Bespin: Escape SWBattlefront Conversion

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mswf
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Re: Bespin: Escape SWBattlefront Conversion

Post by mswf »

It's been 2 days since the last update, the author probably has nothing to show at the moment...
I'm not saying that there can't have been in the meantime, but even then there's the big chance that there's also the possibility that the author just wants to wait with giving us new info, until he feels necessary to do so.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

Yeah! It's going a bit slow at the moment. I've been having a few problems with sound. Seems to be my achilles heel. Although I've got most sounds working, I'm having a real problem getting Anakin's Fighter sounds to work.

On a positive note, I've added Bespin Luke from the conversion pack heroes, but again I can't get the saber sounds working.

Edit: Wed Aug 26, 2009 4:10 am

I now have Luke's saber sounds working :D
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Re: Bespin: Escape SWBattlefront Conversion

Post by sk8erkid6485 »

I saw ur last update. Looks like some issues are starting to cooperate. haha. Using bespin Luke sounds like good idea, even if hes from the conversion pack.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

I've now got Anakin's Starfighter sounds working after several days of trying nearly everything. In the end it was as simple as adding the CIS Droidfighter sounds. I know, It doesn't make much sense :? , but it works. I've now only got a few more fighter weapon sounds to add.

Still to do:

XL mode
Loading screen
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Re: Bespin: Escape SWBattlefront Conversion

Post by sk8erkid6485 »

Sounds frusterating yet you continue anyway. :thumbs: Good luck with XL and the Loadscreen. I have a feeling this is gonna be an awsome map.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

Thanks :)

Everthing is going well, I've completed adding all the sounds and am now starting xl mode. I was thinking of adding alot of ground vehicles to this mode, but it may put back the release of version 1, as adding sounds seems to take the most time, and it is quite tedious. I may leave out the vehicles in xl mode this time, as there are quite a few in conquest anyway, and add them for a later version.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

XL mode is now finished. I've added two AT-ST's, a Troop Transport and two combatspeeders with added sounds.

Screens:
Hidden/Spoiler:
Image

Image

Image
I tried to add the bespin music from the first game, but it didn't work, so I've added music from mygeeto instead.

I've now just got to add a load screen and do a bit more testing, and hopefully if all goes well, I will upload it to SWbattlefront files sometime next week.

Sorry for the double post.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Nihillo »

I think that big area featured in the screenshots could use some stuff for cover.
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Re: Bespin: Escape SWBattlefront Conversion

Post by sk8erkid6485 »

I kind of agree with Nihillo. Though the screens do look pretty intense :thumbs: , it seems like the wide space is an easy kill and die area. And with all the vehicles involved, well it wont be a very long battle. haha. Maybe just a few more objects to make it less open. Just a suggestion. I'll download no matter what though. :D
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

After reading both your suggestions and playing xl mode, I've added more cover to the large area, using mainly Rends container props, but have been careful not to place them in the vehicle paths. I have only added them to xl mode because in conquest the fighting mainly takes place up one end, where there is more cover from the bridge supports, clock towers and fountains.

XL Mode:
Hidden/Spoiler:
Image
Conquest:
Hidden/Spoiler:
Image
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Re: Bespin: Escape SWBattlefront Conversion

Post by -_- »

sk8erkid6485 wrote:Been a while since i've seen any updates on this map. Everything going good?
Stop asking for updates, he'll give them whenever he feels the need to.
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Re: Bespin: Escape SWBattlefront Conversion

Post by sk8erkid6485 »

-_- wrote:
sk8erkid6485 wrote:Been a while since i've seen any updates on this map. Everything going good?
Stop asking for updates, he'll give them whenever he feels the need to.
Dude, its all good now. I was just excited about the map. I apologize. And to Jendo, the new screens look great. Glad that you added a few features to make the big area less open. Keep up the good work. :D
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

I've just uploaded version 1.0 to SWBattlefront Files. So it should be up there by the weekend.

Edit: Wed Sep 02, 2009 5:19 pm.

At the last minute I added a hunt mode. I've set it up like the ending of The Empire Strikes Back. Leia, Lando, Chewbacca and R2-D2 are against a hoard of stormtroopers. It was difficult to get the balance right, as initially it was too easy to win on the heroes side, but now is more equal. I've also added bespin Luke and Boba Fett as unlockable heroes.

There are still a few bugs that need ironing out, and if people could report any in the upcoming release thread, and general opinions about the game modes and overall gameplay, it would help me to improve it for any future update.
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Re: Bespin: Escape SWBattlefront Conversion

Post by giftheck »

Jendo7 wrote:I tried to add the bespin music from the first game, but it didn't work, so I've added music from mygeeto instead.
Apparently in BF2 Mod Tool, you can't munge music anyways, so you have to use BF1 Mod Tool to get music up and running. You need to copy the original "bes.lvl" from the BF1 Sound folder. You want the line in your LUA to be like this:

Code: Select all

    OpenAudioStream("dc:sound\\bes.lvl",  "bes2gcw_music")
And this should be put in place of the music tracks listed:

Code: Select all

    SetAmbientMusic(ALL, 1.0, "all_bes_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_bes_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_bes_amb_victory");
    SetDefeatMusic (ALL, "all_bes_amb_defeat");
    SetVictoryMusic(IMP, "imp_bes_amb_victory");
    SetDefeatMusic (IMP, "imp_bes_amb_defeat");
Or if you wanted to be more creative, and you owned the SE Soundtracks, you could try and recreate the BF1 mixes.

Hope this all helps!
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

Thanks very much, I've been trying to get that working for a while. :) I'll report back later.

Edit: It didn't seem to work. I placed bes.lvl in my mod maps sound folder and edited my lua below to call for it:
Hidden/Spoiler:
[code]--
-- 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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--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",
textDEF = "game.modes.con5",
textATT = "game.modes.con6",
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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")

end


---------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------

function ScriptInit()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(80)


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\\myg.lvl;myg1gcw")
ReadDataFile("dc:sound\\bne.lvl;bnegcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_pilot",
"all_inf_officer",
"all_inf_wookiee",
"all_fly_awing",
"all_fly_xwing_sc",
"all_hero_luke_jedi")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_pilot",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_walk_atst",
"imp_hero_bobafett",
"imp_fly_destroyer_dome")

ReadDataFile("dc:SIDE\\trt.lvl",
"imp_fly_trooptrans",
"bes_fly_cloudcar",
"all_inf_rocketeer_urban",
"all_inf_sniper_urban",
"all_inf_engineer_pilot",
"imp_inf_engineer_pilot",
"imp_inf_officer_gray",
"all_hero_bespin_luke")

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 350,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_urban",1,4},
engineer = { "all_inf_engineer_pilot",1,4},
sniper = { "all_inf_sniper_urban",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 32,
reinforcements = 350,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer_pilot",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer_gray",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

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

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 0) -- 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("CommandFlyer", 1)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 7)
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)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:BNE\\bes3.lvl", "bes3_conquest")
SetDenseEnvironment("false")


-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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("dc:sound\\bes.lvl", "bes2gcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

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(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_bes_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_bes_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_bes_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_bes_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_bes_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_bes_amb_end", 2,1);

SetVictoryMusic(ALL, "all_bes_amb_victory");
SetDefeatMusic (ALL, "all_bes_amb_defeat");
SetVictoryMusic(IMP, "imp_bes_amb_victory");
SetDefeatMusic (IMP, "imp_bes_amb_defeat");

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


--OpeningSateliteShot
AddCameraShot(0.921865, -0.017918, 0.387024, 0.007522, 172.437500, 20.310862, 81.282127);



AddCameraShot(0.918847, -0.080617, -0.384813, -0.033762, 201.526184, 19.137720, -170.633789);
AddCameraShot(-0.002652, 0.000168, -0.997998, -0.063191, 211.232025, 18.612904, -67.894081);
AddCameraShot(0.999362, -0.035613, 0.002799, 0.000100, 100.695435, 2.600187, -79.087349);
AddCameraShot(0.707493, -0.015773, -0.706369, -0.015748, 123.876793, 2.600187, 37.792404);
AddCameraShot(0.592626, -0.004746, -0.805438, -0.006450, 31.254845, 62.577957, -277.082336);
AddCameraShot(0.978340, -0.031134, 0.204547, 0.006509, 163.909683, 40.397472, -173.709442);
AddCameraShot(0.768637, -0.006156, 0.639635, 0.005123, 137.713455, 63.264198, -217.085419);
AddCameraShot(0.999664, -0.025620, -0.003855, -0.000099, 211.125641, 17.876221, -135.611267);
AddCameraShot(0.999795, -0.019432, -0.005753, -0.000112, 76.313194, 13.118959, 122.914833);
AddCameraShot(-0.384098, -0.012655, -0.922705, 0.030400, 47.151829, 1.577695, -15.288089);
end[/code]
I did actually try something like this before, by adding the bespin music files to my sound lvl, but munging through the BFbuilder instead. That didn't work either. I suppose it could be conflicting with other sound files or maybe BF1 music files are completely different to what BF2 can read.
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Re: Bespin: Escape SWBattlefront Conversion

Post by giftheck »

I'm no expert in BF2 as I don't mod using it (no BF2 myself).

However... according to the tutorials BF2 music can only be munged in BF1's mod tools.

In BF1 I actually had the ReadDataFile("<SoundLocation>") pointing to the custom sound lvl file just in case.
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

ggctuk wrote:In BF1 I actually had the ReadDataFile("<SoundLocation>") pointing to the custom sound lvl file just in case.
Do you mean replacing this code in the lua: ReadDataFile("sound\\myg.lvl;myg1gcw")

With this:
Hidden/Spoiler:
[code]
ReadDataFile("dc:sound\\bes.lvl;bes2gcw")
ReadDataFile("dc:sound\\bne.lvl;bnegcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_pilot",
"all_inf_officer",
"all_inf_wookiee",
"all_fly_awing",
"all_fly_xwing_sc",
"all_hero_luke_jedi")[/code]
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Re: Bespin: Escape SWBattlefront Conversion

Post by giftheck »

Yes, I think so.

According to all the tuts I've read BF1 and BF2 use the same sound format so I don't know why it shouldn't work...
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Re: Bespin: Escape SWBattlefront Conversion

Post by Jendo7 »

Thanks for your help. I've got it working :)

Unfortunately though, it has now broken all the unit sounds and voice overs.
At least I Know it works for future reference, so I'll just keep trying to get the other sounds working.

Edit: Every unit sound and the Bespin music is now working. All I had to do is to put back this code: ReadDataFile("sound\\myg.lvl;myg1gcw") at the top, so it looks like this:

Code: Select all

 
    ReadDataFile("sound\\myg.lvl;myg1gcw")
    ReadDataFile("dc:sound\\bes.lvl;bes2gcw")
    ReadDataFile("dc:sound\\bne.lvl;bnegcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman_urban",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_pilot",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_fly_awing",
                    "all_fly_xwing_sc",
                    "all_hero_luke_jedi")
Thanks again ggctuk, I couldn't of figured it out without your help.

Edit 2: I now also have the Carbon Chamber steam sounds working by changing the myg1 sounds with tat3 sounds in my lua, without breaking Boba Fett's gun fire.

Edit 3: After adding the tat3 sounds, I've found that although it adds the steam sounds, it breaks luke's saber sounds. I initially thought this was strange, considering Luke and Boba Fett both appear as heroes in this level. I have since found that Luke's saber sounds are broken in the official Jabba's Palace level. This is obviously an oversight on Pandemic Studios part, and if you look at the .sfx file for tat3 it shows that they were initially going to use Han Solo, but forgot to change the sounds back.

After several attempts to get the carbon chamber steam sounds working, I have now given up, as it is just too frustrating to get all the sounds working together.

After consideration I have also decided not to use the Bespin music as it makes the file size too large, and also breaks the hero tracks.
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Re: Bespin: Escape SWBattlefront Conversion

Post by giftheck »

I could make a custom sound LVL file. I'll PM you about that because it involves using the OSTs, which I will only do if you own them.
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