Conversion Pack Source File Release Thread

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

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Postby DarthD.U.C.K. » Sun Apr 29, 2007 11:32 am

offtopic:@luke: make new topics for questions who are not relatet to the source files!
I would use bespinluke for retexturing:

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Postby BF2-Master » Mon May 14, 2007 9:34 pm

The heroes.lvl must be re-uploaded.

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Postby Delta_57_Dash » Mon May 14, 2007 10:15 pm

HEROES.lvl doesn't work anymore... can someone re-upload?

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Postby Teancum » Mon May 14, 2007 10:20 pm

If someone else can re-up the file I'd be really grateful. I've got lotsa other stuff I gotta pack and get ready for upload

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Postby BF2-Master » Tue May 15, 2007 2:04 am

I could re-upload it later, if I can find the file.

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Postby Delta_57_Dash » Wed May 16, 2007 6:03 pm

please do...

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Postby trainmaster611 » Wed May 16, 2007 7:11 pm

Don't say I've never done anything for y'all :wink:

http://files.filefront.com//;7528135;/

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Postby Delta_57_Dash » Fri May 18, 2007 4:03 pm

nonsense! you were quite prominent during the domination of the world!

(I still think that should've been locked and stickied instead of deleted...)

Alpha

Postby Alpha » Fri May 18, 2007 4:46 pm

Are you going to release the vehicles side, Teancum?

PlayerX

Postby PlayerX » Sat May 19, 2007 3:44 pm

Teancum wrote:Heroes side (sans Kit)
http://files.filefront.com/heroes_sider ... einfo.html
*LINK BROKEN... SEARCH ON...

Teancum, how should credit be given if the models in the Heroes pack are used? Since we don't know the author(s) of the various characters, should we simply credit you for the release of the pack (which I would do either way).

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Postby Teancum » Sun May 20, 2007 9:21 pm

Just add a separate txt file and copy the credits from the first post of the release thread. Everyone helped so much that they should all get credit anyhow.

@ Alpha -- yeah I plan on releasing it, I just haven't had much time since I'm modding other games.

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Postby B94 » Mon Jun 18, 2007 7:29 pm

the hero link doesnt work :? it just goes to the filefront homepage :(

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Postby trainmaster611 » Mon Jun 18, 2007 9:30 pm

B94 wrote:the hero link doesnt work :? it just goes to the filefront homepage :(


Count up 6 posts :wink:

@Tean: You need to put my link on the first page

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Postby Taivyx » Tue Jun 19, 2007 7:36 am

Um, your majesty of the kingdom of Trains, your link doesn't work anymore. :(
*Mutters curse under breath*

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Postby Teancum » Tue Jun 19, 2007 8:48 am

Man, filefront really sucks anymore. Anyone looking to upload can go to
http://www.gigasize.com/

I'd upload to my Gametoast FTP account, but I forgot the password a long time ago.

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Filefront has "auto prune" going on

Postby AceMastermind » Tue Jun 19, 2007 11:32 am

Yeah, Filefront has this "auto prune" thing going on bigtime as of late, and as a result of this, a lot of my files have been removed also.

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Postby valiant » Fri Jun 22, 2007 3:45 pm

Hey Tean, could ya do me a favor, buddy? haha. I need the Vehicles.lvl file for my Concord Dawn I was working on. Also, do I need any shell or ingame files to get it to run? I accidentally deleted Vehicles.lvl. I may need help with another thing. I cant seem to play as rebels on there.

Here is my CDNg_con.lua file
Hidden/Spoiler:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "CP1"}
cp2 = CommandPost:New{name = "CP2"}
cp3 = CommandPost:New{name = "CP3"}
--cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
--conquest:AddCommandPost(cp4)

conquest:Start()

SetUberMode(1)

EnableSPHeroRules()

end


function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(230)
SetMaxPlayerFlyHeight(230)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("DC:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("DC:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_walk_atat",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

ReadDataFile("SIDE\\vehicles.lvl",
"rep_fly_naboo_starfighter",
"cis_fly_fanblade",
"all_fly_moldy_crow",
"all_hover_hovernaut")

SetupTeams{
all = {
team = ALL,
units = 300,
reinforcements = 1000,
soldier = { "all_inf_rifleman",40, 70},
assault = { "all_inf_rocketeer",10, 18},
engineer = { "all_inf_engineer",10, 18},
sniper = { "all_inf_sniper",10, 18},
officer = { "all_inf_officer",10, 18},
special = { "all_inf_wookiee",10, 18},

},
imp = {
team = IMP,
units = 300,
reinforcements = 1000,
soldier = { "imp_inf_rifleman",50, 80},
assault = { "imp_inf_rocketeer",20, 28},
engineer = { "imp_inf_engineer",10, 18},
sniper = { "imp_inf_sniper",20, 28},
officer = { "imp_inf_officer",20, 28},
special = { "imp_inf_dark_trooper",10, 18},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 10) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandWalker", 10)
SetMemoryPoolSize("CommandHover", 10)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:CDN\\CDN.lvl", "CDN_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end



So what I wanna do is have... A certain race of warrior available to play as when you are a Rebel. I seem to have issues with a few things, including the number of troops on the field I need. Could you look that over and help make it so I have the uber sides? Thanks Tean.

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Postby Master Fionwë » Fri Jun 22, 2007 4:50 pm

Off-topic: Everyone seems to say that you should start out with mapping and learn how to do that first, and then go onto doing custom sides. I made one map, that completely crashed, and three other attempts after that with maps, none worked, no matter how simple they were unless I did absolutely nothing to them. So I did sides instead, and it's not hard at all(just look at my republichinthint).
On-topic: Teancum, are you going to release the other sides that are in the conversion pack, like the other republic and cis ones? I was just wondering.

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Postby valiant » Fri Jun 22, 2007 6:19 pm

I focus on things I can do well. That is changing the sides for premade maps and getting them to work as close to canon as possible. Look at the maps on swbf2files that I, valiant/valiantofficer, have made. In this instance, Teancum gave me his Concord Dawn sources, since he released them to the public, to play with. Ever since then, I have been trying to add a... special bonus... to the map. If ya really wanna know, pm me. But I need to get these sides fixed, because I am being forced to Imperial each time, and it isnt because of my settings. I looked them over a thousand times already. I need help learning how to map, and i asked penguin, the genius behind a lot of different maps, to teach me, but I havent heard from her yet.
I need Teans Vehicles.lvl and awhatever is needed to get it to work so I can get this finished, and I need Teans help with this blasted script, which I think is the source of my problems.

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Postby Teancum » Fri Jun 29, 2007 8:50 pm

Valiant -- the max Units you can have is 200, but I would never go over 150 to make sure you don't crash some folks' systems. The max reinforcements is 2000, but never go over 1750. Other than that your lua looks fine. You shouldn't need vehicles.lvl because it's in the conversion pack, but if you want to wait I'm going to upload it sometime soon.

Rep 146th legion source: (more when I have time)
http://www.megaupload.com/?d=GN3FNS7N

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