This is a conversion of the classic BF1 map Tatooine: Dune Sea. I know there's already a very good version in the conversion pack, and that's why I've made it slightly different by changing the lighting, and sky to try and convey an evening setting. I've added all the usual vehicles and flyers that are in the stock set up, and also brought back the republic speederbikes that were in the first game as well as Lord Bandu's Sith Speeder. I was also bored with the stock Clone side and used DYFX Phase II white skin for the infantry and Jet Trooper. Updated version 3.0 includes support for Maveritchell's "Dark Times II: Rising Son" mod. This is most probably the final version. My next map will be of my own design
Dune Sea: Sunset (3.0) Released
Readme:
Hidden/Spoiler:
[code]Dune Sea: Sunset (3.0) 5th of August 2010.
Tatooine: Dune Sea
Converted by Jendo7
Support for Maveritchell's "Dark Times II: Rising Son" mod
Modes: conquest only
Both the "Dark Times II: Rising Son" mod, and the Unofficial 1.3 patch need to be installed for the Dark Times era to be playable.
Luke Skywalker Locolization corrected
"Elite" Cycler rifle with scope replaces stock rifle for the Tusken Hunter (sniper)
Rebel Sniper changed to desert camo skin
Added correct damage effects to the Sith Speeder
Credits:
George Lucas: Star Wars
Lucasarts and Pandemic: Star Wars Battlefront II
Pandemic: BFII Modtools and BFBuilder
Pandemic: Tatooine: Dune Sea map
Maveritchell: "Dark Times II: Rising Son" mod, and the "How to add Rising Son to your mod" tutorial
archer01: AIHeroSupport script
Teancum, Maveritchell, and the Conversion Pack Team: Conversion Pack Vehicle Assets
CodaRez: Tusken Cycler Rifle V2 - A tusken cycler rifle with scope(the "Elite" Tusken Cycler)
Frosh the Wookie: Tattooine Luke
Lord Bandu: Sith Speeder
DYFX: Phase II White Clone Skin
Teancum: Conversion tutorial
]V[: +123 assets
Eggman: Lighting help
Guru and the Battlefront community: Gametoast.com, and forum
Installation: Extract the TDS folder to the, "LucasArts/Star Wars Battlefront II/GameData/addon" directory.
Uninstallation: Remove TDS from GameData/addon folder.
THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. [/code]
Outdated final version with the darker ground texture, that was here has been deleted.
Re: Dune Sea: Sunset (Final)
Posted: Tue Jul 20, 2010 10:19 pm
by Obi-Wan Kenobi
Nice map! Good editions were made.
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 11:10 am
by Anakin
you've catch the floor texture from Geonosis, don't you??
it looks a bit dark but not bad i like :maulsaber:
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 11:29 am
by Jendo7
Thanks! The ground textures are the same as the stock Dune Sea, but I've only used 3 layers instead of 5. I think the problem is that BF1 uses a different lighting system to BF2, and the only way I could replicate the same shade of color was to copy over the tat1.wld file from BF1 to my world1 folder without saving it in BF2 zeroeditor first. The only problem was that doing it this way would take out the shadows that I initally put in.
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 12:28 pm
by Anakin
maybe you can get an realistical texture if you catch the one from Mos Eisley (BFII)
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 12:48 pm
by Jendo7
I tried that, but had no effect. I think the problem lies with the terrain file tat1.tga, which you can't change outside of the editor.
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 1:54 pm
by Anakin
maybe someone else know an answer post in the SWBF2 Modding thread.
Re: Dune Sea: Sunset (Final)
Posted: Wed Jul 21, 2010 3:33 pm
by Jendo7
OK, I feel a complete idiot, I've just figured out how to the lighten the terrain. I had to burn the terrain after putting the light colors all to 255. Found here: http://www.gametoast.com/forums/viewtop ... =27&t=3915
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 5:48 am
by Anakin
ok that doesn't say anything to me because i tried for one tiome to make my own map and ...... FAILED XD so the map is great as it is. it looks like evening on Tatooin
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 6:31 am
by Jendo7
Thanks Anakin, you're too kind.
I may have improved it though... what do you think:
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 6:35 am
by Anakin
much better
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 6:38 am
by Jendo7
Result! I'll re-release it soon then. I've just got to do a bit more tweaking, and bug fixing.
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 6:47 am
by Anakin
it will be realistical if you add Qui-Gon or the jung Obi-Wan as hero because Anakin was 7 when Darth Maul lifed
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 6:58 am
by Jendo7
Good point, but the only problem is I'm using Phase II Clones, so I would have to change them to Phase I.
Edit: Thu Jul 22, 2010 7:34 am. Actually, now I think about it Darth maul wasn't at the time of Phase II Clones either. Now I'm in a pickle
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 8:30 am
by Eggman
Jendo7 wrote:Good point, but the only problem is I'm using Phase II Clones, so I would have to change them to Phase I.
Edit: Thu Jul 22, 2010 7:34 am. Actually, now I think about it Darth maul wasn't at the time of Phase II Clones either. Now I'm in a pickle
Bah, who cares, Maul is a fun hero. I don't see why canonocity should matter for a simple round of conquest.
I haven't downloaded the map yet, but judging by your updated screenshots the finished product will be beautiful.
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 8:38 am
by Anakin
Jendo7 wrote:Good point, but the only problem is I'm using Phase II Clones, so I would have to change them to Phase I.
Edit: Thu Jul 22, 2010 7:34 am. Actually, now I think about it Darth maul wasn't at the time of Phase II Clones either. Now I'm in a pickle
Or you only change Maul (what will be bad because there is his speeder) and say it's the time when Anakin comes back to tatooin to kill all Tusken
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 9:48 am
by Jendo7
Eggman wrote:
Bah, who cares, Maul is a fun hero. I don't see why canonocity should matter for a simple round of conquest.
I haven't downloaded the map yet, but judging by your updated screenshots the finished product will be beautiful.
Thanks Eggman. I think I'll keep it as it is. Being canon is just too complicated.
Anakin wrote:
Or you only change Maul (what will be bad because there is his speeder) and say it's the time when Anakin comes back to tatooin to kill all Tusken
As his speeder's there I'll be keeping him in, and Anakin in episode II is what I was thinking of, sort of.
Great minds think alike
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 10:02 am
by Anakin
if you was thinking of Anakin in ep2 why doid you have added Maul? I think we stopp this now before we get a warning because of spaming XD
have you upload the new texture??
by the way Aayla and Quinlon Vos were on tatooin too in EP2 in an secreat Mission so they don't appear in the movie but hey were there
Hidden/Spoiler:
So you could add them, too and after this we all have to much mission because of all this tatooin maps
Re: Dune Sea: Sunset (Final)
Posted: Thu Jul 22, 2010 11:13 am
by Jendo7
Anakin you kill me
Anyway, thing's are coming on really well. I've put the reinforcment count to 250 but I will reduce it if people would prefer less.
Re: Dune Sea: Sunset
Posted: Thu Jul 22, 2010 12:54 pm
by Anakin
ok now a more searious but mor bad topic the download doesn'z work
if i klick on download on the filefront site a new tab opens and there apears an error: 404 - file not found