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

Posted: Tue Mar 13, 2012 11:29 pm
by THEWULFMAN
SleepKiller wrote:Can someone re-upload these http://www.gametoast.com/forums/viewtop ... 64&t=23598? The Gamefront links give me 404 after the 5 second count down. Cheers to anyone who can help.

Here you go.

I'll permanently host this file if someone wants to edit this link onto the original release topic. I'm looking at you AQT. ;o

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

Posted: Tue Mar 13, 2012 11:48 pm
by SleepKiller
THEWULFMAN wrote:...
Thanks man.

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

Posted: Tue Mar 20, 2012 5:35 am
by ht156
It seems the links to the BFX assets are down again... would someone be so kind as to reupload them again? Thanks

Download link fixed, please try again -Staff

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

Posted: Fri Mar 23, 2012 10:06 am
by Delta-1035
Does anyone have the .odfs for this speeder?
Image

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

Posted: Fri Mar 23, 2012 12:19 pm
by [Padawan]Helkaan
Is it this? :
Hidden/Spoiler:
[quote="all_hover_combatspeeder_proto.odf"][code][GameObjectClass]
ClassLabel = "hover"
GeometryName = "all_hover_combatspeeder_proto.msh"

[Properties]
FLYERSECTION = "BODY"

VehicleType = "light"
AISizeType = "MEDIUM"

MapTexture = "flashspeeder_icon"
HealthTexture = "HUD_flashspeeder_icon"
MapScale = 1.5

GeometryName = "all_hover_combatspeeder_proto"
//FirstPerson = "flashspeeder\flashspeeder;com_1st_cockpit_nubianspeeder"
ExplosionName = "all_hover_combatspeeder_exp"

MaxHealth = 5400.0
HealthType = "vehicle"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 0.4
DamageInheritVelocity = 0.5
DamageAttachPoint = "hp_damage_2"

CollisionScale = 1.5
CollisionThreshold = 5.0

SetAltitude = 0.0
GravityScale = 4.0
LiftSpring = 0.0
LiftDamp = 0.0

Acceleration = 5.0
Deceleration = 9.0
Traction = 20.0
ForwardSpeed = 18.0
ReverseSpeed = 14.0
StrafeSpeed = 8.0


SpinRate = 1.7
TurnRate = 1.7
TurnFilter = 5.0
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0

AddSpringBody = "-1.8 1.4 1.7 2.5"
BodySpringLength = 1.0
AddSpringBody = "1.8 1.4 1.7 2.5"
BodySpringLength = 1.0

AddSpringBody = "0.0 2.4 -2.0 3.5"
BodySpringLength = 1.0
BodyOmegaXSpringFactor = 2

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

StrafeRollAngle = 0.01
ThrustPitchAngle = 0.0
BankAngle = -0.01
BankFilter = 3//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

EyePointOffset = "0.0 5.7 -9.5"
TrackCenter = "0.0 4.5 -9.0"
TrackOffset = "0.0 0.5 5"
TiltValue = "5.0"

AutoAimSize = 1.0

PitchLimits = "-7 25"
YawLimits = "-90 90"

PilotPosition = "hp_pilot"
PilotAnimation = "drive"

VehiclePosition = "common.vehicleposition.pilot"

WeaponName = "nab_weap_hover_gianspeeder_cannon1"
WeaponAmmo = 1

AimerNodeName = "Side_gun_base"
AimerPitchLimits = "0 10.0"
AimerYawLimits = "0 0"
BarrelNodeName = "side_gun_barrel"
BarrelRecoil = "0.2"
FirePointName = "hp_fire"

NextAimer = "-"

AimerNodeName = "Side_gun_base1"
AimerPitchLimits = "0 10.0"
AimerYawLimits = "0 0"
BarrelNodeName = "side_gun_barrel1"
BarrelRecoil = "0.2"
FirePointName = "hp_fire1"

FLYERSECTION = "TURRET1"

EyePointOffset = "0.0 1.0 2.0"
TrackOffset = "0.0 0.0 7.0"
TiltValue = "15.0"

PitchLimits = "-25.0 10.0"
YawLimits = "-80 80"
PCPitchRate = 20.0
PCTurnRate = 20.0

PilotPosition = "hp_passenger"
PilotAnimation = "drive"
//ControlsUnit = "1"

FLYERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner"
//FirstPerson = "all\allsccam;all_1st_cockpit_securitycam"
ForceMode = 1

EyePointOffset = "0.0 5.0 -11.0"
TrackCenter = "0.0 3.0 -10.0"
TrackOffset = "0.0 0.0 4.5"
TiltValue = "5.0"

PitchTurnFactor = "0.0"
PitchLimits = "-15.0 10.0"
YawLimits = "-25 25"
PCPitchRate = 15.0
PCTurnRate = 20.0

WeaponName = "imp_weap_hover_fightertank_laser"
WeaponAmmo = 0

TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 0.5
PitchDamp = 1.0

HierarchyLevel = 1
//TurretNodeName = "Turret_base"
//AimerPitchLimits = "-15 10"
//AimerYawLimits = "-0 0"


//NextAimer = "-"

AimerNodeName = "Turret_gun_pivot"
AimerPitchLimits = "-0 0"
AimerYawLimits = "-25.0 25.0"

NextAimer = "-"

AimerNodeName = "Turret_gun"
AimerPitchLimits = "-0 0"
AimerYawLimits = "-0 0"

BarrelNodeName = "Turret_gun_barrel"
BarrelRecoil = "0.25"
FirePointName = "hp_fire_main"

PilotPosition = "hp_main_gunner"
Pilot9Pose = "minigun_9pose"


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


// ---------- COLLISION ---------------

VehicleCollision = "p_collision1"
VehicleCollision = "p_collision2"
VehicleCollision = "p_collision4"
VehicleCollision = "p_collision5"


SoldierCollision = "p_collision1"
SoldierCollision = "p_collision2"
SoldierCollision = "p_collision4"
SoldierCollision = "p_collision5"

BuildingCollision = "p_building_cylinder"

OrdnanceCollision = "p_collision1"
OrdnanceCollision = "p_collision2"
OrdnanceCollision = "p_collision4"
OrdnanceCollision = "p_collision5"


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 4.0 1.5"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "13.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "mediumsmoketrail"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_2"


CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25


CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "all_hover_rebel_attack_speeder_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "9.0"
ChunkBounciness = 0.3
ChunkStickiness = 0.45

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke_4"


EngineSound = "all_hover_combatspeeder_engine_parameterized"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
TurnOnSound = ""
TurnOffSound = ""
MusicSpeed = "0.15"
MusicDelay = "3.0"
CISMusic ="cis_vehicle"
GroundedSound = ""
GroundedHeight = ""[/code][/quote]
Please use hide tags with large walls of text/code. -Staff

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

Posted: Fri Mar 23, 2012 4:27 pm
by Delta-1035
Yup, thanks man. :)

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

Posted: Fri Mar 23, 2012 7:50 pm
by AQT
Just so you know, both the model and the ODF of that vehicle can be acquired by going to the following:
And clicking on the Combat Speeder Prototype link.

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

Posted: Sun Mar 25, 2012 8:05 pm
by PvtMichaelJCaboose

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

Posted: Sun Mar 25, 2012 8:22 pm
by ARCTroopaNate
Thanks MichaelJCaboose! :D

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

Posted: Wed Mar 28, 2012 6:59 am
by Delta-1035
Does anyone have the Hoplite Shield (300)?
http://www.gametoast.com/forums/viewtop ... 64&t=19533

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

Posted: Wed Mar 28, 2012 7:39 am
by Bob

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

Posted: Wed Mar 28, 2012 9:28 am
by Delta-1035
Thanks man, that was fast. :P

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

Posted: Sat Mar 31, 2012 1:37 pm
by RAS
hi, does anyone know where can i find VF501's version of the DC-17 ICWS ? it was used it DEV's side mode and battlefront project (or power) i only seem to find Qdin's version .

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

Posted: Sun Apr 01, 2012 4:31 am
by [Padawan]Helkaan
It was released but rapidly deleted by a staff member because it was ripped from the Republic Commando game, if I remember correctly. So only Qdin's version is available...

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

Posted: Sun Apr 01, 2012 6:12 am
by AQT
Only the textures were ripped. The models were made from scratch. :)

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

Posted: Sun Apr 01, 2012 10:44 am
by ARCTroopaNate
I use the ones from the Conversion pack, they have everything you might need for a Clone Commando.

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

Posted: Sun Apr 01, 2012 1:44 pm
by [Padawan]Helkaan
^Those are Qdin's, by the way.

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

Posted: Thu Apr 05, 2012 10:22 pm
by willinator
Can someone reupload the v.1.3 patch documentation, such as the supported modes, eras, and galactic conquest? I seem to have accidentally deleted them. Thanks!

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

Posted: Thu Apr 05, 2012 10:43 pm
by Unlucky13

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

Posted: Thu Apr 05, 2012 10:44 pm
by Marth8880