Battlefront Republic Commando [V 1.6]
Moderator: Moderators
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Battlefront Republic Commando [V 1.1]
^Yes. All he has to do is use the code posted by Nedarb that I used for Unification.
- Anakin
- 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: Battlefront Republic Commando [V 1.1]
Yes you are right thank you a lot. I think i didn't had a close look at your code. before. It's working fine. All 16:9 resolutions are now supported. Others will follow.
==EDIT==
16:10 is now supported. The white transparent things at the borders are not visible, and the helmet is not 100% in the middel, but i won't fix that. I'd need to make new fpms for the rep and the FOV would be smaler. and on 16:10 and 4:3 it would be too small.
==EDIT2==
4:3 get a bit wired when you playing on a low resolution (icons and ammo count lay over each other).
1280x1024: healthbar a bit too high, but i'll not fix that.
Release V1.1 coming soon
==EDIT==
16:10 is now supported. The white transparent things at the borders are not visible, and the helmet is not 100% in the middel, but i won't fix that. I'd need to make new fpms for the rep and the FOV would be smaler. and on 16:10 and 4:3 it would be too small.
==EDIT2==
4:3 get a bit wired when you playing on a low resolution (icons and ammo count lay over each other).
1280x1024: healthbar a bit too high, but i'll not fix that.
Release V1.1 coming soon
- Nedarb7
- Lieutenant General
- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Battlefront Republic Commando [V 1.3]
I've been very impressed with the latest version (1.2) Anakin, good job!
I haven't really been seeing any problems which is great. So far I've only counted two, one of which (again) could be a problem with my computer:
- The warrior's wing effect flashes from blue to brown, I know you were hexing the wing files (although they were the same), it could be that you missed hexing one of the files or a line in the FX file. (you could always get the original effect back)
- The commandos are "fuzzy" at a distance, that usually happens when you don't have tga.OPTION files for the textures such as this one (from the stock clone .OPTION):You did rename the texture files if I remember correctly, perhaps you missed the .OPTION files. Again though, for this problem specifically, I could be experiencing the consequences of having an 8 year old computer. But it's always good to make sure.
Otherwise the mod has been great. It is definitely worth the download.
I haven't really been seeing any problems which is great. So far I've only counted two, one of which (again) could be a problem with my computer:
- The warrior's wing effect flashes from blue to brown, I know you were hexing the wing files (although they were the same), it could be that you missed hexing one of the files or a line in the FX file. (you could always get the original effect back)
- The commandos are "fuzzy" at a distance, that usually happens when you don't have tga.OPTION files for the textures such as this one (from the stock clone .OPTION):
Code: Select all
-8bit -maps 1
Otherwise the mod has been great. It is definitely worth the download.
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
1.: i have copied the warriors wings and hexed the elite one, because i only had the old elite animation, but i'll check this.Nedarb7 wrote:I've been very impressed with the latest version (1.2) Anakin, good job!
I haven't really been seeing any problems which is great. So far I've only counted two, one of which (again) could be a problem with my computer:
- The warrior's wing effect flashes from blue to brown, I know you were hexing the wing files (although they were the same), it could be that you missed hexing one of the files or a line in the FX file. (you could always get the original effect back)
- The commandos are "fuzzy" at a distance, that usually happens when you don't have tga.OPTION files for the textures such as this one (from the stock clone .OPTION):You did rename the texture files if I remember correctly, perhaps you missed the .OPTION files. Again though, for this problem specifically, I could be experiencing the consequences of having an 8 year old computer. But it's always good to make sure.Code: Select all
-8bit -maps 1
Otherwise the mod has been great. It is definitely worth the download.
2.: haven't noticed that. But you are right i removed the .option files because i don't know what the 8bit and maps 1 are good fore, it lookes the same without the options, and i don't wanted so much files. But if you tell me that the .tga.option is a musst have, i'll add them.
But you are wrong. There are things that look bad. There are so more things that i want to fix/add/change. Maybe you saw my request for some assisstents, and maybe you also noticed that i changed the wip thread titel to 1.3.
- e-web more damage
- e-web other fir sound
- e-web iron sight for zoom
- hud icon fix for the cis kashyyyk tank
- FPMs for vehicles, therfore i'll make my own, and add some more health.
- when the trando sprint the screen get diffuse (ande's)
- new FPM for the trando (the original one)
- sbd fire sound is not loud enougth
- mando FPMs with helmet like the RCs
- mando fp pisotl model
- make the ironsight from the dc15 look better
- new fp pistol animation, so that the pistol is hold infront of you.
- bumb maps, specular maps, normal maps, to make all msh look as great as DarthD.U.C.K's from RAS Prosecutor
- Real helmet for the fp instead of only an plane
- for each RC own arms, that are colored like the armor in 3rd view.
- CTF
-TDM
Optional:
- Campaign/assassination mod
- new maps that are like the RC maps for an campaigne
- new era for Imperial Comandos with high polyed player models
Optional things are those i absolutly will need someone to help me, because i'm not good in these things.
==EDIT==
Maybe you already assumed that i'm working on an custom galactic conquest
Here are the first pictures:
Hidden/Spoiler:
I need to make some localisations and i need a solution for a great RC like space battle and i have no idea about them now.
So if you like you can make succestions for the space battles (whice rc model, texture, fighters, weapons,...) and the soldiers info text (individual text for each class)
- commanderawesome
- Field Commander
- Posts: 970
- Joined: Tue Aug 13, 2013 11:58 pm
- Projects :: Skin Changer - Warfront - Other stuff
- xbox live or psn: AaTc_CmdrAwesome
- Location: The Universe
Re: Battlefront Republic Commando [V 1.3]
Despite what the 1.3 patch notes might imply, it seems only 1 custom GC is allowed at a time.
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
The readme says that up to 11 cgc are supported, but a scriped called cgc12 will be loaded, too when there is a 11 script. So why should there be a sipport up to 1 and even more if only one can be used at once?? And why does always mavs dt work and not my cgc, no matter if i use cgc 1, 5 or 12.
- commanderawesome
- Field Commander
- Posts: 970
- Joined: Tue Aug 13, 2013 11:58 pm
- Projects :: Skin Changer - Warfront - Other stuff
- xbox live or psn: AaTc_CmdrAwesome
- Location: The Universe
Re: Battlefront Republic Commando [V 1.3]
That's just how it is in my experience. I dunno why it won't work when it so clearly says it should. It may not have been tested when those notes were written, and haven't been changed since. I'm sure Zerted can explain it.
- TWINKEYRUNAWAY
- Lieutenant General
- Posts: 730
- Joined: Fri Aug 17, 2012 3:13 pm
- Projects :: Empire Rising
- xbox live or psn: No gamertag set
- Location: 411Remnant
- Contact:
Re: Battlefront Republic Commando [V 1.3]
This looks awesome! Great job so far.
-
- Rebel Sergeant
- Posts: 201
- Joined: Tue Nov 05, 2013 8:38 pm
- Projects :: No Mod project currently.
- Location: Jundland wastes, Argentina
Re: Battlefront Republic Commando [V 1.3]
Wow! I've been absent for a while and now I see these cool images! Nice update
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
So the GC is working now. there are some more things i need to fix or improve:
So you see it's a long list. If you wish to help just pm me. I'm always glad for help.
So you see it's a long list. If you wish to help just pm me. I'm always glad for help.
- sonic shake reduce
- push in electrostaff
- geo wings
- e-web stronger
- e-web new fire sound
- e-web zoom iron sight
- dc15p iron sight improve (evtl mit beiden händen nach vorne)
- Kashyyyk tank KUS HUD Icons
- Real helmet for REP FPM + special FPM for each RC (not working)
- FPMs for vehicle + more health for vehicles
- trando FPM
- mandos fpm with helmet
- mandos pistol fpv looking bad
- trando remove sprint blured view
- SKD firesound louder
- ACP Array Gun fire sound louder
- Sonic Effect/sound (pistol, rifle)
- pistol animation fp middel hold
- CTF
- TDM
- bumb/specular/normal maps inside flag edit
- space for singel and multi player (only addme fix)
- Nedarb7
- Lieutenant General
- Posts: 676
- Joined: Sat Sep 22, 2012 3:41 pm
Re: Battlefront Republic Commando [V 1.3]
Do you need the source for the geonosians again? Both wing effects were included.
- Kingpin
- Jedi
- Posts: 1096
- Joined: Fri Sep 13, 2013 7:09 pm
- Projects :: The Sith Wars II
- Location: Denver, CO
- Contact:
Re: Battlefront Republic Commando [V 1.3]
PM me if you need any help making icons. I'd be glad to help.
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
I think i still have them.Nedarb7 wrote:Do you need the source for the geonosians again? Both wing effects were included.
=======================EDIT=========================
You were right. frame 1 had the wrong texture. just fixed that.
==================================================
PMed youKingpin wrote:PM me if you need any help making icons. I'd be glad to help.
==EDIT2==
made some small changes
Hidden/Spoiler:
So now it's up to you to make some story suggestions.
I thought about something like this:
- you have to kill more than 1 target
- it should be on a big map
- there shouldn't be one position, from where you can kill all your targets
- locals that get aggressive when you fire on your target (maybe geos on geonosis) or wampas on Hoth
- after you killed all you need to get to your LAAT/i for escape. It won't be always on the same possition, so the escape point is selected random.
But these are only some quick ideas i had. So please tell me your ideas for a great Hunt mod.
==EDIT3==
Latest changes:
- Galactic conquest
- Vibro attack values improvement
- z-6 with ammo, new weapon model, new spread
- e-web new firesound (SBD)
- e-web more damage
- space maps for singel and multiplayer
- push in electrostaff reduce
- sonic shake reduce
- pilot class
- airborn class
- geo elite wings fly animation (fixed and swapped)
- magnaGuard slower
- trando sprint blurred
- bluderbuss more damage less push
- dc17p iron sight
- e-web iron sight
- dc15p iron sight improve
- unique FPM for each RC
- mandos fpm with helm and HUD
- *Real helmet for FPMs
- FPMs for vehicle, more health
- custom spacefighterwith fpm
- HUD Icons (Kashyyyk tank CIS, spacefighter)
- mando Assassin remove two hold pistol fpm
- mando officer remove two hold pistol fpm
- *new Sonic Effect/sound (pistol, rifle)
- SBD louder firesound
- ACP Array Gun louder firesound
- *pistol fp animation (two handed middel hold)
- CTF
- TDM
- *bumb/specular/normal maps inside flag edit
- *Campaign/assassination
- *new maps for an RC Campaigne
- **imperial commando
red means i have problems with it and because of this i'll may kick it off my ToDo List
===EDIT===
What do you think about this FPM??
Hidden/Spoiler:
Hidden/Spoiler:
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Battlefront Republic Commando [V 1.3]
Looks pretty good. The textures could certainly use higher-resolution versions and the models could definitely use higher-poly versions, though.
-
- Field Commander
- Posts: 938
- Joined: Thu Jan 24, 2008 12:41 am
- Projects :: Engineering Degree
- Location: The Flatlands of Canada
Re: Battlefront Republic Commando [V 1.3]
Here's an idea for your hunt mode:
Triple Zero (Coruscant)
When I originally thought of this I imagined a setting similar to the opera house shown in Revenge of the Sith - some wide open spaces, some more confined areas, lots of decent varied vantage points, and most importantly lots of people. The target(s) could be a senator suspected of treason, or a high-ranking CIS leader in disguise, or something else along those lines. Your aggressive locals could be security guards, Coruscant police force, and/or senate guards. Maybe you could have three or four kinds of enemies, each with slightly greater strength and difficulty than the one before; the longer you take to complete all of your objectives, the more advanced your enemies become, kind of like Payday 2. The opera house, being a fairly important and prestigious location for Coruscanti elite, would probably have something analogous to a valet parking system, so there would be multiple landing/docking areas. You could include 4 or 5 and have the LAAT/i spawn at one of them, chosen at random.
If you don't want to make a whole new map for this mode then I would try Naboo (with Naboo security as your aggressive units).
Triple Zero (Coruscant)
When I originally thought of this I imagined a setting similar to the opera house shown in Revenge of the Sith - some wide open spaces, some more confined areas, lots of decent varied vantage points, and most importantly lots of people. The target(s) could be a senator suspected of treason, or a high-ranking CIS leader in disguise, or something else along those lines. Your aggressive locals could be security guards, Coruscant police force, and/or senate guards. Maybe you could have three or four kinds of enemies, each with slightly greater strength and difficulty than the one before; the longer you take to complete all of your objectives, the more advanced your enemies become, kind of like Payday 2. The opera house, being a fairly important and prestigious location for Coruscanti elite, would probably have something analogous to a valet parking system, so there would be multiple landing/docking areas. You could include 4 or 5 and have the LAAT/i spawn at one of them, chosen at random.
If you don't want to make a whole new map for this mode then I would try Naboo (with Naboo security as your aggressive units).
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
mh i see. I think i can take some parts from the tie fighter cockpit, and combinate it with anakin's fighter.Marth8880 wrote:Looks pretty good. The textures could certainly use higher-resolution versions and the models could definitely use higher-poly versions, though.
What do you think about this cockpit for the arc170:
Hidden/Spoiler:
That sounds great. I think i'll take naboo for this hunt mode. Are there some local sides that fit to naboo?? i don't want only guards.jedimoose32 wrote:Here's an idea for your hunt mode:
Triple Zero (Coruscant)
When I originally thought of this I imagined a setting similar to the opera house shown in Revenge of the Sith - some wide open spaces, some more confined areas, lots of decent varied vantage points, and most importantly lots of people. The target(s) could be a senator suspected of treason, or a high-ranking CIS leader in disguise, or something else along those lines. Your aggressive locals could be security guards, Coruscant police force, and/or senate guards. Maybe you could have three or four kinds of enemies, each with slightly greater strength and difficulty than the one before; the longer you take to complete all of your objectives, the more advanced your enemies become, kind of like Payday 2. The opera house, being a fairly important and prestigious location for Coruscanti elite, would probably have something analogous to a valet parking system, so there would be multiple landing/docking areas. You could include 4 or 5 and have the LAAT/i spawn at one of them, chosen at random.
If you don't want to make a whole new map for this mode then I would try Naboo (with Naboo security as your aggressive units).
===EDIT===
Can someone tell me how to fix this problem?? sometimes you see the engine effect from the arc 170 while using the turret possiton.
Hidden/Spoiler:
Hidden/Spoiler:
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Battlefront Republic Commando [V 1.3]
Not sure what you mean by "slightly above"
The copilot position in the ARC170 is actually a completely separate canopy bubble, so you would really need a new FPM for it. Although honestly I would just use the rep security cam FPM because really, how often do players ever use a vehicle position that isn't the pilot?
The copilot position in the ARC170 is actually a completely separate canopy bubble, so you would really need a new FPM for it. Although honestly I would just use the rep security cam FPM because really, how often do players ever use a vehicle position that isn't the pilot?
Hidden/Spoiler:
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
i made a new fpm. if you have a close look at it, it is a bit different.
But when you switch the position from pilot to copilot it seams that the copilot is sitting infront of the pilot and the pilot behind the copilot. I want it to look the other way. when you switch from pilot to copilot you should see a bit more than the pilot.
here some new pics. Only the vwing is left. what do you think about anakins fpm remake?
But when you switch the position from pilot to copilot it seams that the copilot is sitting infront of the pilot and the pilot behind the copilot. I want it to look the other way. when you switch from pilot to copilot you should see a bit more than the pilot.
here some new pics. Only the vwing is left. what do you think about anakins fpm remake?
Hidden/Spoiler:
-
- Rebel Warrant Officer
- Posts: 308
- Joined: Thu Aug 15, 2013 11:27 am
- Projects :: Old Republic Map pack
- xbox live or psn: No gamertag set
- Location: Belsavis, Maximum Security Ward
Re: Battlefront Republic Commando [V 1.3]
As far as I can tell the two ARC170 cockpits are the same only the second one is more zoomed in. The jedi starfigher one could if you really wanted to be accurate be dropped down as I'm fairly certain the disk part of the windshield is what the pilot uses to see forward. But that might make visibility for the player limited so maybe not such a good idea.
That said I really like that aiming reticle.
That said I really like that aiming reticle.
- Anakin
- 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: Battlefront Republic Commando [V 1.3]
ZoomV wrote:[...]
That said I really like that aiming reticle.
realy?? i wanted to disable it for the space ships.
About the position. You know the LAAT/i. when you are in the turret 1 you are right of the pilot and when you are in turret 2 you are left from the pilot. That's what i want to do for the copilot.