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Topics - JanDeis

#1
Projects / Jan's Multiplayer Mod
January 17, 2008, 04:01:46 PM
I am making a stealth mod for multiplayer RC.  Here is the download link for my test version:

//http://www.savefile.com/files/1324097

Make a backup of your properties folder before you put this in.  It goes in the GameData folder in your Republic Commando directory.

This is only a weapons mod so far.  I still need to replace skins and test it online.  PM me or post here if you want to test this with me.  I have a 4 day weekend, so you can make the schedule.  I'll take screenshots when I am able to test with someone.

I will update as I add to the mod.

EDIT:  Also, as long as my PC is on, I am logged into xfire.  So you can message me there too.  My xfire is in my sig.
#2
Texturing / HUD Icons
January 06, 2008, 03:01:00 PM
I have found the texture!  I know I can edit it, but I don't know what the different icons are ingame.

Here is a screenshot of the texture in UE:


//http://deisgames.zoomshare.com/files/Pictures/Republic_Commando/UE_Screen.PNG

And here is a screen with numbers written all over it.  It is a little sloppy, but it works.  The extra grid on the right are the numbers for the grenades and command icons.

//http://deisgames.zoomshare.com/files/Pictures/Republic_Commando/UE_Screen_locator.PNG


Anyway, for the long part of the post.  I don't know any of the blank ones.

1:  Tactical visor left and right of the screen
2:  
3:  part of shield (pointing to the middle, shields down)
4:  part of shield (shields up, also pointing to the middle)
5:  Health Bar (bottom Layer)  (white part changes color depending on health)
6:  Health Bar Decoration (strip that goes down under the health bar)
7:  Scorch's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
8:  Fixer's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
9:  Sev's Highlighted Number  (when the reticle is over him, it shows up)  <--- Fixed
10:
11:Shield bar (copied across the screen depending on the current status of the shields)
12:Health Bar (top layer)  (top disappears as you lose health)
13:
14:
15:Flash Grenade Icon
16:detonate demo charge
17:
18:
19:Sonic Detonator Icon
20:
21:flag in mp (u see it in the ctrl menu)
22:
23:EMP Grenade Icon
24:Attack Selected Target <---New
25:going bactastation/using bacta/reviving squadmate
26:
27:Thermal Detonator Icon
28:
29:
30:slicing door (not sure)
31:form up
32:slice terminal
33:
34:
35:search and destroy
36:
37:
38:
39:
40:grenade position
41:incapacitated squadmate
42:mount turret
43:Commando Icon (not lit up)
44:Commando Icon (lit up)
45:
46:Multiplayer Shield Backing (it is behind the shield bar #11)
47:Multiplayer Health Bar
48:
49:

I will edit the list as the different icons are given a name.

EDIT: Sections in blue courtesy of RC-1266
#3
Matinee/Animation / Possible New Animations?
December 21, 2007, 09:53:57 PM
Here is what I found after a brief Google search:  Linky

It doesn't say anything about RC specifically, but it is the same editor (right?).  But if this works, new static meshes can be imported into RC along with new animations!  If I am wrong, shoot down my excitement of feeling important immediately...

EDIT:  I would give this a shot, but I don't have the software needed for the animating... :cry:
#4
Texturing / Exporting from UnrealEd
December 21, 2007, 08:36:43 PM
When I click a texture to export from UE, nothing happens when I hit open, or export (whatever the button says).  But, when I put a file extension (.bmp and .tga are the only ones that I have found that work so far) the file exports.  Does anyone know what other file extensions work?  Also, why does the file get all screwed up when I export them.  TGA gets all faded and BMP puts a blue or white shade behind everything.
#5
Properties Editing / New Enemies?
December 18, 2007, 04:25:58 PM
Is it possible to add new enemies into RC?  Even if it is as simple as changing the clones from friendly to enemies.  <-- In fact, that would be greatly helpful for a mod I am making.

Since it probably has something to do with properties editing, I posted this here.  Anyone know how this could be accomplished?
#6
Single Player Level Design / Single Player Squad
December 18, 2007, 04:16:26 PM
I am having trouble getting the squad to do the things they are supposed to do.  I place all of the squad members, but then they only stay in the general area that they were placed on the map.  I also can't get them to do any commands (simple ones like "concentrate fire on the selected target").  The only one who ever did anything was Sev.  He revived me only when I was near him and died.  But I did the same thing standing next to both Scorch and Fixer, and the game says that I lost!

Also, I did not mess with any properties.  I made my map, placed the actors, then played the game.  Does anyone know what is going on?
#7
General / Map Names
December 11, 2007, 02:56:21 PM
I have noticed that almost everyone has "DM" in front of their map name.  Why is this?  And would it really matter if I use a different abbreviation for my maps?
#8
Why is the Create a Team forum locked?  I would like to start a team to help me out with my RC2 mod, but I can't post there.  Why was that locked?  I checked the announcements and almost every other corner of the forums, and I found nothing saying anything about that being shut down...
#9
Unreal Engine 2 General Modding Chat / Terrain
November 23, 2007, 12:24:42 AM
I found the terrain tutorial, but it doesn't seem to work.  I get the little terrain info thing to pop up, but:

1) it isn't in the right spot like the tutorial says/shows (if this has anything to do with it)

2) after I'm done, my terrain doesn't appear.

I have the Best of PC version, so does this have anything to do with what UE is doing, because I think I have seen slight differences in what I have, and what is supposed to be seeing.  Either that, or I did something really stupid and it works fine, but I made the mistake (not UE).  Has anyone else seen a problem with making terrain?
#10
Forum and Website Technical Section / X-fire Sigs
November 08, 2007, 06:19:11 PM
Everyone's X-fire sigs went away.  Is the forum having technical problems, or did X-fire not allow information out to the sigs anymore?
#11
Texturing / Night Ops and Adhesive Grenades
October 27, 2007, 04:41:09 PM
First on my list, Night Ops Commandos:



Then, I noticed something on Fixer.  He still has some green on his shoulder and his head/ear area.  What is that about?  Also, does anyone know how to edit the texures of Delta-38's arms?  That is the only thing between me and my Night Ops team...





Then I made Adhesive Grenades.  All I did was replace the static mesh of the Sonic Detonator with that of the Thermal Det.



A close up...

#12
Projects / Republic Commando 2: Rouge Commando
October 26, 2007, 01:45:55 PM
Now doesn't that sound professional.  Well, I only have one problem.  I can't do terrain in unrealed on my life!  I have used the bsp tool to make some ok terrain, but nothing spectacular.

Anyways, my RC2 mod/sequel thingy.  It is based right after the end scene of Republic Commando.  You play as Delta-38, with Scorch and Fixer in the squad at the start.

Mission 1
The first mission is the Battle of Kashyyyk.  The remains of Delta Squad sneak behind the enemy, through the treetops to shut down the CIS power generators.  Once shut down, Delta Squad gets an order from their advisor to return to base.  Delta Squad disobeys this order to hunt for their missing commando, Delta-07.  Once found, they link back up with their missing brother and head up into orbit.

Mission 2
The weary Delta Squad returns into orbit towards the end of the battle.  Their orders were to return, although the battle had not ended.  The confused commandos have their question answered when Emperor Palpatine gives the command to execute all Jedi.  The commandos of Delta Squad disobey the order and are fired upon by the crew on the Monitor.  Droids ambush the ship an board on multiple hangars.  The Deltas are shot at by droids, clones, and then the Venator Destroyer is rammed by a CIS cruiser.  The commandos escape on an LAAT before the ship explodes.

Mission 3
During their escape, the commandos decide to hit the Empire where it hurts.  They target Kuat, where the Empire is starting to build their vast Imperial Navy.  The commandos find out that a final resistance by the CIS has also targeted the same facilities.  When Delta Squad arrives on Kuat, they find that a large CIS strike team has taken two of the three main shipyards.  The Deltas must infiltrate the shipyards, destroy the droids and the facilities.  Once they destroy two of the shipyards, an Imperial fleet jumps into the system.  The Deltas quietly escape while the Empire cleans out the rest of the droids.

End
The Deltas realize that they cannot stop the Empire alone.  They split up to avoid detection, contacting each other through abandoned Old Republic comm lines.  They lie in wait, for their opportunity to team back up to strike back at the Empire...

How do you like it?  The only things I need to figure out are:
-New models for actors (not characters)
-How to make clones an enemy
-Terrain without using the bsp tool

Post if you have any suggestions, or if you want to join my team to build this mod.  I can use all the help I can get...

EDIT:  I basically rewrote the entire above post.  I changed my story to include all the commandos on the same side.  My original idea killed all but 38.
#13
Projects / Another RC 2?
October 22, 2007, 09:21:05 PM
I looked up the RC2 mod that was already here, and they said that its basically over.  Does that mean that a sequel/mod is still up for grabs?  Or would be rude to try to take that idea away?
#14
Maps in Progress / JD_factory
October 22, 2007, 09:02:23 PM
Sorry I don't have any screenies right now, but I'll try to get some off of my other computer.  (My internet computer is of course the one I'm on right now, my other computer has the map on it)  It is a single player mission where Delta-38 is dropped into a CIS droid factory (alone) and has to make his way through to the end.  There is no terrain (I don't know how to do that, and the tutorials didn't help) and you start in the top vent.  There are Trandoshan scav droids all through the vents.  I set the lighting in the vents to zero, forcing you to either turn on your low-light mode, or use your pistol to light the way (that has been fun through all my tests).  But the vents finally let you out on the base floor, where you are met by a couple of Trando mercs.  You will meet more trandos, battle droids, super battle droids, and one magnaguard at the end.  You will also see more scav droids as you sneak through the vents going into other rooms.  There will be barricades in the main hallway, forcing you to find another way around (or esle I would have a very short level!)

This is my first real map.  I have only followed other tutorials to make anything else.  (except for an alternate terrain option that I found using the bsp tool)  But this will be followed by JD_hangar, where 38 hopefully meets up with the rest of the squad.  I still haven't figured out completely how to work the rest of the squad.  And after that, JD_escape, where the squad has to escape the factory into the surrounding area (hopefully I know how I'll do terrain by then).

I'll try to get screens up soon.