All-Purpose Request Thread (Mk. IV)

Talk and share anything related to Star Wars Battlefront 2. No maps or mod announcements here. Use Work in Progress forum.

Moderator: Moderators

Post Reply
mrcluster
Private First Class
Posts: 80
Joined: Thu Sep 01, 2016 3:41 pm
Projects :: Tatooine - Jundland Wastes
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

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

Post by mrcluster »

ggctuk wrote:To add to this, you must then call that .stm in your LUA, if I remember right.
Correct, you must call
Hidden/Spoiler:
[code]OpenAudioStream("dc:sound\\***.lvl", "your_vo_stream_here")[/code]
As well, you create a Squad Command ("Follow me", "Get in", "Get out", etc.) in your .snd file with the following code:
Hidden/Spoiler:
[code]SoundStreamProperties()
{
Name("your_sound_name");
Group("imp_vo"); // can be anything afaik
Inherit("player_command_template");
Stream("your_vo_stream");
SegmentList()
{
Segment("your_sound_file", 1.0, 1.0, 0.0);
}
}[/code]
And that works 100%. However, the code that's used for making chatter sounds ("Watch those wrist rockets!", "We've got droids!", etc.) doesn't seem to work, and I believe it's the "Inherit" line that does this:
Hidden/Spoiler:
[code]SoundStreamProperties()
{
Name("your_sound_name");
Group("rep_vo");
Inherit("battle_chatter_template");
Stream("your_vo_stream");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("your_sound_file", 1.0, 0.0, 3.0);
}
}[/code]
I believe that changing it to "hero_battle_chatter_template" fixes this issue, but don't quote me on that.

EDIT:

Also, I'm aware I've said this before, but I really would appreciate a version of the Clone Pilot that has an enclosed helmet, like my avatar.
RevToast
Posts: 4
Joined: Sat Jan 06, 2018 7:49 pm
Projects :: No Mod project currently.
Games I'm Playing :: Battlefront II
xbox live or psn: No gamertag set

Looking to commission for a clonewars extended mod

Post by RevToast »

I'm looking for experienced modders to commission for a side mod-esque project that is under the place holder name "Clonewars extended sigma". this mod is obviously goiung to be a reworking of clonewars extended (one of my favorite mods on top of being a good foundation to build off of.). People who do join will be paid via paypal, unless monetary compensation violates the EULA (note this mod will not be sold commercially I am just paying for the services any experienced modders provide) If it does violate the EULA compensation will be given in a non offending way (like a gift card or steam game). I do not have the skill or time to make this mod myself but I really want to test out these ideas and see how they balance out. If this mod interests you, feel free to join the discord and join the discussion.

Sigma Chat: https://discord.gg/3FGYtwH

_________________________________________________________________________________________________________________________________________________________________________
Goals of this mod:

Create well balanced classes with weapon variation to give each class a unique identity instead of having the secondary weapon be the same redundant carbine or pistol.

Create an objective based game mode similar to Dice's star-fighter assault.

Test several game play ideas (EG: giving jet jump troopers a jetpack dash in place of sprint)

Replace some of the very stiff 3rd person animations with more fluid movement (especially the sprint where it sort of looks like troops are running with a metal rod where the sun don't shine.)

Improvement on looks and aesthetics (EG: placement of 3rd person camera, placement of first person hands and weapons to be closer to face as if aiming the weapon
without aiming down sights)

Improvements on space battles (EG: swapping out stock space side with republic commando space, integrating fading atmospheres from BFIII legacy, integrating invading AI code from space carida)

Improvements on CIS (EG: Slight nerfing to keep them on an even playing field with clones, Improving dialogue to be more understandable and less dry, giving the B2-Battledroid a jetpack like in BFII 2017)

_________________________________________________________________________________________________________________________________________________________________________

Optional (not that big a deal) Goals:

Improvements on First person animations (reloading, over heating, firing)

Skin Changer compatibility

era that uses BFIII assets

original maps/ campaign?

_________________________________________________________________________________________________________________________________________________________________________
mrcluster
Private First Class
Posts: 80
Joined: Thu Sep 01, 2016 3:41 pm
Projects :: Tatooine - Jundland Wastes
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

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

Post by mrcluster »

I just noticed that Syth's sandtrooper backpack is way too large; does anyone have a scaled-down version or one ripped straight from the model instead?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

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

Post by AQT »

You can scale addon meshes with a .msh.option file.
mrcluster
Private First Class
Posts: 80
Joined: Thu Sep 01, 2016 3:41 pm
Projects :: Tatooine - Jundland Wastes
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

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

Post by mrcluster »

Does anybody have a stun effect, like the one shown in this scene?

AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

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

Post by AQT »

User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

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

Post by Teancum »

Anyone have any un-munged Republic Commando weapon sounds/configs? I'm trying to get all the weapons that I added to the Xbox mod back up and running, but can't find the source I got them from short of re-downloading SWRC from gog.com and extracting, which is a bit of a process if someone else has them.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

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

Post by Anakin »

User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

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

Post by Teancum »

Awesome, thanks Anakin. Image Now to track down KotOR music.
mrcluster
Private First Class
Posts: 80
Joined: Thu Sep 01, 2016 3:41 pm
Projects :: Tatooine - Jundland Wastes
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

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

Post by mrcluster »

Anyone got a non-cartoony phase 2 space pilot?

Image
CdtFox
2nd Lieutenant
2nd Lieutenant
Posts: 379
Joined: Wed Feb 17, 2016 8:51 am
Projects :: BUC and Designated Days
Games I'm Playing :: SWBF2+EAW+Subnautica
xbox live or psn: No gamertag set
Location: France
Contact:

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

Post by CdtFox »

@mrcluster:
All-Purpose Request Thread (Mk. IV) wrote: http://www.mediafire.com/download/5p755 ... arthog.zip
Found here: viewtopic.php?f=25&t=23872&hilit=phase+ ... start=2400
kitbash of CWA helmet and ep3 trooper body made by Acemastermind. Jazzmaster made an updated texture for the helmet here: https://drive.google.com/file/d/0B8uJ_v ... 5Ybkk/view
mrcluster
Private First Class
Posts: 80
Joined: Thu Sep 01, 2016 3:41 pm
Projects :: Tatooine - Jundland Wastes
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

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

Post by mrcluster »

I don't know if this has been released before, but since I haven't been able to find one, anyone got a normal Ep3 clone with the ARC kama/pauldron hexedited onto them? I've tried hexediting it myself and it's only resulted in failure.
User avatar
angolandelegate
Private Third Class
Posts: 55
Joined: Sun Jan 14, 2018 7:02 pm
Projects :: BF2 Expanded The Post Endor Era
Games I'm Playing :: SWBF3 Legacy
xbox live or psn: No gamertag set
Contact:

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

Post by angolandelegate »

Does anyone happen to have or is willing to make some Neimoidian VOs?
Last edited by angolandelegate on Mon Jan 29, 2018 6:10 pm, edited 1 time in total.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

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

Post by MissingTexture »

Hey everyone, I need help trying to get this ingame as a prop. currently sits at 10.3k polygons and is triangulated however it crashes my zero editor immediately. Any reasons as to why this may be?
Hidden/Spoiler:
Image
User avatar
giftheck
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2218
Joined: Mon Jan 19, 2009 5:58 pm
Projects :: Star Wars Battlefront Anniversary

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

Post by giftheck »

MissingTexture wrote:Hey everyone, I need help trying to get this ingame as a prop. currently sits at 10.3k polygons and is triangulated however it crashes my zero editor immediately. Any reasons as to why this may be?
Hidden/Spoiler:
Image
Break it up into separate objects. That should do the trick.
SleepKiller
Corporal
Corporal
Posts: 143
Joined: Thu Mar 03, 2011 5:08 pm
xbox live or psn: N/A

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

Post by SleepKiller »

MissingTexture wrote:Hey everyone, I need help trying to get this ingame as a prop. currently sits at 10.3k polygons and is triangulated however it crashes my zero editor immediately. Any reasons as to why this may be?
ggctuk wrote:Break it up into separate objects. That should do the trick.
Or better yet (if it is the detail that's crashing the editor), keep it as one object causes and instead export a sperate editor .msh. Lowering the model's detail for the editor one. This will help make sure you stay at one draw call which'll give you the best possible performance both ingame and in the editor.

Code: Select all

[GameObjectClass]
ClassLabel		=	"prop"

// This line above [Properties] controls the .msh the editor will use.
GeometryName	=	"foo_editor.msh" 

[Properties]

// This line below [Properties] controls the .msh the game will use.
GeometryName	=	"foo"
Calrissian97
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Sun May 07, 2017 11:31 pm
Projects :: ANF - ISM Skin Changer - BF1 Ports
Games I'm Playing :: All teh BFs
Location: Kentucky, USA

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

Post by Calrissian97 »

I think 400kb is the limit for a .msh, NOT counting the lowrez or shadow volume. If it's over that, it'll crash ZE.
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

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

Post by MissingTexture »

SleepKiller wrote: Or better yet (if it is the detail that's crashing the editor), keep it as one object causes and instead export a sperate editor .msh. Lowering the model's detail for the editor one. This will help make sure you stay at one draw call which'll give you the best possible performance both ingame and in the editor.

Code: Select all

[GameObjectClass]
ClassLabel		=	"prop"

// This line above [Properties] controls the .msh the editor will use.
GeometryName	=	"foo_editor.msh" 

[Properties]

// This line below [Properties] controls the .msh the game will use.
GeometryName	=	"foo"
I tried this out and it still crashed even after editing the model slightly to have reduced amount of polygons. Crashed when it was placed on the ground.
Calrissian97 wrote:I think 400kb is the limit for a .msh, NOT counting the lowrez or shadow volume. If it's over that, it'll crash ZE.
Thanks. The file size was only 155 bytes.
ggctuk wrote: Break it up into separate objects. That should do the trick.
I tried to do just this, and in doing so, found out that something was wrong with this part of the model.
Hidden/Spoiler:
Image
Not too sure, but I have uploaded it here in hopes that somebody could figure it out as well as I try.
Calrissian97
Second Lance Corporal
Second Lance Corporal
Posts: 102
Joined: Sun May 07, 2017 11:31 pm
Projects :: ANF - ISM Skin Changer - BF1 Ports
Games I'm Playing :: All teh BFs
Location: Kentucky, USA

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

Post by Calrissian97 »

Just deleted the lowrez and collision, AND stripped the material and it came in at over 400kb:
Hidden/Spoiler:
Image

My guess is it needs to be divided even more. I also looked at the material and texture, and it
looks fine. Once the base model alone without anything else is below 400kb it should load up fine.
From my experience dividing up a huge dreadnought model, it would seem that if any model over this
size will crash ZE no matter how polygon-dense it is. Good luck!
MissingTexture
2nd Lieutenant
2nd Lieutenant
Posts: 380
Joined: Sat Jun 13, 2015 10:51 am
Projects :: SW Resistance Rising
Location: Toronto, ON

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

Post by MissingTexture »

Calrissian97 wrote:Just deleted the lowrez and collision, AND stripped the material and it came in at over 400kb:
Hidden/Spoiler:
Image

My guess is it needs to be divided even more. I also looked at the material and texture, and it
looks fine. Once the base model alone without anything else is below 400kb it should load up fine.
From my experience dividing up a huge dreadnought model, it would seem that if any model over this
size will crash ZE no matter how polygon-dense it is. Good luck!
Awesome, thanks! Worked out by breaking it into 5 different types of msh files!
Having an issue with how a model appears in ZE, it's all clear and transparent. There's no Alpha Channel on the textures though. Why is that happening?
Post Reply