All-Purpose Request Thread (Take 3)

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skelltor
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Re: All-Purpose Request Thread (Take 3)

Post by skelltor »

i did not see the rehn var assests
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Re: All-Purpose Request Thread (Take 3)

Post by RogueKnight »

skelltor wrote:i did not see the rehn var assests
Look HERE under Asset Packs. If you need to, use the search function (ctrl+f) and search for "BF1".
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

skelltor wrote:i did not see the rehn var assests
only he made, naboo tatooine, yavin, bespin, rhen var NO xD
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Re: All-Purpose Request Thread (Take 3)

Post by skelltor »

oh ok aqt made rehn var right do you have a link? also is the other bespin released i tried sercehing but did not get any reavent results.
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Re: All-Purpose Request Thread (Take 3)

Post by Filipinio »

Could somebody make a DC-15 Carbine sound, in Star Wars Episode 3-Order 66-Mygeeto, you can hear in the background, something similiar to the one in Bacara's mygeeto map.

Thanks :)

(yes i know i made a topic but i kinda moved it here now)
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

Hi, its me again, I need another anim exported, DarthDUCK exported it already, and it works! But I had to fix a few keys, so here it is again...

http://www.filefront.com/16409863/formI ... e_full.xsi

...And here's ingame proof that it works...
Hidden/Spoiler:
Image
EDIT:

2 more that should also work..
http://www.filefront.com/16412781/formV ... e_full.xsi
http://www.filefront.com/16412785/formI ... e_full.xsi
Last edited by kinetosimpetus on Mon May 10, 2010 9:58 pm, edited 1 time in total.
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

Filipinio wrote:Could somebody make a DC-15 Carbine sound, in Star Wars Episode 3-Order 66-Mygeeto, you can hear in the background, something similiar to the one in Bacara's mygeeto map.

Thanks :)

(yes i know i made a topic but i kinda moved it here now)
i sent you pm about that xD
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Re: All-Purpose Request Thread (Take 3)

Post by Filipinio »

oh sorry, just checked, thanks :wink:
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Re: All-Purpose Request Thread (Take 3)

Post by Lephenix »

kinetosimpetus wrote:Hi, its me again, I need another anim exported, DarthDUCK exported it already, and it works! But I had to fix a few keys, so here it is again...
http://www.filefront.com/16409863/formI ... e_full.xsi
...And here's ingame proof that it works...
Hidden/Spoiler:
Image
EDIT:2 more that should also work..
http://www.filefront.com/16412781/formV ... e_full.xsi
http://www.filefront.com/16412785/formI ... e_full.xsi
How to do a new anim , please ?
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

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Re: All-Purpose Request Thread (Take 3)

Post by IndianaJoe »

can someone help me make sense of these?

Code: Select all

	PC()
	{
		NearSceneRange(30.0, 160.0, 40.0, 200.0);
		FarSceneRange(5000.0, 5000.0);

		FarSceneRange(5000.0);
		FogRange(-100.0, 600.0);
	}
	
i tried messing with them to increase my viewing distance because some objects dissapear, but nothing happened, essentialy, can someone help me set up my veiwdistance?
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Re: All-Purpose Request Thread (Take 3)

Post by DarthD.U.C.K. »

and a look into the magic EynT-box reveals [enter drumroll here]:
Lephenix

Re: All-Purpose Request Thread (Take 3)

Post by Lephenix »

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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

Ok, anyone has a model of the landspeeder in the con. pack assets MINUS all the shadowvol and extra stuff, its becoming a nightmare removing it all from a .obj conversion.
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Re: All-Purpose Request Thread (Take 3)

Post by Maveritchell »

CodaRez wrote:Ok, anyone has a model of the landspeeder in the con. pack assets MINUS all the shadowvol and extra stuff, its becoming a nightmare removing it all from a .obj conversion.
Just hexedit it out before you convert the object.
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Re: All-Purpose Request Thread (Take 3)

Post by StarkillerMarek »

Maveritchell wrote:
CodaRez wrote:Ok, anyone has a model of the landspeeder in the con. pack assets MINUS all the shadowvol and extra stuff, its becoming a nightmare removing it all from a .obj conversion.
Just hexedit it out before you convert the object.
How would one go about doing this?
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Re: All-Purpose Request Thread (Take 3)

Post by Maveritchell »

StarkillerMarek wrote:How would one go about doing this?
Hexediting is hexediting. Delete the MODL chunk (shadowvolumes, lowrez, collision, etc. all have separate MODL chunks), adjust the HEDR and MSH2 values to represent the new(smaller) mesh size.
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Re: All-Purpose Request Thread (Take 3)

Post by StarkillerMarek »

Maveritchell wrote:
StarkillerMarek wrote:How would one go about doing this?
Hexediting is hexediting. Delete the MODL chunk (shadowvolumes, lowrez, collision, etc. all have separate MODL chunks), adjust the HEDR and MSH2 values to represent the new(smaller) mesh size.
Ok, sounds doable. But as you might recall, I am not the best at hexediting :wink: .
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

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Re: All-Purpose Request Thread (Take 3)

Post by Filipinio »

Could somebody make the Mygeeto bridge ODF use the top bit of the bridge's UV's for the bottom (the bit without a texture), if it is possible?

Thanks :clone:
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