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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Wed Nov 10, 2010 6:09 pm
by bamdur123
Can somone reupload the tusken camp assets?

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Wed Nov 10, 2010 6:54 pm
by acryptozoo
Does Anybody Have a link to the Alliance Needler carbine ?

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 5:20 am
by [Padawan]Helkaan
bamdur123 wrote:Can somone reupload the tusken camp assets?
Xavious wrote:Pinguin's Tatooine: Tuskencamp assets, which include the clone assassin requested earlier:

http://www.filefront.com/17354892/Tatoo ... elease.zip

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 1:30 pm
by Cerfon Rournes
Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 2:22 pm
by THEWULFMAN
Cerfon Rournes wrote:Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!
Here you go :wink:
http://www.megaupload.com/?d=C5FJ4RTM

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 2:26 pm
by Cerfon Rournes
THEWULFMAN wrote:
Cerfon Rournes wrote:Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!
Here you go :wink:
http://www.megaupload.com/?d=C5FJ4RTM
Thanks THEWULFMAN! :thumbs:
*EDIT* Link doesn't work: I keep getting this..

Code: Select all

The file you are trying to access is temporarily unavailable.
Please upload again: :o

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 6:07 pm
by skelltor
try it again sometimes it takes a few trys with megauplode

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 6:20 pm
by THEWULFMAN
skelltor wrote:try it again sometimes it takes a few trys with megauplode
yes, why dont you try again, because the file was temporarily unavalible :P

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Thu Nov 11, 2010 9:09 pm
by commander501stappo
I got the same message when skelltor sendt me the pi's for my skinpack, try again, it works :wink:

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Fri Nov 12, 2010 11:35 pm
by bamdur123
thx for tusken camp assets

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 8:47 am
by Slime615
Where can I find that model of a Man whereing Jangos armur? It has been used many times... I need it for an Imperial Knight Mod I am making...

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 9:15 am
by [Padawan]Helkaan
Slime615 wrote:Where can I find that model of a Man whereing Jangos armur? It has been used many times... I need it for an Imperial Knight Mod I am making...
Oh... There are many models.

Helmet-less clone trooper by NullCommando
Mandalorian Soldier by MandeRek
(You will find that in MandeRek's release thread)
There are also a helmet-less model for Jango and Boba, made by NeoMarz/Mars Marshall
(It was converted for XSI by Darth_Z)
You can also find a helmet-less 327th commander model, made by Deviss. You can download it in Deviss's assets.

They was used in Felucia: Mission BountyHunter, Dark Times, BF0, etc.

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 9:16 am
by DarthD.U.C.K.
do you mean a helmetless jango?
there are two, one with mace windus head in calebs assetspack and one with the cloneface by neomarz i made

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 9:19 am
by [Padawan]Helkaan
DarthD.U.C.K. wrote:do you mean a helmetless jango?
there are two, one with mace windus head i one of calebs assetspacks and one with the cloneface by neomarz i made
@Slime615: By "calebs assetspacks", DarthD.U.C.K means that: http://starwarsbattlefront.filefront.co ... ease;89919
(skin made by The_Emperor)
EDIT: Oh no, that's not The_Emperor :oops:

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 10:48 am
by Slime615
thanks

EDIT
I dont know if this exists or not. Did anyone make a skill that spans a speeder bike? Like the dropperable eweb weapon in some mods, but droppes a speeder bike instead?

Double posting is against the RULES, please EDIT your post instead -Staff

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 10:59 am
by [Padawan]Helkaan
You can simply use the stock one, a,d modify the ODF to make it droppable.

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 11:09 am
by Slime615
..... I can do that? WHat would I need to put in the ODF?

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 12:02 pm
by [Padawan]Helkaan
I don't know if that works, but try it:
all_inf_combatspeeder_dispenser wrote:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"


[/code]
all_inf_combatspeeder wrote:
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "all_hover_tank.msh"

[Properties]

WaterEffect = "com_sfx_waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
FirstPersonFOV = 52
CockpitTension = 20

WaterEffect = "com_sfx_waterwake_lg"
WakeEffect = "hailfire_wake"

MapTexture = "all_tank_icon"
HealthTexture = "HUD_combat_speeder_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "all_hover_tank"
//FirstPerson = "all\allcmspd;all_1st_cockpit_combatspeeder"
ExplosionName = "all_hover_combatspeeder_exp"

MaxHealth = 8000.0
HealthType = "vehicle"
HitLocation = "p_crithit 4.0"

TimeRequiredToEject = "7.5"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

CollisionScale = 1.5
CollisionThreshold = 5.0

SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 5.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 11.0
ReverseSpeed = 7.0
StrafeSpeed = 7.0

EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 20
BoostAcceleration = 75.0
BoostFOV = 60

SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0


AddSpringBody = "0.0 0.85 3.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "-1.3 0.85 2.0 1.75"
BodySpringLength = 1.0
AddSpringBody = "1.3 0.85 2.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "-0.75 0.85 -1.0 1.75"
BodySpringLength = 1.0
AddSpringBody = "0.75 0.85 -1.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "0.0 0.85 -1.25 1.75"
BodySpringLength = 1.0

BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
//OmegaZDamp = 1.5

//// COLLISION ////

SoldierCollision = "CollisionMesh"
SoldierCollision = "p_cube1"
SoldierCollision = "p_cube2"
SoldierCollision = "p_cube3"
SoldierCollision = "p_cube4"

OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_cube1"
OrdnanceCollision = "p_cube2"
OrdnanceCollision = "p_cube3"
OrdnanceCollision = "p_cube4"

TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"
TerrainCollision = "p_sphere3"
TerrainCollision = "p_sphere4"
TerrainCollision = "p_sphere5"
TerrainCollision = "p_sphere6"

VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"
VehicleCollision = "p_sphere3"
VehicleCollision = "p_sphere4"
VehicleCollision = "p_sphere5"
VehicleCollision = "p_sphere6"

BuildingCollision = "p_box"




StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"

EyePointOffset = "0.0 1.0 -2.2"
TrackCenter = "0.0 2.0 -5"
TrackOffset = "0.0 1.0 5.0"
TiltValue = "8.0"

AutoAimSize = 1.0

PitchLimits = "-10 20"
YawLimits = "-0 0"

VehiclePosition = "common.vehicleposition.pilot"

WEAPONSECTION = 1
WeaponName = "all_weap_hover_combatspeeder_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_gun_L"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1

NextAimer = "-"

AimerNodeName = "hp_gun_R"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1


WEAPONSECTION = 2
WeaponName = "all_weap_hover_combatspeeder_cannon1"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon_L"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1

NextAimer = "-"

AimerNodeName = "hp_cannon_R"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1


FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
CockpitTension = 40
EyePointOffset = "0.0 2.0 4.0"
TrackCenter = "0.0 2.0 -1.0"
TrackOffset = "0.0 -1.0 1.0"
TiltValue = "5.0"

ForceMode = 1

VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-10.0 15.0"
YawLimits = "-180 180"
PCPitchRate = 15.0
PCTurnRate = 20.0

TurnRate = 1.5
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0
PitchDamp = 1.0

VehiclePosition = "common.vehicleposition.copilot"

WeaponName = "all_weap_hover_combatspeeder_missile"
WeaponAmmo = "0"

TurretNodeName ="aimer_missle_y"

AimerNodeName = "aimer_missle_x"
AimerPitchLimits = "-25.0 10.0"
AimerYawLimits = "-0.0 0.0"

PitchTurnFactor = "0.0"

FirePointName = "hp_missle_L1"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R1"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_L2"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R2"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_L3"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R3"
FireOutsideLimits = 1



//PilotPosition = "hp_gunner"
//PilotAnimation = "drive"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

AISizeType = "MEDIUM"
MovingTurnOnly = 1


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_hover_tank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 -0.1 0.2"
ChunkSpeed = "1.0"
ChunkUpFactor = "2.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_hover_tank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "8.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_hover_tank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkUpFactor = "7.00"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_hover_tank_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.2 0.1 0.1"
ChunkSpeed = "1.2"
ChunkBounciness = 0.3
ChunkStickiness = 0.45
ChunkUpFactor = "2.00"



DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage3"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage4"

//DamageStartPercent = 50.0
//DamageStopPercent = 30.0
//DamageEffect = "com_sfx_vehiclespark"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage1"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage2"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_2"

VOUnitType = 124
EngineSound = "all_hover_combatspeeder_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = "com_amb_spark_c"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"

[/code]
Then modify your REQ and your LUA.

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Sun Nov 14, 2010 6:16 pm
by tnt_1992
can someone help me find the vehicle from the conversion pack i would really like to get some of the vehicles from it, i would just use the side lvl for them but i dint know the file name to lable vehicle as

Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Posted: Mon Nov 15, 2010 9:19 am
by DarthD.U.C.K.
im shure you will be able to find it in the convopack vehicleside (the downloadlink seems to be down though, reupload anybody?). if you only want to know the reqname to load and spawn it, describe it and im shure somebody can teel you the proper name.