MidnightSpirit wrote:The Dark times unit you may be talking about is this one:
Hidden/Spoiler:
But it has a lot more armor than the reference picture troopers do. As well as a different cape entirely.
As well as yours Deviss:
Hidden/Spoiler:
I have no idea how to model but since no trooper that I am looking for exist I'll have to learn. (yay haha)
well my version, its kitbash (parts from differents model, for get one), if you want i could remove some parts of it
Re: All-Purpose Request Thread (Mk. IV)
Posted: Sat Jan 18, 2014 12:26 pm
by Anakin
It's more an idea. But it would be great if someone could do something like that for me.
Instead of the stock guardian and war hearo effect, and glowing medals on the chest. That would be awesome. Can someone do such an effect for me??
Addon Meshes (please post)
Posted: Mon Jan 20, 2014 12:11 am
by itchytoenail
Hi, I am working on a side mod for the republic. I was wondering if people could please post links to addon meshes that would work well with ep3 clones. Any type would be good, however preferably backpacks, ammo, radios and such.
thanks,
-Max <- No signatures please. -Staff
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Jan 29, 2014 11:04 am
by TWINKEYRUNAWAY
Exactly what things/work did pscyofred contribute to Gametoast? I notice him in a lot of peoples credit's and im very curious about it. Ive been to secretsocitiy and seen some of his released stuff, but there are a few things like his female pilot model that seem to be other mods like the convopack and not directly linked in secretsociety. Im curious if he relased things/resources outside of secretsociety. (This is just for curiosty though).
Re: All-Purpose Request Thread (Mk. IV)
Posted: Thu Jan 30, 2014 10:26 pm
by MidnightSpirit
Are there any models for Phase II clone troopers besides the stock BF2 models?
I am looking for an experienced texture artist for the mod Halofront. He/She will have to show me their recent work before being accepted. UV-ing will also be required. So, basically, you will bring all my models to life. Post a reply here and I will PM you personally.
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 8:44 am
by Anakin
I need the conquest cp path names from all Stock maps. I tried to read them out of the pth files, but for some reason my assets seam to be not complete.
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 9:14 am
by AQT
Were you looking in ****_conquest.pth? Also, you could always download/install the assets from the mod tools again if they are "incomplete."
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 11:10 am
by Anakin
In the tat world3 folder i have these files:
tat3.pth
tat3_1flag.pth
tat3_con.pth
tat3_ctf.pth
tat3_Design.pth
tat3_hunt.pth
tat3_Shadows.pth
tat3_SoundEmitters.pth
tat3_SoundRegions.pth
tat3_SoundSpaces.pth.
I found the names for most maps. But these i couldn't find:
endor, felucia, mustafar, tat3 (= jabbas palace), tantiv (only for cp1 where rep starts. The cp is called cp7 in the world source)
so if someone could give me the names for the few maps above
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 11:52 am
by AQT
If you open the .lyr file containing the conquest CPs of those maps and do a search for SpawnPath, you should be able to find them all along with the associated CP name. Opening the .wld files up in ZE would be a good alternative too.
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 12:21 pm
by Anakin
Thanks for the tipp
But now i still cannot find the path names from
felucia and mustafar.
mus1_BRun
mus1_Campaign
mus1_CTF
mus1_CTFCP
mus1_deathreagen
mus1_DESIGN
mus1_rumble
mus1_SoundEmitters
mus1_SoundRegions
mus1_SoundSpaces
mus1_TDM
mus1_1CTF
are the only lyr files for Mustafar. There is no con or conquest file
And for felucia there are these:
fel1_DESIGN
fel1_ShadowRGN
fel1_light_RGN
fel1_SoundRegions
fel1_TDM
fel1_1CTF
fel1_CAMPAIGN
fel1_CTF
fel1_CTFCP
what files are for conquest??
Re: All-Purpose Request Thread (Mk. IV)
Posted: Wed Feb 26, 2014 3:08 pm
by Locutus
Thats very easy to find out even without opening the map in ZE.
Simply take a look at the map's LDX file.
First, it lists all layers that are used on the map, then it lists which layers are used for each mode. (remember: Common is always loaded).
In case of Mustafar you'll find GameMode("CONQUEST")
{
Layer(2);
}
If you scoll up you'll see that layer 2 is Layer("DESIGN", 2, 2)
{
Description("");
}
Now all you need to is to open mus1_DESIGN.lyr and copy your paths:)
Re: All-Purpose Request Thread (Mk. IV)
Posted: Tue Mar 11, 2014 4:51 pm
by Eaol
Can someone please upload the stock side.lvls? I'm trying to figure out the source of a crash I've been having since I installed both v1.3 and Battlefront Evolved 1.0, and I thought it might have to do with side changes, so I wanted to test it.
I have been trying to get new ambient sounds working, but I cannot munge them. My SWBFI modtools do not work for some reason, and nor does my BFII. If I uploaded the soundtrack, would someone munge it for me and help me set it up? Thanks
I also have problems when i use the Modtools VisualMunge.exe. Try starting the mungebat via cmd.
So you need to browse to
C:\BF2_ModTools\data_XXX and than type "soundmunge.bat PC"
Re: All-Purpose Request Thread (Mk. IV)
Posted: Sat Mar 15, 2014 11:27 am
by Kingpin
Anakin wrote:I also have problems when i use the Modtools VisualMunge.exe. Try starting the mungebat via cmd.
So you need to browse to
C:\BF2_ModTools\data_XXX and than type "soundmunge.bat PC"
The other problem I have is when I follow Mav's tutorial with BFII Mod Tools, then when I do munge the sounds, the file I need to move is not the efx.lvl, but common.lvl or something like that, so the LUA does not read it.
Re: All-Purpose Request Thread (Mk. IV)
Posted: Sat Mar 15, 2014 1:56 pm
by Anakin
i think it's better when you make a new thread in the modding forum with all things you tryed and the problems you have