improved CloneCommando Version 2 released!

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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AQT
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Re: improved CloneCommando Version 2 released!

Post by AQT »

SWBF Files is currently under maintenance though. You can always make a copy of an existing unit .odf(s) and edit those.
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Re: improved CloneCommando Version 2 released!

Post by Deviss »

AQT wrote:SWBF Files is currently under maintenance though. You can always make a copy of an existing unit .odf(s) and edit those.
ou you are right, so sorry for send you that link Fierfek, if you like i could post the clone commando source files for you :D
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Re: improved CloneCommando Version 2 released!

Post by Fierfek »

DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin :wink:
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
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Re: improved CloneCommando Version 2 released!

Post by Deviss »

Fierfek wrote:
DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin :wink:
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
mmm i don't if is needed have permission, but you could use the for example inf rifle odf and improve it to Elite rifle you like, only need change the geometry names to your weapon msh
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Re: improved CloneCommando Version 2 released!

Post by Fierfek »

DEVISS-REX wrote:
Fierfek wrote:
DEVISS-REX wrote:
Fierfek wrote:Where can I find those? Also, I want to reskin the commando for a map I am thinking of (a republic commando map).
HERE and i modify it also lol, mm reskin i know B.I.G_Cookie made a white RC, could use it as template for paint your own skin :wink:
Does reskinning a unit come under "odf changes"? And does switching weapons (like replacing the DC-17 Rifle with an Elite Rifle) count? Can I do those, or do I need to get Majin's permission first?
mmm i don't if is needed have permission, but you could use the for example inf rifle odf and improve it to Elite rifle you like, only need change the geometry names to your weapon msh
Majin Revan posted this. Does it apply to everyone, or just the guy who pm'd him?
Hidden/Spoiler:
PvtParts wrote:

I wanted to ask right of the bat, if it was okay if I modified your files.

What I will most likely do, plan to do (or hope to do in some cases) is:

1 - Modify basic odf attributes such as damage, velocity, and color

2 - I hope you dont take offense from this, but I personally like the look of Penguins DC-17m weapons. If, thats if, I ever get a copy of her models (not the pistol, just the main weapons) I will most likely replace Qdins models with hers.

3 - This is probably the most obvious one, but changing the skins of the Commando is one of the biggest, most relevant things.


I know I sent this to you literally moments after you released your files, but as I said, I wanted to make sure I got this to you straight away.

Thanks regardless,

Parts


Majin posted his repy in a thread:

LOL, don't modify my .odf files for weapons! They are perfect! LOL. I'd prefer that you would start from scratch for the .odf files for weapons, but you can use mine as a base, LOL.

Swapping models is not a problem.

And sure, modify the skin of the Clone Commando.

- Majin Revan
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Re: improved CloneCommando Version 2 released!

Post by AQT »

Why would anyone be excluded? Of course it applies to everyone. Now please quit filling DarthD.U.C.K.'s thread up with with these off-topic questions of yours.
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

i updated the first post with the new dl-link to the archive that now inlcudes the texture for the glow
i somehow forgot to put it in the archive before :oops:
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Re: improved CloneCommando Version 2 released!

Post by lucasfart »

just wondering if someone could explain to me how and where to add the -nocollision part.....
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

create a file called thecommandosmeshname.msh.option in your sides msh folder
open it and write -nocollision into it
thats it
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Re: improved CloneCommando Version 2 released!

Post by Null_Clone_Assasin »

this is so awesome D.U.C.K :thumbs: , dling now
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Re: improved CloneCommando Version 2 released!

Post by lucasfart »

thanks darth, that worked perfectly. also having a few minor texture troubles.
1. no first person view(no textures or models showing but it still works when you fire
2. in the unit select list units you cant get are normally blacked out but with the commando his shoulder pad, gun, and ammo pack are all black and his body armour is in full colour so it looks kind of strange
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

1. i didnt include 1st persons, if they are avaible you should be able to get them rom the infantry or original clonecommando assets
2. thats weird, i have absolutely no ideaow this can happen, does this apply on all variants?
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Re: improved CloneCommando Version 2 released!

Post by Maveritchell »

DarthD.U.C.K. wrote:2. thats weird, i have absolutely no ideaow this can happen, does this apply on all variants?
Did you use any kind of shader on those parts? You'll notice that shaders (alpha, envmap, etc.) are rendered despite the unit being shown in "zero-light" conditions. Maybe you applied something to them that did it.
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

i didnt give it a flag, i just removed the clusters from all parts to be able to change the texture more quickly
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Re: improved CloneCommando Version 2 released!

Post by lucasfart »

yep. it happens to all the commando models i've used.......could it have something to do with the fact that i mixed it in with the original clone commando source files. i didn't add the units though, just the weapons.....

EDIT: here is a pic:http://img23.imageshack.us/img23/6884/c ... eerror.jpg
EDIT2: Could someone please tell me how to fix this??? could i fix it myself or would i have to wait for a new release of the textures???
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Re: improved CloneCommando Version 2 released!

Post by Thunder »

Wow......
:eek:
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

@thunder: thanks, although neomarz did the biggest part of the work

@lucasfart: sorry, but i have no idea how to fix this, i suppose its battlefront who allways invents something new to annoy me
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Re: improved CloneCommando Version 2 released!

Post by Fierfek »

Did you say this would munge very fast with a mesh option for each model that only has -nocollision in it? It takes forever to munge for me (2 hours).
I copied/renamed an existing option file for each model, and put the -nocollision thing in each one, but still takes forever to munge. What am I doing wrong?
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Re: improved CloneCommando Version 2 released!

Post by DarthD.U.C.K. »

for me munging the commandos is way faster :?
munging a world with 2 commandos (one with nocollision) other custom units and about 5 other models and all the other stuff takes never more than 1/2 hour
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Re: improved CloneCommando Version 2 released!

Post by Fierfek »

DarthD.U.C.K. wrote:for me munging the commandos is way faster :?
munging a world with 2 commandos (one with nocollision) other custom units and about 5 other models and all the other stuff takes never more than 1/2 hour
Ah, never mind, fixed it. Thanks!
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