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Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 02, 2014 7:24 pm
by 15Cyber
Someone has already launched a DC-17m? I can not find.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 02, 2014 7:26 pm
by commanderawesome
Look in the BFX Assets.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun Nov 02, 2014 7:32 pm
by 15Cyber
commanderawesome wrote:Look in the BFX Assets.
Thank you :)

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 03, 2014 9:32 am
by Anakin
Or you take And's dc17m from ras prosecuter

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 03, 2014 1:19 pm
by commanderawesome
The assets for that were released?

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 03, 2014 1:35 pm
by SpartanA259
Ande released them here

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 03, 2014 3:14 pm
by 15Cyber
Thank you so much :lol:

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Nov 04, 2014 4:01 am
by giftheck
Would anybody be able to convert these into useable models, please?

http://www.swbfgamers.com/index.php?topic=8434.0

They don't all have to be converted, but I'd like the lightsabers, General Grievous, Heavy Trooper and Emperor Palpatine done at least.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Nov 05, 2014 9:03 pm
by JazzMaster
Someone with the time and skill should consider making a TCW Phase II Clone Pilot :wink:
Hidden/Spoiler:
Image
Image
Image

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 08, 2014 8:42 am
by Indytotof
Hello modders and mappers, here is Indytotof !

For the last model I will need the import, here is the greastest evil mind of the galaxy: Emperor Palpatine (I've "fused" two skin to make him the best looking (if this guy can be good looking)). And it's a JKA model (textures too) and of course, his lightsaber:

Download link: Galactic Emperor Sheev Palpatine ROTJ outfit
Sheev Palpatine/Darth Sidious' lightsaber hilt

- Readmes (remerciement of the original's owners of the models) are included

And here is how he looks in noesis:
Hidden/Spoiler:
Image
Thanks you so much and may the force be with you !

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 08, 2014 12:55 pm
by Kingpin
What is wrong with the normal Palpatine? I am sure you could do a reskin and have almost the same result.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Nov 10, 2014 2:04 pm
by Indytotof
Kingpin wrote:What is wrong with the normal Palpatine? I am sure you could do a reskin and have almost the same result.
Already done (and nothing is wrong with the stock Palpatine) to do an amazing TCW Season 5-6 Darth Sidious, but this one is just perfect (in my sense) and way more accurate.

EDIT : Since the thing I'm going to showing to you was part off a model pack that needs to be converted, I think it's the best place to show the first model I've successfully converted:
Hidden/Spoiler:
Image Yes it's a Lightsaber Pike
Since the side were it will be used is on a munged process, I don't know how it will be showing up in-game but a pic will come out after.

EDIT 2: I just realize that there is somes stuff to have this complete: dummyroot and a hp_fire thingy....

I'll checking some tutos to do so.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Nov 19, 2014 3:47 am
by giftheck
Is anybody able to convert the stock lightsaber models to OBJ for me? (both the single and dual wield ones) I'd do it myself but it seems SWBFViewer doesn't load them at all and treats these models as empty MSH files.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed Nov 19, 2014 11:10 am
by Kingpin
I can. Shoot me up with a PM.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 22, 2014 1:02 am
by jedimoose32
Hi everyone.

I seem to remember there being a tutorial somewhere on adding new buttons/UI elements to the game while remaining compatible with Zerted's 1.3 patch stuff. If this exists, where would I find it? Thanks.

Edit: To clarify, although maybe it doesn't matter, I mean adding UI content to the main menu(s).

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 22, 2014 4:23 am
by AnthonyBF2
The 1.3 comes with instructions that should show how to do so, but they were simply too much for myself personally. I did slap certain parts of script together to add custom buttons existing levels and mod levels.

In your Lua add:
Hidden/Spoiler:
---------------------------------------------------------------------------------------
SupportsCustomFCCommands = true
local moreCommands = nil
if AddFCCommands ~= nil then
moreCommands = AddFCCommands
end
AddFCCommands = function()
--
ff_AddCommand(
"button name", --name of the command, should be unique
nil, --command description. If nil, defaults to mods.fakeconsole.description.<name without spaces> (example: mods.fakeconsole.description.MyEnemyAITeleport)
function() actual command goes here
end
)
--
--
ff_AddCommand(
"button name", --name of the command, should be unique
nil, --command description. If nil, defaults to mods.fakeconsole.description.<name without spaces> (example: mods.fakeconsole.description.MyEnemyAITeleport)
function() actual command goes here
--
if moreCommands ~= nil then
return moreCommands()
end
end
) --end of ff_AddCommand's parameters
end
---------------------------------------------------------------------------------------
I set that up so based on how many buttons you want, you just copy and re-paste the first custom button code and add what you want to each one.

This makes custom button commands in your Fake Console list for your mod levels. I used this to make custom buttons for several of the existing maps by making a custom retail mission.lvl


EDIT
Now I'd like to bring an idea to the table I started in another topic.

It was a bit simple, in my mind - make a small section of the game screen have a spectator mode. This would be cool for Multiplayer/Co-op mods.

To make it more clear, you know how we have a mini radar, perhaps the radar could be replaced(not the enlarged radar function) so that part of the screen shows spectate mode.

Of course playing alone would result in "No Players To Follow"

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat Nov 22, 2014 4:47 am
by jedimoose32
Thanks for replying. I didn't see the custom FC command documentation for the patch but that's good to know. However I'm interested in actually modifying the structure of the game's main menu (single player/GC/instant action menus etc). The only way to change those appears to be by modifying the retail shell.lvl. I am wondering if there's a way to work this so that I don't need to get rid of 1.3's modified shell.lvl by replacing it with mine.

Edit: I'll either post in Modding or PM Zerted I guess.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Thu Nov 27, 2014 4:19 am
by Troha
Hello Gametoast. I am Troha, very new to the community, and I have a question to ask. Is there any Jedi Temple maps that were created, I recall one that was made by Vyse, but was there any other Jedi Temple maps created? All would be appreciated, thanks!

Re: All-Purpose Request Thread (Mk. IV)

Posted: Thu Nov 27, 2014 6:45 pm
by commanderawesome

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Nov 28, 2014 6:31 pm
by Troha
Thanks!