSI scenes+ 3 pictures.i hope someone help me.
https://mega.nz/#!ApkSWaZK!B7PfmzMco77t ... UUQSNKMnGU LINK
https://ibb.co/RcNygBZ image1
https://ibb.co/fvDW8gh image2
#5
Star Wars Battlefront (2004 Original) / Re: have a working at-act walker, if anyone is interested in improving it ?
January 02, 2020, 01:17:44 AM
Did you animated it by yourself?Also do you have plans to release it?
#6
SWBF1 Modding / Re: how do i make a custom message for a custom walker when it is lost as a cp ?
December 29, 2019, 03:12:03 PM
I checked the ATTE odf for example and there are such lines:
SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
So i opened and the Command post odf and i found this lines here:
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost3"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_lost_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_lost_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost3"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
So maybe if you put a sound in the "lost" sections maybe a sound will be played but im not sure since this is for when the command post become neutral (white).I do not know if this will work for when walker is destroyed.Other than that i think its impossible.Even if this worked you still need to add custom sounds in your map and that some work.
SpawnPointCount = "6"
SpawnPointLocation = "-6.0 0.0 4.0 0"
SpawnPointLocation = "6.0 0.0 4.0 0"
SpawnPointLocation = "-7.0 0.0 0.0 0"
SpawnPointLocation = "7.0 0.0 0.0 0"
SpawnPointLocation = "-6.0 0.0 -4.0 0"
SpawnPointLocation = "6.0 0.0 -4.0 0"
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0
So i opened and the Command post odf and i found this lines here:
VO_All_AllCapture = "all_off_com_report_captured_commandpost"
VO_All_AllLost = "all_off_com_report_lost_commandpost3"
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = "all_off_com_report_lost_commandpost"
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = "imp_off_com_report_lost_commandpost"
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = "imp_off_com_report_captured_commandpost"
VO_Imp_ImpLost = "imp_off_com_report_lost_commandpost3"
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
So maybe if you put a sound in the "lost" sections maybe a sound will be played but im not sure since this is for when the command post become neutral (white).I do not know if this will work for when walker is destroyed.Other than that i think its impossible.Even if this worked you still need to add custom sounds in your map and that some work.
#7
SWBF1 Modding / Re: how to stop vehicle from entering first person ?
December 29, 2019, 03:05:45 PM
In your odf i found your line which seems you have edited:
//FirstPerson = "EMP\impATACT;imp_1st_cockpit_atat"
However if you pay attention infront of FirstPerson you have this two lines //
Thouse lines means that you are simply deactivating this function.Remove the lines to make it work.
Also since your first person is using custom name and model i suppose did you create a new file in the req/FPM folder aswell for your custom first person?If not then create one and test ingame.
//FirstPerson = "EMP\impATACT;imp_1st_cockpit_atat"
However if you pay attention infront of FirstPerson you have this two lines //
Thouse lines means that you are simply deactivating this function.Remove the lines to make it work.
Also since your first person is using custom name and model i suppose did you create a new file in the req/FPM folder aswell for your custom first person?If not then create one and test ingame.
#8
SWBF1 Modding / Re: how to stop vehicle from entering first person ?
December 29, 2019, 11:39:13 AM
If its not working then im afraid i cannot help you but if you want to change your turret First Person with the atat first person model did you get it from the Assets/Side/Imp/msh folder?Its this files:
imp_1st_cockpit_ATAT.msh
imp_1st_cockpit_ATAT.msh.option
imp_1st_cockpit_ATAT.tga
imp_1st_cockpit_ATAT.tga.option
imp_1st_cockpit_ATATgnr.msh (i do not know what is this but get all similar files)
In the odf of the ATAT check this line:
FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"
Find similar line in your odf and change it with this.
Also do not forget to get from the REQ folder of the IMP side the FPM folder.Copy and paste it in your side/REQ folder.Well i think thats all.
imp_1st_cockpit_ATAT.msh
imp_1st_cockpit_ATAT.msh.option
imp_1st_cockpit_ATAT.tga
imp_1st_cockpit_ATAT.tga.option
imp_1st_cockpit_ATATgnr.msh (i do not know what is this but get all similar files)
In the odf of the ATAT check this line:
FirstPerson = "IMP\impATAT;imp_1st_cockpit_atat"
Find similar line in your odf and change it with this.
Also do not forget to get from the REQ folder of the IMP side the FPM folder.Copy and paste it in your side/REQ folder.Well i think thats all.
#9
SWBF1 Modding / Re: how to stop vehicle from entering first person ?
December 28, 2019, 07:23:54 AM
Look in the jedi odfs.For characters (soldiers,jedis) i think the odf line was forcemode =1 or something like that.If this work the same way and for vehicles then you are done.This prevent the player from entering in FIrst Person view.Check jedi odfs for such similar line.
#10
SWBF1 Modding / Re: increasing the ammount of animation instances via exe mod ?
December 23, 2019, 02:53:48 AM
Im just curious whats the maximum animations that BF1 and 2 can handle at once.Also is there a limit for animated capes ingame?Cuz im making a character with animated cape and it will be main unit in game (like clone trooper) and there will be alot of soliders ingame.
#11
General / Re: The Rise of Skywalker Thoughts and Opinions
December 22, 2019, 05:17:22 AM
When The Force Awakens come i was so excited.After the failure and the next Eipsode 8 i simply do not care for episode 9.I do not plan to even watch it.I do not even accept thouse 3 new movies for Star Wars...and im a big star wars fan.Just my opinion.
#12
3D-Modeling, Animation and Texturing / Re: Stopping shadows being cast on an object (Interior building)
November 24, 2019, 11:30:10 AM
I remember someone from years ago told me to put in the msh option -shadowon or something like that.That actually killing the shadow of the model but i am not sure anymore.It was long time ago.But give it a try.
EDIT:sorry i didn't read correctly your question.I do not know.
EDIT:sorry i didn't read correctly your question.I do not know.
#13
Welcome Center / Re: Ty294 has entered the Battlefield
November 13, 2019, 01:13:08 AM
Ty294 Hello old friend.I didn't expected to see you anymore!Its me Gogo12/Ginev.Back in the days we were making maps together and we made one pack of maps together released in the swbffiles web years ago.Im so glad you returned.I can help you if you do not remember how to do anything.

#14
Released Assets / Re: Serejas_Coronet_Luxury_Spaceliner_assets.rar
April 22, 2019, 05:22:56 PM
Good lord.Are thouse Republic Commando original assets or you recreated them from scratch?Either way amazing job!!!
#15
Star Wars Battlefront: EA Reboots 1 and 2 / Re: SWBF2 EA for $5
December 22, 2018, 03:10:38 PM
Already for 5 dollars?Omg this is prove that DICE/EA made a epic fail with this game.