Marvel4's BF1 Conversion Pack

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

Moderator: Moderators

Post Reply
Blade117
Command Sergeant Major
Command Sergeant Major
Posts: 293
Joined: Thu Nov 26, 2009 9:10 pm
Projects :: No Mod project currently.
Location: location, location

Re: Marvel4's BF1 Conversions (New: Naboo: Plains)

Post by Blade117 »

No, I haven't tried your docks conversion (I can do so by the 20th, mabye a fww days leter depending on what happens between now and then)
0001111000
Private Second Class
Posts: 60
Joined: Thu Jun 18, 2009 3:42 pm

Re: Marvel4's BF1 Conversions (New: Naboo: Plains)

Post by 0001111000 »

Right i've tried Rhen Var Harbor so far and it works fine no freezes or issues starting it up but the Kashyyyk Islands map just doesn't like to load up what so ever as far as i can tell it has nothing to do with the additions of Asaj Ventress or Kit Fisto.
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: Marvel4's BF1 Conversions (New: Naboo: Plains)

Post by Anakin »

i have a problem with the downloads. after i download, i doubleklickt on the file to open it but i get the error that this isn't an offical microsoft exe and so i can't open??
0001111000
Private Second Class
Posts: 60
Joined: Thu Jun 18, 2009 3:42 pm

Re: Marvel4's BF1 Conversions (New: Naboo: Plains)

Post by 0001111000 »

Anakin wrote:i have a problem with the downloads. after i download, i doubleklickt on the file to open it but i get the error that this isn't an offical microsoft exe and so i can't open??
Rename the file and add .exe to the end and you should be able to install it.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (New: Naboo: Plains)

Post by Marvel4 »

0001111000 wrote:Right i've tried Rhen Var Harbor so far and it works fine no freezes or issues starting it up but the Kashyyyk Islands map just doesn't like to load up what so ever as far as i can tell it has nothing to do with the additions of Asaj Ventress or Kit Fisto.
I have no problems with Islands... :?

UPDATE: Tatooine: Dune Sea finished. Again, please report any issues in my conversions, so I can fix everything before the final pack is released.
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Jendo7 »

Really good conversion... It's great you got the desert wind environment sounds in which added to the overall atmosphere, and it was good to see you got the Sand Trooper in there. I also thought the sand color was quite close to the first game too. :thumbs:

The only problems I found was that the flyers seem to have damage sounds on which was the same on your Kashyyyk Islands conversion as well. The skiff didn't have any engine sounds but you could use sounds from the Republic Hover Tank which I used, and worked pretty well. I just put this code at the bottom of the ODF:
Hidden/Spoiler:
[code]EngineSound = "interceptorTank_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
ImpMusic = ""
AllMusic = ""
MusicSpeed = ""
MusicDelay = ""
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"[/code]
Overall, I think I'm going to uninstall Battlefront I now. :D
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Marvel4 »

Jendo7 wrote:The only problems I found was that the flyers seem to have damage sounds on which was the same on your Kashyyyk Islands conversion as well.
I think I don't understand what you mean? :)
The skiff didn't have any engine sounds but you could use sounds from the Republic Hover Tank which I used, and worked pretty well.
Actually, I already did that. Didn't you hear it? :wink:
EDIT: Wait, you're right. But I'm 100% sure it worked before and I tested it after the sound munge. :(
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Jendo7 »

It's just like the flyers sound like there damaged, as if they have lost health.

In regard to the skiff, maybe I should should turn my volume up. :yes:
Marvel4 wrote:EDIT: Wait, you're right. But I'm 100% sure it worked before and I tested it after the sound munge. :(
Edit: Yeah! sounds can drive you nuts :cry: :x
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Marvel4 »

Ok, I got the skiff sounds working by doing a manual clean, but I still don't know how to fix the damage sound thing :(
How did you do it? Can I see your all_fly_xwing.snd?
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Jendo7 »

No problem:

tdsgcw.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tdsgcw"
}

REQN
{
"config"
"des_unit_vo"
"imp_walk_atst"
"imp_hover_speederbike"
"all_hover_combatspeeder"
"rep_hover_fightertank"
"all_fly_xwing"
"all_fly_ywing"
"imp_fly_tie"
"rep_fly_anakinfighter"
}
}[/code]
tdsgcw.sfx:
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100

// Combatspeeder -----------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtSpdr_blaster_fire.wav wpn_cmbtSpdr_blaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_cmbtSpdr_turret_fire.wav wpn_cmbtSpdr_turret_fire -resample ps2 16000
..\..\gcw\effects\eP2_combatSpeeder_hi_lp.wav eng_combatSpeeder_hi_lp -resample ps2 22050
..\..\gcw\effects\eP2_combatSpeeder_mid_lp.wav eng_combatSpeeder_mid_lp -resample ps2 12000
..\..\gcw\effects\eP2_combatSpeeder_low_lp.wav eng_combatSpeeder_low_lp -resample ps2 3000
#endifplatform ps2

// Speederbike ---------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_spdrbike_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\wp2_spdrbike_blaster_fire.wav wpn_spdrbike_blaster_fire -resample ps2 16000
//..\..\global\effects\eP2_distSpeederbike_lp.wav eng_distSpeederbike_lp -resample ps2 16000
//..\..\global\effects\eP2_speederbike_grit_lp.wav eng_speederbike_grit_lp -resample ps2 14000
//..\..\global\effects\eP2_doubleSpdBike_grit_lp.wav eng_doubleSpdBike_grit_lp -resample ps2 14000
..\..\global\effects\eP2_speederbike_hi_lp.wav eng_speederbike_hi_lp -resample ps2 16000
..\..\global\effects\eP2_speederbike_low_lp.wav eng_speederbike_low_lp -resample ps2 3000
..\..\global\effects\eP2_speederbike_mid_lp.wav eng_speederbike_mid_lp -resample ps2 6000
#endifplatform ps2

// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_gunship_laser_fire.wav wpn_gunship_laser_fire -resample ps2 16000
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample ps2 8000
..\..\global\effects\wp2_IFT_blaster_fire.wav wpn_IFT_blaster_fire -resample ps2 16000
..\..\global\effects\wp2_IFT_missile_fire.wav wpn_IFT_missile_fire -resample ps2 16000
//..\..\global\effects\wp2_IFT_trtBlaster_fire.wav wpn_IFT_trtBlaster_fire -resample ps2 16000
..\..\global\effects\eP2_interceptorTank_low_lp.wav eng_interceptorTank_low_lp -resample ps2 3000
..\..\global\effects\eP2_interceptorTank_mid_lp.wav eng_interceptorTank_mid_lp -resample ps2 6000
..\..\global\effects\eP2_interceptorTank_hi_lp.wav eng_interceptorTank_hi_lp -resample ps2 16000
#endifplatform ps2

// Xwing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_xwing_shpRll_01.wav xwing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_xwing_accel_01.wav xwing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_xwing_deccel_01.wav xwing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_xwing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_xwing_torpedo_fire.wav -resample pc 44100
..\..\gcw\effects\eng_xwing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_xwing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_xwing_med_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_xwing_blaster_fire.wav wpn_xwing_blaster_fire -resample ps2 16000
//..\..\gcw\effects\wp2_xwing_torpedo_fire.wav wpn_xwing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_xwing_hi_lp.wav eng_xwing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_xwing_low_lp.wav eng_xwing_low_lp -resample ps2 2000
..\..\gcw\effects\eP2_xwing_med_lp.wav eng_xwing_med_lp -resample ps2 5000
#endifplatform ps2

// TIE -----------------------------------------------------------------------------------------------------------
// ----- TIE Common -----
..\..\global\effects\veh_tie_accel_01.wav tie_shift_up -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tieFightr_shipRll_01.wav tie_fighter_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_tieIntr_shpRll_01.wav tie_int_roll -alias ps2 tie_fighter_roll -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_tie_deccel_01.wav tie_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_tie_blaster_long.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_tieFighter_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_tieBomber_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_tieFighter_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_tie_blaster_long.wav wpn_tie_blaster_long -resample ps2 16000
//..\..\gcw\effects\eP2_tieFtrAndBomber_low_lp.wav eng_tieFtrAndBomber_low_lp -resample ps2 3000
//..\..\gcw\effects\eP2_tieBomber_hi_lp.wav eng_tieBomber_hi_lp -resample ps2 16000
..\..\gcw\effects\eP2_tieFighter_hi_lp.wav eng_tieFighter_hi_lp -resample ps2 16000
..\..\gcw\effects\eP2_tieBomber_mid_lp.wav eng_tieBomber_mid_lp -resample ps2 20000
..\..\gcw\effects\ep2_tieFighter_mid_lp.wav eng_tieFighter_mid_lp -resample ps2 20000
#endifplatform ps2

// ---------------------------------------------------------------------------------------------------------------
// ----- TIE Bomber -----
..\..\global\effects\veh_tieBmbr_shipRll_01.wav tie_bomber_roll -alias ps2 tie_fighter_roll -resample xbox 22050 pc 22050

// Ywing ----------------------------------------------------------------------------------------------
..\..\global\effects\veh_ywing_shpRll_01.wav ywing_roll -resample ps2 16000 xbox 22050 pc 22050
..\..\global\effects\veh_ywing_accel_01.wav ywing_shift_up -alias ps2 shift_up -resample xbox 22050 pc 22050
#ifplatform xbox pc
..\..\global\effects\veh_ywing_deccel_01.wav ywing_shift_down -resample ps2 16000 xbox 22050 pc 22050
..\..\gcw\effects\wpn_ywing_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\gcw\effects\wpn_ywing_ionCannon_fire.wav -resample pc 22050
//..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_ywing_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_ywing_low_lp.wav -resample xbox 11025 pc 22050
..\..\gcw\effects\eng_ywing_mid_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_blaster_fire.wav wpn_ywing_blaster_fire -resample ps2 18000
//..\..\gcw\effects\wp2_ywing_ionCannon_fire.wav wpn_ywing_ionCannon_fire -resample ps2 20000
//..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
..\..\gcw\effects\eP2_ywing_hi_lp.wav eng_ywing_hi_lp -resample ps2 20000
..\..\gcw\effects\eP2_ywing_low_lp.wav eng_ywing_low_lp -resample ps2 3000
..\..\gcw\effects\eP2_ywing_mid_lp.wav eng_ywing_mid_lp -resample ps2 3000
#endifplatform ps2

// Yellow Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_hailfire_missile_fire.wav wpn_hailfire_missile_fire -resample ps2 16000
#endifplatform ps2

// Bomb
#ifplatform xbox pc
..\..\gcw\effects\wpn_tie_bombLauncher_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_tie_bombLauncher_fire.wav wpn_tie_bombLauncher_fire -resample ps2 16000
#endifplatform ps2

// Proton Torpedo
#ifplatform xbox pc
..\..\gcw\effects\wpn_ywing_torpedo_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_ywing_torpedo_fire.wav wpn_ywing_torpedo_fire -resample ps2 16000
#endifplatform ps2

// Scout Lasers
#ifplatform xbox pc
..\..\cw\effects\wpn_jediStrftr_blaster_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_jediStrftr_blaster_fire.wav wpn_jediStrftr_blaster_fire -resample ps2 16000
#endifplatform ps2[/code]
As you can see I didn't add the R2 unit sounds but that may have nothing to with it.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Marvel4 »

So you didn't load the damage sound (eng_chop_a_loop) ?
Then the question is why the game plays it even when the fighters have no damage... :?
User avatar
Jendo7
Sith
Sith
Posts: 1304
Joined: Wed Apr 01, 2009 6:37 pm
Location: Cambridge, England.
Contact:

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Jendo7 »

Maybe Pandemic implemented it to work correctly only in space maps. Just guessing though :?

Edit: That must be it, I found this in one of the space.luas:
Hidden/Spoiler:
[code]--Engine 1
SetProperty("Engine_a01", "MaxHealth", 999999)
SetProperty("Engine_a01", "CurHealth", 999999)
--Engine 2
SetProperty("Engine_a02", "MaxHealth", 999999)
SetProperty("Engine_a02", "CurHealth", 999999)
--Engine 3
SetProperty("Engine_a03", "MaxHealth", 999999)
SetProperty("Engine_a03", "CurHealth", 999999)
--Engine 4
SetProperty("Engine_a04", "MaxHealth", 999999)
SetProperty("Engine_a04", "CurHealth", 999999)
--Engine 5
SetProperty("Engine_a05", "MaxHealth", 999999)
SetProperty("Engine_a05", "CurHealth", 999999)
--Engine 6
SetProperty("Engine_a06", "MaxHealth", 999999)
SetProperty("Engine_a06", "CurHealth", 999999)[/code]
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Marvel4 »

I found something, too, but in global_world.snd:
Hidden/Spoiler:
[code]ParameterGraph()
{
Name("engine_turnon_gain");
ControlPoint(0.0, 0.0);
ControlPoint(1.5, 1.0);
}

ParameterGraph()
{
Name("engine_turnoff_gain");
ControlPoint(0.0, 1.0);
ControlPoint(3.0, 0.0);
}

ParameterGraph()
{
Name("engine_turnon_pitch");
ControlPoint(0.0, 0.5);
ControlPoint(3.0, 1.0);
}

ParameterGraph()
{
Name("engine_turnoff_pitch");
ControlPoint(0.0, 1.0);
ControlPoint(2.0, 0.6);
ControlPoint(3.0, 0.3);
}


ParameterGraph()
{
Name("engine_health");
ControlPoint(0.1, 0.7);
ControlPoint(0.3, 0.5);
ControlPoint(0.4, 0.4);
ControlPoint(0.5, 0.3);
ControlPoint(0.75, 0.1);
ControlPoint(0.85, 0.05);
ControlPoint(0.86, 0.0);
ControlPoint(1.0, 0.0);
}[/code]
That engine_health smells like the right thing, just testing it...
EDIT: Yay, it worked! :) I will now fix that for Islands and Platforms, too.
BIG thanks for pointing this out! :thumbs:
0001111000
Private Second Class
Posts: 60
Joined: Thu Jun 18, 2009 3:42 pm

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by 0001111000 »

Okay i've tried Rhen Var Harbour, Kashyyyk Docks, Kashyyyk Islands, Bespin Platforms, Cloud City and Tatooine Dune Sea.
So far only Cloud City, Kashyyyk Docks and Rhen Var Harbour have worked the others for some reason just exit to windows when loading up.

The maps i could get to load were true to the originals in every way apart from the vehicles on some maps like the docks just had corporate alliance tanks rather than the spider droids and AAT's. You've done a great job so far Marvel4 :D
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by Marvel4 »

I'm sorry some maps are crashing for you - try lowering your lighting quality, most of the time it helps reducing crashes.
0001111000
Private Second Class
Posts: 60
Joined: Thu Jun 18, 2009 3:42 pm

Re: Marvel4's BF1 Conversions (all missing maps finished)

Post by 0001111000 »

Okay Marvel I'll try that method I just don't get why it crashes i've never had this problem before.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversion Pack + Bonus Maps

Post by Marvel4 »

Are you using Vista? What are your PC specs?

UPDATE: Tatooine: Mos Eisley finished. Because this map is already present in BF2, it has Conquest and Hero Assault only.

UPDATE: Complete pack uploaded (it doesn't include the bonus maps)
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: Marvel4's BF1 Conversion Pack + Bonus Maps

Post by Teancum »

Just curious -- what's different between BF1 and BF2 Mos Eisley? The only thing I remember is that the SWBF1 version and an AAT/AT-ST.
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Marvel4's BF1 Conversion Pack + Bonus Maps

Post by Marvel4 »

Yes, and the terrain and lighting is different (looks much better in my opinion). Also, when I play the stock Mos Eisley on highest settings, the FPS are very low (which is very strange because I have a HD 5850).
0001111000
Private Second Class
Posts: 60
Joined: Thu Jun 18, 2009 3:42 pm

Re: Marvel4's BF1 Conversion Pack + Bonus Maps

Post by 0001111000 »

Turns out its not my specs or the lighting issues its because i'm using Alexrds phase one clone trooper side mod. Wierd thing is it works on a couple of your maps but not the ones i mentioned but i'm guessing that would be due to the vehicles in the maps.
Post Reply