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Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 12:47 pm
by ZoomV
Anakin wrote:ZoomV wrote:[...]
That said I really like that aiming reticle.
realy?? i wanted to disable it for the space ships.
I meant I like it in general. It certainly beats the default one with that god awful square in the middle. Although if you are going to disable it for spaceships I suggest you put some type of cross hairs on the HUD.
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 2:07 pm
by Anakin
I fixed the position thing.
Here the last fpm for the vehicles. I hope you like it. I fixed the stock gunship FPM. the window dirt and reflections were from the wrong side

i fixed it for the arc 170, too. you can see it on this picture, too.
I think i need to make an other for the snowspeeder

Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 2:10 pm
by commanderawesome
Er... there's still gunna be a crosshair for ships in third-person, right?
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 2:19 pm
by Anakin
Of cause. I thought of the sniper reticule option. In these screenshots i disabled the interface from the debugger to remove the green thing. but this disabled the HUD, too

Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 2:37 pm
by ZoomV
Anakin wrote:Of cause. I thought of the sniper reticule option. In these screenshots i disabled the interface from the debugger to remove the green thing. but this disabled the HUD, too

Wouldn't the sniper reticle disable it in third person too though?
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 08, 2015 5:42 pm
by Anakin

you are right. How stupide from me.
Re: Battlefront Republic Commando [V 1.3]
Posted: Mon Feb 09, 2015 5:40 pm
by JazzMaster
Great Job on those cockpits! I really dig your jedi interceptor cockpit, its nearly perfect.
I feel you could probably make a more accurate arc170 cockpit though.
From episode 3:
I'm currently working on one if your interested, though you could probably make a better version yourself
Re: Battlefront Republic Commando [V 1.3]
Posted: Tue Feb 10, 2015 11:42 am
by Anakin
mh i don't like the tcw comic styled era. But i'll have a look at it.
found this reference:
here my snowspeeder cockpits:
===EDIT===
I finish my work on the space fpms.
here the latest arc170 pilot fpm
the copilot:
on there two pics you can see what i meant with the copilot should sit behind and over the pilot (only changed the position from pilot to copilot. the arc170 it selfe is still at the same position):
can someone tell me how to fix the problem with the turret position?? you can see the engine effect.
Re: Battlefront Republic Commando [V 1.3]
Posted: Tue Feb 10, 2015 12:46 pm
by Nedarb7
Looks good, Anakin! I think that if you wanted to get rid of the effect in first person you'd have to get rid of it in third person as well. :/
Anakin wrote:mh i don't like the tcw comic styled era. But i'll have a look at it.
Actually, JazzMaster's cockpit is based directly off episode three. That image he posted is from the scene where captain Jag shoots down Plo Koon.
Speaking of which...
@JazzMaster, I love how the cockpit from episode three looks like it's from a modern game, somewhat like it were a modern version of your mod.

Re: Battlefront Republic Commando [V 1.3]
Posted: Wed Feb 11, 2015 7:19 am
by Anakin
I could fix the problem with the eyepointoffset.
but i have an other problem. When you fire with the turret you shoot one laser from the upper and one from the lower canon. But when you fire to the left or right you fire one from the lower, one from the upper canon to the left/right, and an other one is going straight on.
I copied the gunner and copilot position from the bfx assets. But i have no idea why there are 3 lasers, when you fire to the left or right. Can someone help me to fix that??
If you need the whole file or on other one, please tell me
Re: Battlefront Republic Commando [V 1.3]
Posted: Wed Feb 11, 2015 1:01 pm
by Generalfacu
I really can't wait for the update. Those cockpits look awesome. Which are the units that will be able to use in space?
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Feb 12, 2015 8:00 am
by Anakin
Pilot and airborn. (2 new units

)
CIS is stock, not sure if i'll change them.
==UPDATE==
i finished the HUD fixes now. Broken the ani fpm, and 16:9 HUD. But all is working again
wanted to add the iron sight for the E-Web and saw the digital scope on the top of the weapon, so not sure if i should make iron sight. What do you think?? Iron sight for E-Web Yes/No??
Not sure what i'll do next. As you can see the list is shorter:
I think i'll make the custom tanks next, but i'm afraid of the fpms will not work without "ForceMode".
Maybe there is someone who wants to help me with the CTF/TDM scripting?? if you are interested, just pm me.
- dc17p iron sight
- *e-web iron sight
- unique FPM for each RC
- mandos fpm with helm and HUD
- FPMs for vehicle, more health
- SBD louder firesound
- ACP Array Gun louder firesound
- *Real helmet for FPMs
- *pistol fp animation (two handed middel hold)
- *new Sonic Effect/sound (pistol, rifle)
- CTF
- TDM
- *bumb/specular/normal maps inside flag edit
- *Campaign/assassination
- *new maps for an RC Campaigne
- **imperial commando
==EDIT2==
An very early shoot of my fp pistol anim set:
looks like i need to move the arm a bit more to the middel. (the left arm is part of the weapon)
==EDIT3==
here is a newer shoot of the new fp animation. I finished the idle and run animation.
Re: Battlefront Republic Commando [V 1.3]
Posted: Mon Feb 16, 2015 10:53 pm
by Isaac1138
What maps will there be? I really want there to be a multiplayer map one, there fun.
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Feb 19, 2015 7:58 am
by Anakin
I'm a bit confussed. It's a side mod for each stock map (i think i posted that somewhere). Non the less you can already try this mod. V1.2 was released at the beginn of the year, and V1.0 last year.
The maps should be all multiplayer compatible. I haven't test it, but i don't know why they shouldn't be multi compatible.
Little update:
I finished the pistol fp animation. The cis roketeer need an fix now, because after the bazooka fpa is used for the vibro the roketeer used the pistol fpa. Now it cannot use it anymore. I used the ForceMode as workaround. Not sure if i'll fix that.
now i'm working on the ctf mods.
==EDIT==
while trying to add CTF and TDM mods for my era to the stock maps i had some problems:
[solved] 1. TDM coruscant: How can i add CPs to the different teams, and how can i forbid to capture them??
2. I have an annoying lightning problem after you win or loose an ctf mod (not sure if i have the same problem for TDM, haven't played it to end now). Had this for conquest, too, after i made some HUD tweaks, but i'm not sure how i removed it
3. i have an "effect empty area" in the first person:
As you can see the windows of polismasse isn't shown in this red area. This area is moving while walking. Effects like explosions aren't shown in this area on dea ctf, too.
I realy haven't seen something like that before.
I'll test the next days if i have the same problems on conquest, and if it's maybe a problem of my reinstall of BF2
Would be great if there is someone who can help me with the scripting and testing.
So if you are handy with lua scripting feel free to pm me.
==EDIT==
It's time for testers again.
You'd need to test the CTF and TDM modes. I need to know if something is not working, or if there are some bugs such as the winning light bug.
Looking for 4 testers
- hunpeter12
- TWINKEYRUNAWAY
Re: Battlefront Republic Commando [V 1.3]
Posted: Thu Feb 19, 2015 8:47 am
by hunpeter12
I'd love to test it. I'll have plenty of time in the upcoming days.
Re: Battlefront Republic Commando [V 1.3]
Posted: Fri Feb 20, 2015 3:25 pm
by TWINKEYRUNAWAY
If there is an open spot I would like to help with testing.
Re: Battlefront Republic Commando [V 1.3]
Posted: Sat Feb 21, 2015 6:18 am
by Anakin
Send the prerelease out.
I just cleaned up my addon folder and reinstalled Marvel4's BF1 Conversion. So i thought it would be great to get RCM for them, too. What do you think about it?? should i add RCM for all BF1 maps found in the addon folder?? And would you like to get the maps available for the GC??
Re: Battlefront Republic Commando [V 1.3]
Posted: Sat Feb 21, 2015 3:12 pm
by commanderawesome
Yes and yes!!!!!
Re: Battlefront Republic Commando [V 1.3]
Posted: Sun Feb 22, 2015 12:29 am
by JimmyAngler
The problem with that blank effect area is that it is actually the flag on your back. If you adjust the position of the flag on your model, it should fix that spot.
Re: Battlefront Republic Commando [V 1.3]
Posted: Mon Feb 23, 2015 1:33 pm
by Anakin
Thank you

i'll figure that out.
==EDIT==
Finished some bugs and got the BF1 Map support working.
Still looking for some tester.
Next changes:
Maybe i'll add Rhen Var and Bespin to the GC.
Maybe i'll add individual Loadscreens for the BF1 Maps.
You see both are just Maybes. The main thing left is testing all maps/mods and look for balance problems. So it's up to you how fast this will be released. Looking for 2 more tester
