[WIP] Battlefront Extreme - Status: 99%!
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DeathRow
- Master Bounty Hunter

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ARC_Commander
- High General

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VF501
- Lieutenant Colonel

- Posts: 539
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- Projects :: Various Stuff- Weapon models. UDK Stuff
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RevanSithLord
- Sith Master

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ARC_Commander
- High General

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ARC_Commander
- High General

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I've now made an Air Droid, like from the Episode 3 game. It replaces the Trandoshan on a few maps. It's an orange-skinned battledroid (a new skin, not the standard one), with a sort of exhaust vent (a black square, with bevelling to look 3-D) drawn onto the back of its backpack. I've obtained a jetpack effect with only one flame, and it comes out of the exact spot where I've drawn the exhaust. Very convincing-looking. It has shielding, energy grenades, a wrist blaster and a wrist tri-shot.
In other news - Cin Drallig is crashing. Pfft. As usual, the log says nothing useful. And Asajj Ventress and Ki-Adi-Mundi on Mygeeto have some odd problems, which I'm working on.
To my beta tester: Sorry, it'll be a little longer than expected. And the bloody ARC-170 tailgun view is still messed up. Grr.
Oh - and could somebody tell me where to get the modified core.lvl or shell.lvl or whatever that lets you use Free Camera and Fake Console in normal mode (not BF2 Mod Tools.exe)? The link appears to be down. I'll be posting screenies once I install it.
In other news - Cin Drallig is crashing. Pfft. As usual, the log says nothing useful. And Asajj Ventress and Ki-Adi-Mundi on Mygeeto have some odd problems, which I'm working on.
To my beta tester: Sorry, it'll be a little longer than expected. And the bloody ARC-170 tailgun view is still messed up. Grr.
Oh - and could somebody tell me where to get the modified core.lvl or shell.lvl or whatever that lets you use Free Camera and Fake Console in normal mode (not BF2 Mod Tools.exe)? The link appears to be down. I'll be posting screenies once I install it.
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RevanSithLord
- Sith Master

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ARC_Commander
- High General

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I've given the Jedi starfighter a red skin, because only Anakin's was yellow. It's got ion cannons instead of homing rockets, so you can take out most starfighters in a matter of seconds. It's really fast, too - the only drawbacks are no homing missiles, and low health.
I'm going to make RotE starfighters - I'm doing black-skinned versions of the Ep3 fighters. Should look cool.
And Cin Drallig is still not working.
Same with the ARC-170 tailgun, but I'm making headway on it. Now it actually faces the back of the starfighter, hooray!
BTW, my Cin Drallig has the skin from the movie, not the video game. I got it from the original JKA model, that came with two skins. I think the other skin, the one that came with the Conversion Pack sources, looks kinda like Ganondorf.
So I'm using a more realistic-looking one.
I'm going to make RotE starfighters - I'm doing black-skinned versions of the Ep3 fighters. Should look cool.
And Cin Drallig is still not working.
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Note that ion cannons have been portrayed only as really effective against shields, and that they've never been able to destroy starfighters. My suggestion for them would be to (not have them on interceptors, har har
) make them so that they are scaled for lots of damage against shields and very little against everything else (that's what I did for my R-41's ion cannons), or experiment with the haywire ordnance. I haven't experimented with it, because I just found out about it recently, but it apparently is used to disable vehicles. Here's a link to a doc from psych0fred's site, one which should help you figure out how to set up a haywire ordnance.
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ARC_Commander
- High General

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VF501
- Lieutenant Colonel

- Posts: 539
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ARC_Commander
- High General

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ArmorScale? I thought it was VehicleScale...
In other problemos muy idiosos... the timebomb disappears as soon as you plant it. It's pretty much unchanged. (At one point, it used the detpack model instead of the timebomb model, but I overwrote all the changed files with copies from the assets.) Once you drop it, you see the purple flash and hear the ticking, which quickly fades away. Very odd. A problem with the geometry, possibly?
Also: I made new marine skins for the clones. They're cool. Basically, it's a standard jet trooper, but with silver, RC-ish armour, a blue T-visor, and Cody's breath filter. And I've used a reskinned Jango pistol (by Syth) for Leia's pistol, which the Rebel Captain (fleet) also uses. Jango's pistol (again, the one by Syth) also has a more metallic reskin. The Rebel Captain on Hoth is basically a Rebel Hoth trooper with a rifle, commando pistol, four thermals, rally, and an E-Web. You can set it up in the trenches, it's quite realistic. Elsewhere, the Rebel Mercenary replaces the captain, with a bolt-action double-barreled rifle and jump jets. Components by Syth.
In other problemos muy idiosos... the timebomb disappears as soon as you plant it. It's pretty much unchanged. (At one point, it used the detpack model instead of the timebomb model, but I overwrote all the changed files with copies from the assets.) Once you drop it, you see the purple flash and hear the ticking, which quickly fades away. Very odd. A problem with the geometry, possibly?
Also: I made new marine skins for the clones. They're cool. Basically, it's a standard jet trooper, but with silver, RC-ish armour, a blue T-visor, and Cody's breath filter. And I've used a reskinned Jango pistol (by Syth) for Leia's pistol, which the Rebel Captain (fleet) also uses. Jango's pistol (again, the one by Syth) also has a more metallic reskin. The Rebel Captain on Hoth is basically a Rebel Hoth trooper with a rifle, commando pistol, four thermals, rally, and an E-Web. You can set it up in the trenches, it's quite realistic. Elsewhere, the Rebel Mercenary replaces the captain, with a bolt-action double-barreled rifle and jump jets. Components by Syth.
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ARC_Commander
- High General

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Updaaaaate!
Grenades now blink instead of glowing. Looks cooler, and there are more colours to choose from.
I've decided to use the mine model for the timebomb. Haven't tested yet.
The EP2 clone recon trooper is a green ARC, like in the Conversion Pack. He's got a Westar-M5 (the ARC rifle), the pistol from RC, stealth, and EMP grenades.
All ARC troopers have custom capes. Skirts, if you will. (Oh, I know, designer skirts, I'm quite the fashionista.
) They're CW cartoon style, so they have a trim around the edges matching their armour trirm colour. Like so:

And I've added cloaked Kit Fisto and Captain Fordo as heroes. Kit's on the Tantive 4 (couldn't think of anywhere else) and Fordo shall be on either the Death Star or Mustafar.
I've increased the height limits on several maps, so you can snipe on top of the arch on Naboo, or the towers on Mygeeto.
Basically, all that's left to do is hero debugging and the [censored]in' ARC-[censored]in'-170 tail-[censored]in'-gun view. It's maddening. And the AT-AT has passenger slots, whose view I am also trying to correct. And the AT-ST now has proper weapons - a mortar launcher is the co-pilot's weapon. Which I'm trying to work on the view for. And I also need to do some more mission.lvl editing, which is boring. I'm also figuring out how to add extra locals.
I've found a combo editor! Hooray! If I didn't get a cryptic error every time I tried to change the title of the thread, I would remove the [Combo Editor Needed] and change the progress to 95%.
Grenades now blink instead of glowing. Looks cooler, and there are more colours to choose from.
I've decided to use the mine model for the timebomb. Haven't tested yet.
The EP2 clone recon trooper is a green ARC, like in the Conversion Pack. He's got a Westar-M5 (the ARC rifle), the pistol from RC, stealth, and EMP grenades.
All ARC troopers have custom capes. Skirts, if you will. (Oh, I know, designer skirts, I'm quite the fashionista.
And I've added cloaked Kit Fisto and Captain Fordo as heroes. Kit's on the Tantive 4 (couldn't think of anywhere else) and Fordo shall be on either the Death Star or Mustafar.
I've increased the height limits on several maps, so you can snipe on top of the arch on Naboo, or the towers on Mygeeto.
Basically, all that's left to do is hero debugging and the [censored]in' ARC-[censored]in'-170 tail-[censored]in'-gun view. It's maddening. And the AT-AT has passenger slots, whose view I am also trying to correct. And the AT-ST now has proper weapons - a mortar launcher is the co-pilot's weapon. Which I'm trying to work on the view for. And I also need to do some more mission.lvl editing, which is boring. I'm also figuring out how to add extra locals.
I've found a combo editor! Hooray! If I didn't get a cryptic error every time I tried to change the title of the thread, I would remove the [Combo Editor Needed] and change the progress to 95%.
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EGG_GUTS
- Master Bounty Hunter

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Caleb1117
- 2008 Most Original Avatar
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ARC_Commander
- High General

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ARC_Commander
- High General

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Well, I'm just full of double-posting updating goodness, aren't I?
I've added a few new vehicles that aren't used by default - a reskinned (better-looking) V-19 Torrent, and the swampspeeder, for example. I'm having problems with creating new FPV's and HUD tags. For some reason, the Republic rifle and pistol HUD icons don't appear in-game. Would this be fixable by loading the models in a req? Oh, and the Royal Guard's crashing. Pfft.
I've added a few new vehicles that aren't used by default - a reskinned (better-looking) V-19 Torrent, and the swampspeeder, for example. I'm having problems with creating new FPV's and HUD tags. For some reason, the Republic rifle and pistol HUD icons don't appear in-game. Would this be fixable by loading the models in a req? Oh, and the Royal Guard's crashing. Pfft.
- phazon_elite
- Rebel Colonel

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ARC_Commander
- High General

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