The "Help me find a known PRE-EXISTING asset" topic (II)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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bamdur123
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by bamdur123 »

Can somone reupload the tusken camp assets?
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by acryptozoo »

Does Anybody Have a link to the Alliance Needler carbine ?
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

bamdur123 wrote:Can somone reupload the tusken camp assets?
Xavious wrote:Pinguin's Tatooine: Tuskencamp assets, which include the clone assassin requested earlier:

http://www.filefront.com/17354892/Tatoo ... elease.zip
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Cerfon Rournes »

Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by THEWULFMAN »

Cerfon Rournes wrote:Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!
Here you go :wink:
http://www.megaupload.com/?d=C5FJ4RTM
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Cerfon Rournes »

THEWULFMAN wrote:
Cerfon Rournes wrote:Can somebody reupload Dev's Plo Koon HD model from his assets thread? The link is dead.
Thanks!
Here you go :wink:
http://www.megaupload.com/?d=C5FJ4RTM
Thanks THEWULFMAN! :thumbs:
*EDIT* Link doesn't work: I keep getting this..

Code: Select all

The file you are trying to access is temporarily unavailable.
Please upload again: :o
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by skelltor »

try it again sometimes it takes a few trys with megauplode
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by THEWULFMAN »

skelltor wrote:try it again sometimes it takes a few trys with megauplode
yes, why dont you try again, because the file was temporarily unavalible :P
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by commander501stappo »

I got the same message when skelltor sendt me the pi's for my skinpack, try again, it works :wink:
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by bamdur123 »

thx for tusken camp assets
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Slime615 »

Where can I find that model of a Man whereing Jangos armur? It has been used many times... I need it for an Imperial Knight Mod I am making...
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

Slime615 wrote:Where can I find that model of a Man whereing Jangos armur? It has been used many times... I need it for an Imperial Knight Mod I am making...
Oh... There are many models.

Helmet-less clone trooper by NullCommando
Mandalorian Soldier by MandeRek
(You will find that in MandeRek's release thread)
There are also a helmet-less model for Jango and Boba, made by NeoMarz/Mars Marshall
(It was converted for XSI by Darth_Z)
You can also find a helmet-less 327th commander model, made by Deviss. You can download it in Deviss's assets.

They was used in Felucia: Mission BountyHunter, Dark Times, BF0, etc.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by DarthD.U.C.K. »

do you mean a helmetless jango?
there are two, one with mace windus head in calebs assetspack and one with the cloneface by neomarz i made
Last edited by DarthD.U.C.K. on Sun Nov 14, 2010 9:19 am, edited 1 time in total.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

DarthD.U.C.K. wrote:do you mean a helmetless jango?
there are two, one with mace windus head i one of calebs assetspacks and one with the cloneface by neomarz i made
@Slime615: By "calebs assetspacks", DarthD.U.C.K means that: http://starwarsbattlefront.filefront.co ... ease;89919
(skin made by The_Emperor)
EDIT: Oh no, that's not The_Emperor :oops:
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Slime615 »

thanks

EDIT
I dont know if this exists or not. Did anyone make a skill that spans a speeder bike? Like the dropperable eweb weapon in some mods, but droppes a speeder bike instead?

Double posting is against the RULES, please EDIT your post instead -Staff
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

You can simply use the stock one, a,d modify the ODF to make it droppable.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by Slime615 »

..... I can do that? WHat would I need to put in the ODF?
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by [Padawan]Helkaan »

I don't know if that works, but try it:
all_inf_combatspeeder_dispenser wrote:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "dispenser"

[Properties]
RoundsPerClip = "1"
ReloadTime = "2.0"

TriggerAll = "1"

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.5"
MaxItems = "1.0"
InitialSalvoDelay = "0.5"

AutoAimSize = "1.0"
MaxPressedTime = "0.0"

MinStrength = "0.3"
MaxStrength = "0.4"

TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"


[/code]
all_inf_combatspeeder wrote:
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "hover"
GeometryName = "all_hover_tank.msh"

[Properties]

WaterEffect = "com_sfx_waterwake_lg"

FLYERSECTION = "BODY"
VehicleType = "light"
AISizeType = "MEDIUM"
FirstPersonFOV = 52
CockpitTension = 20

WaterEffect = "com_sfx_waterwake_lg"
WakeEffect = "hailfire_wake"

MapTexture = "all_tank_icon"
HealthTexture = "HUD_combat_speeder_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "all_hover_tank"
//FirstPerson = "all\allcmspd;all_1st_cockpit_combatspeeder"
ExplosionName = "all_hover_combatspeeder_exp"

MaxHealth = 8000.0
HealthType = "vehicle"
HitLocation = "p_crithit 4.0"

TimeRequiredToEject = "7.5"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

CollisionScale = 1.5
CollisionThreshold = 5.0

SetAltitude = 0.5
GravityScale = 4.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 5.0
Deceleration = 5.5
Traction = 20.0
ForwardSpeed = 11.0
ReverseSpeed = 7.0
StrafeSpeed = 7.0

EnergyBar = 50
EnergyAutoRestore = 7.5
EnergyBoostDrain = 20
BoostSpeed = 20
BoostAcceleration = 75.0
BoostFOV = 60

SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0


AddSpringBody = "0.0 0.85 3.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "-1.3 0.85 2.0 1.75"
BodySpringLength = 1.0
AddSpringBody = "1.3 0.85 2.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "-0.75 0.85 -1.0 1.75"
BodySpringLength = 1.0
AddSpringBody = "0.75 0.85 -1.0 1.75"
BodySpringLength = 1.0

AddSpringBody = "0.0 0.85 -1.25 1.75"
BodySpringLength = 1.0

BodyOmegaXSpringFactor = 2

VelocitySpring = 5
VelocityDamp = 2.5
OmegaXSpring = 3.0
OmegaXDamp = 3.0
OmegaZSpring = 5.0
//OmegaZDamp = 1.5

//// COLLISION ////

SoldierCollision = "CollisionMesh"
SoldierCollision = "p_cube1"
SoldierCollision = "p_cube2"
SoldierCollision = "p_cube3"
SoldierCollision = "p_cube4"

OrdnanceCollision = "CollisionMesh"
OrdnanceCollision = "p_cube1"
OrdnanceCollision = "p_cube2"
OrdnanceCollision = "p_cube3"
OrdnanceCollision = "p_cube4"

TerrainCollision = "p_sphere1"
TerrainCollision = "p_sphere2"
TerrainCollision = "p_sphere3"
TerrainCollision = "p_sphere4"
TerrainCollision = "p_sphere5"
TerrainCollision = "p_sphere6"

VehicleCollision = "p_sphere1"
VehicleCollision = "p_sphere2"
VehicleCollision = "p_sphere3"
VehicleCollision = "p_sphere4"
VehicleCollision = "p_sphere5"
VehicleCollision = "p_sphere6"

BuildingCollision = "p_box"




StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3.0 //low is slow - How quickly the bank returns to level
LevelSpring = 2.0 //low is slow - the force the restores level
LevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotation

PCPitchRate = "15.0"
PCSpinRate = "25.0"
PCTurnRate = "30.0"

EyePointOffset = "0.0 1.0 -2.2"
TrackCenter = "0.0 2.0 -5"
TrackOffset = "0.0 1.0 5.0"
TiltValue = "8.0"

AutoAimSize = 1.0

PitchLimits = "-10 20"
YawLimits = "-0 0"

VehiclePosition = "common.vehicleposition.pilot"

WEAPONSECTION = 1
WeaponName = "all_weap_hover_combatspeeder_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_gun_L"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1

NextAimer = "-"

AimerNodeName = "hp_gun_R"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1


WEAPONSECTION = 2
WeaponName = "all_weap_hover_combatspeeder_cannon1"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon_L"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1

NextAimer = "-"

AimerNodeName = "hp_cannon_R"
AimerPitchLimits = "-15.0 25.0"
AimerYawLimits = "-0.0 0.0"
BarrelRecoil = "0.20"
FireOutsideLimits = 1


FLYERSECTION = "TURRET1"
VehiclePosition = "common.vehiclepositions.gunner"
FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
CockpitTension = 40
EyePointOffset = "0.0 2.0 4.0"
TrackCenter = "0.0 2.0 -1.0"
TrackOffset = "0.0 -1.0 1.0"
TiltValue = "5.0"

ForceMode = 1

VehiclePosition = "common.vehiclepositions.gunner"

PitchLimits = "-10.0 15.0"
YawLimits = "-180 180"
PCPitchRate = 15.0
PCTurnRate = 20.0

TurnRate = 1.5
TurnFilter = 10.0
PitchRate = 0.5
PitchFilter = 10.0
PitchDamp = 1.0

VehiclePosition = "common.vehicleposition.copilot"

WeaponName = "all_weap_hover_combatspeeder_missile"
WeaponAmmo = "0"

TurretNodeName ="aimer_missle_y"

AimerNodeName = "aimer_missle_x"
AimerPitchLimits = "-25.0 10.0"
AimerYawLimits = "-0.0 0.0"

PitchTurnFactor = "0.0"

FirePointName = "hp_missle_L1"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R1"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_L2"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R2"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_L3"
FireOutsideLimits = 1

NextAimer = "-"

FirePointName = "hp_missle_R3"
FireOutsideLimits = 1



//PilotPosition = "hp_gunner"
//PilotAnimation = "drive"


TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""

AISizeType = "MEDIUM"
MovingTurnOnly = 1


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_hover_tank_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-0.1 -0.1 0.2"
ChunkSpeed = "1.0"
ChunkUpFactor = "2.00"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_hover_tank_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "11.0"
ChunkUpFactor = "8.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_hover_tank_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkUpFactor = "7.00"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_hover_tank_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.2 0.1 0.1"
ChunkSpeed = "1.2"
ChunkBounciness = 0.3
ChunkStickiness = 0.45
ChunkUpFactor = "2.00"



DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage3"

DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage4"

//DamageStartPercent = 50.0
//DamageStopPercent = 30.0
//DamageEffect = "com_sfx_vehiclespark"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage1"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 2.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage2"

//DamageStartPercent = 5.0
//DamageStopPercent = 0.0
//DamageEffect = "com_sfx_vehicleflame"
//DamageEffectScale = 1.5
//DamageInheritVelocity = 0.5
//DamageAttachPoint = "hp_damage_2"

VOUnitType = 124
EngineSound = "all_hover_combatspeeder_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = "com_amb_spark_c"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"

[/code]
Then modify your REQ and your LUA.
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by tnt_1992 »

can someone help me find the vehicle from the conversion pack i would really like to get some of the vehicles from it, i would just use the side lvl for them but i dint know the file name to lable vehicle as
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Re: The "Help me find a known PRE-EXISTING asset" topic (II)

Post by DarthD.U.C.K. »

im shure you will be able to find it in the convopack vehicleside (the downloadlink seems to be down though, reupload anybody?). if you only want to know the reqname to load and spawn it, describe it and im shure somebody can teel you the proper name.
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