SWBF Files is currently under maintenance though. You can always make a copy of an existing unit .odf(s) and edit those.
Re: improved CloneCommando Version 2 released!
Posted: Tue Jul 07, 2009 6:13 pm
by Deviss
AQT wrote:SWBF Files is currently under maintenance though. You can always make a copy of an existing unit .odf(s) and edit those.
ou you are right, so sorry for send you that link Fierfek, if you like i could post the clone commando source files for you
Re: improved CloneCommando Version 2 released!
Posted: Tue Jul 07, 2009 6:18 pm
by Fierfek
DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
Re: improved CloneCommando Version 2 released!
Posted: Tue Jul 07, 2009 6:26 pm
by Deviss
Fierfek wrote:
DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
mmm i don't if is needed have permission, but you could use the for example inf rifle odf and improve it to Elite rifle you like, only need change the geometry names to your weapon msh
Re: improved CloneCommando Version 2 released!
Posted: Tue Jul 07, 2009 7:10 pm
by Fierfek
DEVISS-REX wrote:
Fierfek wrote:
DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
mmm i don't if is needed have permission, but you could use the for example inf rifle odf and improve it to Elite rifle you like, only need change the geometry names to your weapon msh
Majin Revan posted this. Does it apply to everyone, or just the guy who pm'd him?
Hidden/Spoiler:
PvtParts wrote:
I wanted to ask right of the bat, if it was okay if I modified your files.
What I will most likely do, plan to do (or hope to do in some cases) is:
1 - Modify basic odf attributes such as damage, velocity, and color
2 - I hope you dont take offense from this, but I personally like the look of Penguins DC-17m weapons. If, thats if, I ever get a copy of her models (not the pistol, just the main weapons) I will most likely replace Qdins models with hers.
3 - This is probably the most obvious one, but changing the skins of the Commando is one of the biggest, most relevant things.
I know I sent this to you literally moments after you released your files, but as I said, I wanted to make sure I got this to you straight away.
Thanks regardless,
Parts
Majin posted his repy in a thread:
LOL, don't modify my .odf files for weapons! They are perfect! LOL. I'd prefer that you would start from scratch for the .odf files for weapons, but you can use mine as a base, LOL.
Swapping models is not a problem.
And sure, modify the skin of the Clone Commando.
- Majin Revan
Re: improved CloneCommando Version 2 released!
Posted: Wed Jul 08, 2009 3:28 am
by AQT
Why would anyone be excluded? Of course it applies to everyone. Now please quit filling DarthD.U.C.K.'s thread up with with these off-topic questions of yours.
Re: improved CloneCommando Version 2 released!
Posted: Mon Jul 27, 2009 5:23 pm
by DarthD.U.C.K.
i updated the first post with the new dl-link to the archive that now inlcudes the texture for the glow
i somehow forgot to put it in the archive before
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 6:20 am
by lucasfart
just wondering if someone could explain to me how and where to add the -nocollision part.....
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 6:42 am
by DarthD.U.C.K.
create a file called thecommandosmeshname.msh.option in your sides msh folder
open it and write -nocollision into it
thats it
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 11:34 am
by Null_Clone_Assasin
this is so awesome D.U.C.K , dling now
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 6:00 pm
by lucasfart
thanks darth, that worked perfectly. also having a few minor texture troubles.
1. no first person view(no textures or models showing but it still works when you fire
2. in the unit select list units you cant get are normally blacked out but with the commando his shoulder pad, gun, and ammo pack are all black and his body armour is in full colour so it looks kind of strange
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 6:02 pm
by DarthD.U.C.K.
1. i didnt include 1st persons, if they are avaible you should be able to get them rom the infantry or original clonecommando assets
2. thats weird, i have absolutely no ideaow this can happen, does this apply on all variants?
Re: improved CloneCommando Version 2 released!
Posted: Mon Aug 03, 2009 7:09 pm
by Maveritchell
DarthD.U.C.K. wrote:2. thats weird, i have absolutely no ideaow this can happen, does this apply on all variants?
Did you use any kind of shader on those parts? You'll notice that shaders (alpha, envmap, etc.) are rendered despite the unit being shown in "zero-light" conditions. Maybe you applied something to them that did it.
Re: improved CloneCommando Version 2 released!
Posted: Tue Aug 04, 2009 4:10 am
by DarthD.U.C.K.
i didnt give it a flag, i just removed the clusters from all parts to be able to change the texture more quickly
Re: improved CloneCommando Version 2 released!
Posted: Tue Aug 04, 2009 6:09 am
by lucasfart
yep. it happens to all the commando models i've used.......could it have something to do with the fact that i mixed it in with the original clone commando source files. i didn't add the units though, just the weapons.....
@thunder: thanks, although neomarz did the biggest part of the work
@lucasfart: sorry, but i have no idea how to fix this, i suppose its battlefront who allways invents something new to annoy me
Re: improved CloneCommando Version 2 released!
Posted: Fri Aug 21, 2009 8:16 pm
by Fierfek
Did you say this would munge very fast with a mesh option for each model that only has -nocollision in it? It takes forever to munge for me (2 hours).
I copied/renamed an existing option file for each model, and put the -nocollision thing in each one, but still takes forever to munge. What am I doing wrong?
Re: improved CloneCommando Version 2 released!
Posted: Sat Aug 22, 2009 4:20 am
by DarthD.U.C.K.
for me munging the commandos is way faster
munging a world with 2 commandos (one with nocollision) other custom units and about 5 other models and all the other stuff takes never more than 1/2 hour
Re: improved CloneCommando Version 2 released!
Posted: Sat Aug 22, 2009 12:57 pm
by Fierfek
DarthD.U.C.K. wrote:for me munging the commandos is way faster
munging a world with 2 commandos (one with nocollision) other custom units and about 5 other models and all the other stuff takes never more than 1/2 hour