So a Halo: Battlefront mod could technically be a "go"

Talk and share anything related to Star Wars Battlefront 2. No maps or mod announcements here. Use Work in Progress forum.

Moderator: Moderators

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

So a Halo: Battlefront mod could technically be a "go"

Post by Teancum »

While searching for something else entirely I came across something amazing -- Microsoft is allowing use of many of their IP's (including Halo) likenesses and assets in non-commercial, non-profit settings such as Machinima and mods:

See THIS LINK
Microsoft's policy wrote:Here are the magic words from our lawyers: on the condition that you follow the rules below ("Rules"), Microsoft grants you a personal, non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content, strictly for your noncommercial and personal use. This license is limited by the conditions and restrictions below, so please read them. We can revoke this limited-use license at any time and for any reason without liability to you.

If you share your Items with others, then you must include the following notice about the Game Content. You can put it in a README file, or on the web page from where it's downloaded, or anywhere else that makes sense so long as anyone who sees your Item will easily find this notice.

[Name of the Microsoft Game] © Microsoft Corporation. [The title of your Item] was created under Microsoft's "Game Content Usage Rules" using assets from [Name of the Microsoft Game]. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing [Name of the Microsoft Game]. As such, it does not contribute to the official narrative of the fictional universe, if applicable.

Wherever you put the notice, you also need to include a link to these Game Content Usage Rules, so people can find them.
Accordingly I have updated our Copyright rules:
Copyright Rules thread wrote:
Hidden/Spoiler:
Commercial Games (non-Star Wars)
[list]
[*]Microsoft Game Studios - According to Microsoft's Game Content Usage Rules (see here and here) usage of likenesses and assets of characters/weapons/etc from certain Microsoft Game Studios games (including Halo, see second link) are free for use in non-commercial, non-profit settings[/list]
Now, who's up for Halo: Battlefront? :eek:
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: So a Halo: Battlefront mod could technically be a "go"

Post by Teancum »

Halo: Battlefront *idea summary*

Maps
*Blood Gulch
*Installation 04 exterior (a la Halo Anniversary firefight)
*Requiem
*UNSC Infinity
*High Charity
*New Mombassa
*The Library

Core Modes *these would be the "era" of a map*
*Slayer (8 players max, one player for each of SWBF2's teams)
*Team Slayer
*CTF
*Firefight

Mode Variants *this is the "mode" of a map
*Rockets
*SWAT
*Spartan
*Covy (Elites)
*Spartan vs Covy
*etc

Classes and factions *not mirror images of each other, but still evenly balanced*
UNSC
*Marine (standard soldier)
*Heavy weapons
*Sniper
*Medic
*Specialist
*HERO: Spartan (could be one of multiple characters)

Covenant
*Elite (standard soldier)
*Hunter (slow, powerful)
*Jackal (sniper)
*Grunt (medic)
*Brute Cheiftan (hammer)/Elite Spec Ops (Sword)
*HERO: Arbiter

Flood:
AI ONLY

Assets
*Halo 2/Halo CE as primary pulls due to performance concerns and ease of acquisition on PC
Loopy53
1st Lieutenant
1st Lieutenant
Posts: 456
Joined: Thu Nov 01, 2012 2:27 am
Projects :: Earth Apocalypse
Games I'm Playing :: swbf2 bf3 cod
xbox live or psn: Dont have one
Location: On earth, I guess.

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Loopy53 »

Hm....This sounds interesting. I would be interested in a mod team for this if someone else wanted to organize it. (my intra personal skills suck, lol. But I can work in groups.)
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Fiodis »

Wasn't there a Halo mod project a while back? How far did that get?
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: So a Halo: Battlefront mod could technically be a "go"

Post by Teancum »

There was a long while ago, but it fizzled out due to lack of production assets. Given the permissions MGS (Microsoft Game Studios) has given those walls have now become easier to overcome. It still requires conversion, rigging of models, etc (anything you'd do with even a major Star Wars mod) but the potential is there.

As always I would suggest a proof of concept first. And there are still Zero-based limitations such as the AI not understanding overlapping pathways. Still, the permissions MGS gives takes the potential mod project from nigh-impossible to only slightly-improbable. :thumbs:
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by THEWULFMAN »

So this is what TNA had meant. Swish.

I so badly wanted to do a Red versus Blue mod ages ago.

Oh and this just bought Microsoft some major points on my "How much can I trust this corporation?" chart.
User avatar
Cleb
Lieutenant General
Lieutenant General
Posts: 711
Joined: Sun Jun 17, 2012 10:12 pm
Projects :: Learning how to use 3DS Max
Games I'm Playing :: BF2 CIV4 MC
xbox live or psn: ˙. ˙. ˙. ˙. ˙. ˙
Location: Somewhere
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Cleb »

Sounds cool! Given that I don't have halo (or any other shooter other than battlefront for that matter) and Im a pretty bad modder I don't know how I would contribute to a mod but it would still be cool to see a mod of this as long as there is that helicopter thingy and that huge tank :funny2:
Also how would you get the assets from halo? I thought you couldn't do that. :?
User avatar
RED51
Jedi
Jedi
Posts: 1024
Joined: Sun Sep 07, 2008 6:25 pm
Games I'm Playing :: SWBFII

Re: So a Halo: Battlefront mod could technically be a "go"

Post by RED51 »

If you guys get the wheels rolling, I would be interested in making objects for this. Would be nice practice for me.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Marth8880 »

Cleb wrote:Sounds cool! Given that I don't have halo (or any other shooter other than battlefront for that matter) and Im a pretty bad modder I don't know how I would contribute to a mod but it would still be cool to see a mod of this as long as there is that helicopter thingy and that huge tank :funny2:
Also how would you get the assets from halo? I thought you couldn't do that. :?
The PC versions came with mod tools. ;)
User avatar
Cleb
Lieutenant General
Lieutenant General
Posts: 711
Joined: Sun Jun 17, 2012 10:12 pm
Projects :: Learning how to use 3DS Max
Games I'm Playing :: BF2 CIV4 MC
xbox live or psn: ˙. ˙. ˙. ˙. ˙. ˙
Location: Somewhere
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Cleb »

oh ok
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by AceMastermind »

Marth8880 wrote:The PC versions came with mod tools. ;)
All I see are 3rd party tools. If it did come with official tools I don't think they would ship it with assets in their raw form.
Their first rule says:
You can't reverse engineer our games to access the assets or otherwise do things that the games don't normally permit in order to create your Items.
I think they're just saying you can recreate anything in our games and we won't say anything as long as you don't profit from or use the word 'Halo' in your mod title.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by THEWULFMAN »

Microsoft's policy wrote:Microsoft grants you a personal, non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content, strictly for your noncommercial and personal use.
I'm with Ace. They aren't saying we can rip the models out and use them. Just that we can recreate anything without them getting a cease & desist on you. As long as it's non-profit.

I'm not arguing, but where does it say you can't use the word "Halo" in the mod's title?
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by AceMastermind »

THEWULFMAN wrote:I'm not arguing, but where does it say you can't use the word "Halo" in the mod's title?
In addition, your Items may not use the name of the Microsoft Game in their title. For example, we don't object to "Red vs. Blue". We don't object to "Operation Chastity". But we do object to "Halo [insert the title of your Item here]". We want to make sure consumers don't get confused.
http://www.xbox.com/en-US/community/developer/rules
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by THEWULFMAN »

Thanks Ace.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Maveritchell »

Teancum wrote:There was a long while ago, but it fizzled out due to lack of production assets. Given the permissions MGS (Microsoft Game Studios) has given those walls have now become easier to overcome. It still requires conversion, rigging of models, etc (anything you'd do with even a major Star Wars mod) but the potential is there.
I think it's worth pointing out in regards to converting assets: I could be wrong, but my reading of their rules seems to indicate that unless the asset is in a non-proprietary format (like .upk), you're probably not allowed to convert it (the prohibition on reverse-engineering). Music may also be a no-go. I'm not a fan of using converted assets in any case, so I'm certainly a biased reader, but I'd take a look at that prohibition carefully.
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by TWINKEYRUNAWAY »

Hmm, very interesting. This could make a good mod given the right motivation or interest. Great find Teancum!
User avatar
yuke5
Field Commander
Field Commander
Posts: 945
Joined: Wed Jun 29, 2011 10:42 pm
Games I'm Playing :: SWBF2 TF2 RC KOTOR
xbox live or psn: My steam is yuke5.
Location: Vermont

Re: So a Halo: Battlefront mod could technically be a "go"

Post by yuke5 »

Are any forge model assets available?
Fusion
Gametoast Staff
Gametoast Staff
Posts: 2551
Joined: Sat Jun 24, 2006 4:16 pm

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Fusion »

Too bad some of my old ideas used Halo 3 assets. :P

The idea behind this was to keep Battlefront's feel while playing with weapons and characters taken from Halo. While I can agree with the "Marines vs. Grunts" style also working well, my version is based purely on a competitive multiplayer experience and attempts to keep as few imbalances between as possible given the source material.

Units:
Hidden/Spoiler:
UNSC:

Spartan Soldier (Mark VI Armor):
Battle Rifle (Award Rifle/Boba Fett Rifle)
M6G Magnum (Blaster Pistol)
Frag Grenade x4 (Thermal Det)

Spartan Bombardier (EOD Armor):
SPNKr (4 Rockets, tracking)
M6G Magnum (Blaster Pistol)
LOTUS Mines x2

Spartan Sniper (Recon Armor)
Sniper Rifle (24 ammo)
M6D Magnum (Conversion Pack's Heavy Pistol?)
Heavy Machine Gun x1 (Stationary Turret)

Spartan Pilot (EVA Armor)
Assault Rifle (Blaster Rifle)
M6D Magnum
Type 14 Anti-Tank Mine x3 (Time Bomb)

Spartan Assassin (CQB Armor)
Shotgun (36 shots) [Stronger]
Combat Knife (Vader animations?) [Weaker]
Active Camo (similar to Bothan Spy's, can attack while invisible)

Covenant:

Elite Minor (Blue Combat Harness)
Covenant Carbine (I can't think of any already existing BF2 weapons that match, maybe a modified sniper that fires faster but weaker?)
Plasma Pistol (Blaster Pistol)
Plasma Grenade x4 (Sticking properties possible?)

Elite Major (Red Assault Harness)
Fuel Rod Gun (8 shots, less powerful and less tracking)
Plasma Pistol (Blaster Pistol)
Trip Mine x2

Spec Ops Elite (White Commando Harness)
Beam Rifle (24 shots)
Overcharged Plasma Pistol (Conversion Pack's Heavy Pistol?)
Plasma Cannon x1 (Stationary Turret)

Ranger Elite (Purple Flight Harness)
Plasma Rifle (Blaster Rifle)
Overcharged Plasma Pistol
Unnamed Covenant Bomb x3 (Time Bomb)

Elite Ultra (White Ascetic Harness)
Mauler (36 shots) [Weaker]
Energy Sword (Vader Animations?) [Stronger]
Active Camo (similar to Bothan Spy's, can attack while invisible)
Heroes:
Hidden/Spoiler:
UNSC:

John 117 (Mark VI)
Spartan Laser (High Damage Sniper that has a charge time)
Machine Gun Turret (Clone Commander Chaingun)
Frag Grenade x4
Believe (Rally)

Sergeant Johnson
Sniper Rifle (Infinite ammo, damage boost)
Smell of Hero (Rage)

Fred 104 (Mark V)
M6D Pistol (Infinite ammo, damage boost)
Combat Knife (Damage boost)
Active Camo

Covenant:

Thel Vadamee
Energy Sword (Damage boost)
Arm of the Prophets (Rally)

Prophet of Regret
Chair Defense Laser (High Damage Sniper that has a charge time)
Cleansing Beam (Orbital Strike)
Sermon (Rage)

Hunter
Fuel Rod Gun (same as Major version)
Shield Swipe (Vader animations?)
Vehicles:
Hidden/Spoiler:
UNSC:

Ground:

Mongoose (Unused Halo 2 version) [Speeder Class]
Chaingun (same weapon the Ghost will have)

Scorpion [Tank Class]
Chaingun (Stock Tri-Fighter weapon?)
Rocket (AAT second seat weapon)

Elephant [Transport Class]
1st Seat: None
2nd Seat: Front Chaingun (Stock Tri-Fighter weapon?)
3rd Seat: Right Chaingun
4th Seat: Left Chaingun

Air/Space:

Hornet [Fighter Class]
Chaingun (Slower Republic Starfighter weapon?)
Missiles (2 at once, recharge period)

Longsword [Bomber Class]
Chaingun
Bombs (Same as any bomber in BF2)

Pelican [Gunship Class]
1st Seat: Chaingun, Missiles (6 at once, recharge period)
2nd Seat: Rear Chaingun
3rd Seat: Passenger
4th Seat: Passenger

Covenant:

Ground:

Ghost [Speeder Class]
Plasma Cannon (There doesn't seem to be a Battlefront equivalent I can think of)

Wraith [Tank Class]
Plasma Cannon (Stock Tri-Fighter weapon?)
Plasma Mortar (much more powerful grenade launcher round)

Scarab (Whichever version is easier to make) [Transport Class]
1st Seat: Scarab Gun (Can use either the BF2 Beam Laser or do what Bungie did and just have it shoot a lot of projectiles really fast so it looks like a stream)
2nd Seat: AA Gun (Weaker Droid Bomber Weapon)

Air/Space:

Banshee [Fighter Class]
Plasma Cannons (TIE Fighter Lasers)
Fuel Rod Cannon (1 shot, recharge time)

Seraph [Bomber Class]
Plasma Cannons (Tie Fighter Lasers)
Plasma Charge (BF2 Bombs)

Phantom [Gunship Class]
1st Seat: Plasma Cannon (Weaker Droid Bomber Weapon)
2nd Seat: Right Plasma Cannon
3rd Seat: Left Plasma Cannon
4th Seat: Passenger
5th Seat: Passenger
6th Seat: Passenger
Maps:
Hidden/Spoiler:
Maps really can't be the same as the multiplayer ones due to the player count being doubled and even quadrupled in some cases. Blood Gulch or Sandtrap could work, but it would probably be safer to use areas from the campaign instead. Or, even better, get creative and use some areas from the books. I would love to play on the Uneven Elephant.
computergeek
General
General
Posts: 770
Joined: Thu Jun 07, 2007 6:26 pm
Projects :: Halo Warthog vehicle for SWBF2
Games I'm Playing :: Bioware RPGs - Halo
xbox live or psn: No gamertag set
Location: Far Far away....

Re: So a Halo: Battlefront mod could technically be a "go"

Post by computergeek »

I feel like this is relevant here- I have a decent warthog model sitting on my hard drive, but I can't texture or UV to save my life. If anyone's interested, feel free to PM me
Lephenix
Captain
Captain
Posts: 497
Joined: Tue Jul 12, 2011 6:46 am
Projects :: Becoming a Concept Artist-Illustrator
Contact:

Re: So a Halo: Battlefront mod could technically be a "go"

Post by Lephenix »

There's a WIP of an halo mod by Delta1035 on my forum, but i won't post the link because Guru doesn't like me to post links.
Post Reply