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Re: All-Purpose Request Thread (Mk. IV)

Posted: Sat May 12, 2012 12:48 pm
by Lephenix
Ok, i'll see, you better removing the link, if you don't want your door to be stolen.
Can you give me a new link by PM please ? A new hosting site would be nice, it doesn't work on that site.

EDIT: nvm, worked, exporting now .

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun May 13, 2012 7:32 am
by lucasfart
Those are really nice models! Great work, especially on those textures!

With your pictures, instead of posting links you can show them here. Just makes it a bit easier for people to view:
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Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun May 13, 2012 9:12 am
by sereja2
Thank's! The textures is nice, but bumpmap, and correct light, make it very realistic. Also, hex editing help me much. The map look's realy beautyfull, and I like to play in it by myself, but gameplay is not very fun: it is just a circle of bar platforms, with arena in the mid. Hope animated door (when/if will finished), let the enemy come closer, and add some mess in the bar...

Re: All-Purpose Request Thread (Mk. IV)

Posted: Sun May 13, 2012 1:08 pm
by Lephenix
Check your pms. I need the .scn files or .xsi 5.0 files or .obj .

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon May 14, 2012 11:53 am
by lucasfart
Slightly offtopic, but you should just add some crates/small props for cover - it'd make a massive difference to the gameplay...

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon May 14, 2012 3:25 pm
by Havoc 526
Hi guys! I wondering if anyone has made a model for the BTL-B Y-Wing Starfighter used in the clone wars.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon May 14, 2012 3:33 pm
by THEWULFMAN
Havoc 526 wrote:Hi guys! I wondering if anyone has made a model for the BTL-B Y-Wing Starfighter used in the clone wars.


Mav did, but it will remain unreleased. Warb Null has, and Darth_Spiderpig converted it. It's used in my The Clone Wars mod, and once that is released a lot of the assets from the mod will become public-use. I do believe Spidey was okay with it being released.

So expect it to be released sometime this year. Maybe a Christmas present. :lol:

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon May 14, 2012 3:39 pm
by Havoc 526
Awesome, cool! Glad to know that's taken care of.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 15, 2012 4:49 am
by sereja2
I am got lots of small props, but they are all in bars, but "sky briges" is empty. So, if the infantry need to get unspotted, to the next bar platform, they surely need to hide, behind the door.

But for now, most important thing to me, it is creation custom door animation. Thank's to Lephenix, now I got exported door_open.msh and door_basepose.msh, but unfortunately, I figure out, the exist tutorial, about converting door_open.msh and door_basepose.msh to .zaabin and .zafbin adopted only for SWBF2. I do not have disc of this game, and without it, can't use BF2_modtools, so, if somebody know, about tutorial for SWBF1 (if it exist), or agreed to convert for me door animation, please help, and my map will be released faster.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 15, 2012 6:29 am
by lucasfart
I don't really know alot on this subject, but I always thought this type of stuff was sorted out in ZE. I don't know if there's an equivalent doc for BF1, but in BF2 there's a doc called procedural animation, which gives the example of setting up animations on static props.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 15, 2012 7:54 am
by sereja2
No, it works only for happy owners of SWBF2.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 15, 2012 8:06 am
by Anakin
Hi,

can someone do an HUD msh file?

I tryed some of the Stock ones, but they don't looks good.

the format should be 16:9.

thx much

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue May 15, 2012 5:52 pm
by AQT
lucasfart wrote:I don't really know alot on this subject, but I always thought this type of stuff was sorted out in ZE. I don't know if there's an equivalent doc for BF1, but in BF2 there's a doc called procedural animation, which gives the example of setting up animations on static props.
He's doing the type of animated door that opens automatically when someone walks up to it and closes when no one is near it or around (done in XSI). This type of an animated door works in SWBF1, as seen in the Jabba's Palace map. Also, if SWBF1 did support ZE animation (sereja2 says it does not), I'm certain the SWBF1 version of lua can't handle such a script to play an animation when someone is in a region and rewind it when someone is not.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 16, 2012 11:12 am
by Maveritchell
sereja2 wrote:But for now, most important thing to me, it is creation custom door animation.
Always take a look in the appropriate tutorials sticky topics. In this case, the sticky in the Modeling subforum has a tutorial specifically on your issue:
http://www.gametoast.com/forums/viewtop ... 36&t=14540

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 16, 2012 12:52 pm
by sereja2
Thank's for advance, but actualy, by using this tutorial I create my door. But I am stuk, at "Step 8 Creating the anims in BFmodtools".
Without SWBF2 game, I can't use BFmodtools, and create my world with animation folder, so, can't copy in there any .bat files. In SWBF1 BFBuilder, there is no such directories, like Assets/Animation or .bat files in there, and when I try copy all of this from SWBF2 BFmodtools, it is not work. Also, I think, I must edit those .bat files, by some other way...
Well anyway, the only result for now, it's total mess on my PC... :sick:

Re: All-Purpose Request Thread (Mk. IV)

Posted: Wed May 16, 2012 5:42 pm
by Lephenix
sereja2 wrote:Thank's for advance, but actualy, by using this tutorial I create my door. But I am stuk, at "Step 8 Creating the anims in BFmodtools".
Without SWBF2 game, I can't use BFmodtools, and create my world with animation folder, so, can't copy in there any .bat files. In SWBF1 BFBuilder, there is no such directories, like Assets/Animation or .bat files in there, and when I try copy all of this from SWBF2 BFmodtools, it is not work. Also, I think, I must edit those .bat files, by some other way...
Well anyway, the only result for now, it's total mess on my PC... :sick:
I'll try it for you, i have already done one working door some years ago. If it works corrrectly, i'll send you the good files.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Thu May 17, 2012 8:38 am
by Executer94
Could someone add glow to the stock blockaderunner, the engines of the stock stardestroyer and the nebulon-b frigate/medialfrigate?

You will be credited for sure in my upcoming Space Felucia map!

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri May 18, 2012 2:27 am
by Tears2Roses
@sereja2
SWBF2 is available on Steam for $9.99 USD. That really cheap if you ask me. And yes, as far as i'm aware of, the tools work with the steam version of the game. im not sure how not having the game installed prevents you from using the tools, it should only conflict with ZE...

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri May 18, 2012 5:38 am
by sereja2
Unfortunately, in my country is impossible to found original disc of this game, it seems only pirate versions can be licensed. Hunting for SWBF1 disc, takes about 4 years, lots of money, and I have to vent in other country to get it. Not sure I am ready for new voyage, for SWBF2.
Still, it cud be nice, if somebody just convert animation for me, pleeease...

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri May 18, 2012 7:37 am
by Lephenix
sereja2 wrote:Unfortunately, in my country is impossible to found original disc of this game, it seems only pirate versions can be licensed. Hunting for SWBF1 disc, takes about 4 years, lots of money, and I have to vent in other country to get it. Not sure I am ready for new voyage, for SWBF2.
Still, it cud be nice, if somebody just convert animation for me, pleeease...
http://www.ebay.com/sch/Games-/139973/i ... m=PC&rt=nc