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Messages - 1ИCΘ6И17Θ

#151
Welcome Center / Re: SWBF Player Awards
June 15, 2017, 12:51:39 PM
#152
SWBF1 Modding / Blender with .msh
June 13, 2017, 03:21:55 AM
Hello, everything is in the title, I made major progress in my project and now the terrain is ready (thanks to tirpider) but now I'm running into a small issue, how do I open .msh files with blender ? Is there some patches to install in order to make it work ? I don't think I can work with XSI for what I'm doing.
#153
Actually when a player reloads a map, the previous frag count is kept in memory until this one spills the first blood.
This happens after two successive sessions.
#154
Welcome Center / Re: SWBF Player Awards
June 09, 2017, 12:38:58 AM
Star Wars Battlefront 1 and 2, the originals, I would never loose my honor and play EA's.  :td:
(Just kidding, my computer doesn't support DX11)
#155
Welcome Center / Re: Hey
June 09, 2017, 12:37:34 AM
Welcome aboard !
#156
SWBF1 Modding / Battlefront Re-dub possibility ?
June 09, 2017, 12:36:29 AM
Hello !

My mod is in W.I.P and should be soon released, (gimme some tiiiiiiime) and I'd like to know if it was possible to modify the audio streams the soldiers uses and re-munge them with new samples.
#157
Released Assets / Re: Gistech's T-21 and T-21B
June 09, 2017, 12:10:06 AM
I love it to bits !  :cheer:
#158
Released Assets / Re: Walther PPK
June 09, 2017, 12:05:42 AM
Lol, I can now do a bit of James Bonding in Battlefront. The question is, will it be able to make an Helicopter crash as it did in Spectre ?  :P
#159
Grand ! I wasn't aware of the fact you could push the cap of 60 FPS on Multiplayer !
#160
Holy... Cow ! With that graphic level no wonder why they shut it down.
#161
Yeah, but my idea is actually to do it as a mod for Unvanquished.
It won't have any galactic conquest, just instant action and multiplayer on 3 maps of the original, and probably 2 on the sequel and the rest would be ports of community maps.
I do not intend to create anything, just to improve things a little bit.  :happy:
#162
My problem above actually found its solution.
Quote from: Shaking_Sniper on June 07, 2017, 01:16:40 AM
Disney is very against community revives, and Galaxy in Turmoil was almost shut down.Plus, it is not a mod, but a full blown game based on the cancelled bf3.If they had made it as a mod,we would have a proper star wars game.But the only way Front wire could continue the project was to remove the star wars name and aspect.So now we have Galaxy in Turmoil,f2p on Steam which will be coming out in quarter 3 of 2017, and more importantly,IT WILL ALSO BE FOR MAC!!!YESSS.Well my iMac is too old to handle it but at least it's there...
Galaxy in Turmoil does have the battlefront(or was it battlefield?) conquest and stuff like that though.
Good thing about my project is that it ports to a fairly unknown graphical engine that despite looking good will never graphically compete against the eyecandy level of EA's Battlefronts, pretty much like if someone made a hd remaster of Half-Life in Xash3D.
#163
SWBF1 Modding / Re: Map 3d landscape data
June 06, 2017, 01:29:34 AM
I did it ! :moo: Despite looking a tad weird I successfully exported the .ter to another compact and perfectly readable format !
Thanks a lot man !  :cheers:

So, to accomplish this you need 3d converter, open the .ter and export it to a wavefront file, and afterwards you can open it co convert it again with noesis. Hope it helps anyone that wants to port maps, thanks again dude.  :)
#164
SWBF1 Modding / Re: Map 3d landscape data
June 06, 2017, 12:24:36 AM
The file closest to what could be exploitable is terragen's original .ter, it (like the .map) has the terrain data coordinates stocked into a relatively small raw text file, do you have any idea of which format it could be exported into to as to be close to this ?
#165
SWBF1 Modding / Re: Map 3d landscape data
June 05, 2017, 11:12:44 PM
Thx dude !  :cheers:
And yeah, I also gave up on the .obj, I'm gonna try your program, how big is the output file out of curiosity ?
No worry though, I plan to retexture everything once I have the landscape data.
Something is bugging me though, Battlefront uses almost the same landscape as Id tech 3 games does, but despite this, upon exporting the file as a .map in blender, the output file is 1gb big !
EDIT, do you have any idea of a file format we could export the .ter in that would be less than 10 mb and could be read by blender ?
Once it is in blender I have an extension that can convert it into .map file.
EDIT
Ow shock, noesis's angy  :shrug: