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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 5:10 pm
by {501st}Commander_Appo
Thats beautiful dude! I'm so glad about this patch,this is the real thing for BF2!
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 5:53 pm
by The_Emperor
I'm fairly sure the rope thingies'll go through his chest if you attach it to the pauldron, but you should try anyway.
Dual pistols won't work, the weapon'll work the same as the chaingun to keep it online compatible. (unless I'm confused and mixing stuff up lol)
I'd go for some heavy carbine with blue tracers. But doesn't it screw up compatibility if you change the animationbank to rifle?
EDIT: wait, you attached it to eff_ribcage... In that case it probably wont go through his chest I think
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 6:17 pm
by RepSharpshooter
I got it ingame, pic's coming. Just need to tweak it a bit. I also need to explain how I got around the whole "can't do two animated addons" thing. Hmm, I'd like a carbine that looks like a tommy gun

Perhaps an e-11s, I don't know.
EDIT
I did it
all by myself, nobody exported anything, or did things for me, except a few people I asked questions of.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 7:58 pm
by (Edwinator)

This is so awesomely awesome that i might just awesomely pass out onto the awesome floor.

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 8:00 pm
by [SBF]ATATFIGHTR
Amazing

I like the new officer. Are you going to change the skins on the engineer and heavy trooper? I feel they could fit with the 501st better, if you gave them blue textured armor to match the others. :clone:
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 8:01 pm
by Delta 47
It looks so awesome, much netter than what I thought it would be like in game

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 8:09 pm
by Achronos-117
I think their body armor are like the 501st Troopers' but they still have different helmets.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Sun Jan 27, 2008 8:31 pm
by Hebes24
Very Nice skin, man. This whole mod looks just awesome. Keep up the good work!
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Mon Jan 28, 2008 6:12 pm
by RepSharpshooter
Thanks a lot! It took me 8 hours and 30 odd munges to get the addons correct. >.< So it's just not a skin alone, I put some time into it, just for the details. It's the details in a map/mod that make it great.
Anyway,
http://www.gametoast.com/forums/viewtop ... 35&t=11482
Those are the skins I'm using. You may/may not have seen that.
EDIT: See?
Two addons, the pauldron and rope things are attached to different bones. Not to mention another custom hex-editing job with the cape, that's not the cape from my released trooper, it's the actual clone commander cape, not the sniper's. There's only a slight difference, but because I have the skill of hexediting, I decided to exploit it in order to get a better end product.

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Mon Jan 28, 2008 6:25 pm
by MandeRek
I might model, but hex-editing like you do is fantastic! Let's say you get more out of the assets pandemic though we would

Keep it up, looks really amazing!

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Mon Jan 28, 2008 6:40 pm
by Achronos-117
You never cease to amaze me Rep, keep it up!
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Mon Jan 28, 2008 9:23 pm
by AceMastermind
RepSharpshooter wrote:I also need to explain how I got around the whole "can't do two animated addons" thing.
Who said you couldn't have more than 1 addon?
ROCKET wrote:Addons on multiple bones are possible. You get one in the unit ODF, one in the .fx, and 2 or 3 in the weapon ODF.
...and of course you can hex edit some on too.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Mon Jan 28, 2008 10:34 pm
by Achronos-117
Hey I have an idea, how bout switching out the award DC-15 rifle with Pahricida's version? Then you can use the pandemic one for the shotgun.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 3:00 am
by AQT
RepSharpshooter, this patch is looking absolutely amazing!
Also, I'm not sure if you already gotten to this yet but there is this bug with the Spider Walker: Hitting the primary fire button (left mouse) actually fires the laser cannon, the secondary weapon. Hitting the secondary fire button (right mouse) actually fires the beam cannon, the primary weapon. Its either fixing this or just switching the two weapon HUD tags around.
Anyways, keep up the good work!

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 9:47 am
by mutedrancor
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 5:52 pm
by RepSharpshooter
Thanks again! I don't know if I could fix the spider problem, as it would make it online incompatible.
Ah, I read that thread and you said something about addons in .fx's but I was a little confused, so I just hex edited in the modls themselves into the msh. It seems what I did is what the munger does anyway when it munges addons. Well I suppose if I ever need 50 addons I can hex it
I think I am using Pahricida's. I'd like to find another model for shotguns rather than just using the rifle geometry. It's a little bland. It'd be nice to have more weapons.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 5:54 pm
by Caleb1117
RepSharpshooter wrote:Thanks again! I don't know if I could fix the spider problem, as it would make it online incompatible.
Ah, I read that thread and you said something about addons in .fx's but I was a little confused, so I just hex edited in the modls themselves into the msh. It seems what I did is what the munger does anyway when it munges addons. Well I suppose if I ever need 50 addons I can hex it
I think I am using Pahricida's. I'd like to find another model for shotguns rather than just using the rifle geometry. It's a little bland. It'd be nice to have more weapons.
The ARC rifle would make a neat shotgun.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 9:49 pm
by Taivyx
Agreed, it's overall shape is perfect for a starwars-y shotgun.
http://images3.wikia.nocookie.net/starw ... laster.png
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Jan 29, 2008 10:31 pm
by [SBF]ATATFIGHTR
What will become of the old blaster rifle?
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Jan 30, 2008 12:31 pm
by RepSharpshooter
Ok that'd be cool, I'll have to beg someone for the one in the ml kashyyk assets (which I have the sides, yet can't seem to find it). The old rifle is still used as the award rifle, and on geonosis. Right now I'm munging the ALL side again, hopefully with some fixed rifles/pistol. I'm going to use the dh17 as the all pistol instead.
EDIT:
It's still a wee bit off, but it looks good.