Making asteroids flyable.....

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Exploderman

Making asteroids flyable.....

Post by Exploderman »

I wanted to know how I could go about this...
Wadi

RE: Making asteroids flyable.....

Post by Wadi »

That's an interesting concept. I suppose if you could find the model used, you could config it...or XSI a ship that was basically an asteroid...
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

RE: Making asteroids flyable.....

Post by Teancum »

That seems really strange. Why would you want a flyable asteroid?
stealth#a$$a$in{bf2}

RE: Making asteroids flyable.....

Post by stealth#a$$a$in{bf2} »

Suicide!
Kyross

RE: Making asteroids flyable.....

Post by Kyross »

Shoo, man. That's brilliant. I'll have to do that.
Exploderman

Post by Exploderman »

I also wanted to make it so that when you pressed back, It made you go so slow that it was like you were floating? BTW Flying asteroids would be cool.

I found a lot of .msh and .odf files for the asteroids, and I wondered if I could just change the mesh the xwing uses to that of an asteroid...
Qdin
Old School Staff
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Qdin »

probably not.

the .msh HAS to have some nulls or meshes, and they gotta be named (if you use the Xwing)
hp_active
hp_fire0X

okay? without them, it won't have a place to place the unit, and won't know where to shoot it :o

another idea, though - is to just open the .msh with the BConstructor for SWBF1, and see what meshes there are in there. That way you can use the Xwing's .odf and where it calls for hp_active, you just let it call for the mesh there are - I think there probably are only one, but I think it'll work. and do the same for the cannon(s).

that's the closest you can get :)
Exploderman

Post by Exploderman »

But Moving_target got the frigates flyable...How did he do that???
If you're (^) out there dude, could youplease tell me how you did that?

Thanks in advance!
Qdin
Old School Staff
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Qdin »

hm... My guess is that he used what I wrote above :wink: the pilot's position was exactly in the middle of the whole mesh :o
Vyse
General
General
Posts: 776
Joined: Sun Aug 28, 2005 5:01 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Vyse »

This is possible, I did stuff like this before.

You don't have to worry about having a null thats hp_fire etc. because it defaults to the scene root if you don't have those. So, basically your only worry is if the asteriod meshes were not exported with the scene root in the center of them. If there not center you could have the lasers shooting from under or over the asteriod.

There is a line in ODFs called something like Piolet visable =1 just change it to = 0 and the piolet won't show up in game.
maxloef
Major General
Major General
Posts: 654
Joined: Mon Jan 03, 2005 4:28 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by maxloef »

This would be cool if you use the old swbf 1 Bothan Spy Diquize and make a ship sue it.

Imagen like a prototype ship with Holograpic Projectors making it look like its an asteroid.


This would be very cool
Exploderman

Post by Exploderman »

Well see guys I have little(actually no) scripting experience, so could you guys be a little more detailed? I'm working really hard on a map right now that the asteroids would be perfect in (lol there are lots of asteroids already floating around, so maybe the rebels could only have asteroid ships, and the empire is supposed to fing them floating and eliminate them lol!)

Thanks in advance!
Kyross

Post by Kyross »

I'll try and make this. Will post if it works.
Exploderman

Post by Exploderman »

Thank you!
Kyross

Post by Kyross »

IT WORKS. I WIN!

they are big though and therefore a wee bit hard t get out of the hangar because they bounce off the top and auto land so they slowly crawl along until they get out. I gave the tons of halth so you can ram people if you get tired of shooting.
The_Emperor
Supreme Galactic Ruler
Posts: 2118
Joined: Sat Dec 10, 2005 6:30 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Waaaaay over there.

Post by The_Emperor »

hehehe sounds like fun :P Bashing the Rebels to oblivion :D
Kyross

Post by Kyross »

You should see it. I gave them new weapons and everything. I fell in love with my space map so I took them out(I had eight) but I will release them afterward. Only problem was even the smaller ones were so big you can only go out of he hangar(coming in results in many explosions).

OH NO YOU DIDN'T!
Image

Everybody, to your ships!
Image
^Destroyer^

Post by ^Destroyer^ »

Very cool, could u make a mod that these asteroids replace the ships from imperial?

^Destroyer^
Kyross

Post by Kyross »

Itjust so happensI replaced all the default ships with thisthen added some. the imperial ships are still in he side folder I just made a new vehicle called imp_fly_rock. Cause you know...They're like giant flying rocks.
^Destroyer^

Post by ^Destroyer^ »

Anyways, could you make a mod of this?
(or else a map, i would really love to fly those baby's :P)

^Destroyer^
Post Reply