Page 1 of 2
We Got Death Star (For SWBF!!)
Posted: Mon Apr 24, 2006 7:15 pm
by imp_strikeforce
Hey all!!
Well, rebel_scum & I have been working on converting SWBFII maps to SWBFI for awhile, and we have now successfully converted an
entire map from Battlefront II to I!!
It's not a perfect conversion, as Battlefront II uses a different engine and structure than BFI. The biggest problem is the lack of collision geometry in the MSH files, which is more of a problem in some maps then others. But other than that, it's totally awesome.
So, for our first release, we chose DEATH STAR: INTERIOR, because it's a hecka sick map, and with few bugs

We are currently finalizing it, for a solid beta release, which, if everything goes as planned, will be available to you within the week.
Here are a bunch of screenshots (all from BFI) to give you an idea of what it is like!
Some of the bugs we are still working on-
Planning/AI stand around :evil: grrr
Minimap needs to be shifted alil
A few places missing collision
Paths/spawns
Death regions
and thats about it!
So, as I said, we hope to have the beta available to you within the week. Also we are working on converting other maps as well, although some might be too far gone due to extensive lack of collision geometry.
Questions, comments, killer recipies for low-fat cheesecake, and feedback of any kind are all welcome
We hope that this can bring about a renewed intrest and revival of Star Wars Battlefront I, especially in Battleweeks, etc, and a whole bunch of great new maps!!
Enjoy!!
http://www.swbfmac.com/maps/dea1.zip
RE: We Got Death Star (For SWBF!!)
Posted: Mon Apr 24, 2006 7:23 pm
by JabbaLovesLava
I see people have used my idea =) This look really cool... too bad i have SWBF2 =(
Posted: Mon Apr 24, 2006 7:59 pm
by RDST
Even though I do have BFII, its nice to seen someone still giving some love to Battlefront
Rock on.
-RDST
Posted: Mon Apr 24, 2006 8:11 pm
by Karnage
imp_strikeforce if you need any help with the planning and paths, I can definetly help.
I already have made a lot of the maps from BF2, but not released any besides the space map. So i know how to add the original paths, planning, barriers, and hint nodes.
Posted: Tue Apr 25, 2006 4:53 am
by Guest
Yea! Crush rebel scums!
Posted: Tue Apr 25, 2006 7:25 am
by future
Excellent, I hope you do the bugfixes soon.

Posted: Tue Apr 25, 2006 9:23 am
by Leviathan
Well, imp_strikeforce, it seems you've not wasted your time in order to conceive this Star Wars Battlefront level, since I have equally to say that it has been truly successful, especially if we look at the Screenshots you've posted in your first message... Great work, so !...
PS : By the way, have you planned on releasing this ported Star Wars Battlefront II level's Source Files once it will have been finalized ?
Posted: Tue Apr 25, 2006 12:51 pm
by Teancum
Awesome. I'm really proud of our community
BTW, don't forget to fix the mission objectives.

Posted: Tue Apr 25, 2006 1:05 pm
by Vyse
Guess I won't be uninstalling SWBF1 anytime soon lol! Great job.
Posted: Tue Apr 25, 2006 3:12 pm
by imp_strikeforce
Thanks guys!!
First of all, I don't take full credit for this at all. It was a team effort. The whole idea of porting BFII maps to BFI was rebel_scum's idea. He wanted to get back into modding and do something totally new and awesome for the Battlefront community, that had never been attempted or successfully done.
So, he and I worked together to find a way to port all the maps exactly with planning, hintnodes, regions etc. from one game to another without having to re-create the entire thing. With scum's assistance I was able to discover the secret of the successful conversion, which he was instrumental in refining and perfecting. However, we were running into serious issues with crashing in-game, so scum collaborated with Karnage, because he was already working on his space map. Karnage was informed about our project and method of conversion, and with his help we were able to isolate the problem, which turned out to be nothing more than an incompatible file path with our BFBuilder directory over a network!

crazy
Life is kinda crazy too right now, which doesnt leave much time for modding/gaming, but hopefully we will be able to get the beta to you either tommorow or friday.
@ teancum- dont worry, we'll fix that too

@ Leviathan- yes, eventually. once the final versions are released, the source files and instructions may follow
cheers-
reb and imp
Posted: Wed Apr 26, 2006 7:16 am
by Leviathan
Off-topic : Glad to see you've heard my plea,
imp_strikeforce !...

By the way, do you have any idea of the Hard-Drive's space this
Star Wars Battlefront Project will require to be used
properly, once it'll be finalized ?
Posted: Wed Apr 26, 2006 8:48 am
by EraOfDesann
Remember to change the sky file too! This conversion reminds of how the Death Star first looked in the early previews of Battlefront II, which is good. So great job! It's good to see that the SWBF community is alive and kicking!

Posted: Wed Apr 26, 2006 10:58 am
by Teancum
Man, I miss green CPs.

I also wish we could figure out how to do Yellow for the AI teams as well. (have an idea, just haven't tried it)
Posted: Wed Apr 26, 2006 5:29 pm
by imp_strikeforce
link at the bottom of my first post. bear in mind this is only beta, and there are still bugs, the worst of which is the stupid lazy ai who stand around :evil:
feedback and suggestions are welcome, as we aim to make this as close to perfect as possible, and hopefully a favorite for battleweeks
enjoi
EDIT-
scum and I are also working on
Tantive IV: Interior
Jedi Temple: Knightfall
Felucia: Marshlands
Kashyyyk: Beachhead
Mygeeto: War-Torn City
Polis Massa: Medical Facility
Utapau: Sinkhole
Posted: Wed Apr 26, 2006 6:30 pm
by Karnage
Nice map!
Missing some effects but that's all.
How did you get the sky to work? It wouldn't work for me.
Posted: Thu Apr 27, 2006 9:35 am
by Leviathan
Off-topic : imp_strikeforce, might I know whether either you or rebel_scum have planned on integrating a "Mini-Movie" - Programed to appear inside "Instant Action" Mode's main Menu - to this Star Wars Battlefront level ?
Posted: Fri Apr 28, 2006 1:47 pm
by imp_strikeforce
of course lev! you gotta hav the mini-movie

so i checked in the BFII assets and i cannot find any flythrough movies for the levels, so i guess we'll just have to make our own. which is no big deal

but yes, we were both planning on a movie, as well as (of course) mapinfo.txt for online, and hopefully Battleweek play
please test the map and provide us with any feedback so we can make this level even better than if it had shipped with the original game
thanks
EDIT- lev if you want to make a flythough movie for this lvl the modid is dea1 just in case

Posted: Sat Apr 29, 2006 2:30 pm
by Leviathan
Off-topic : Well,
imp_strikeforce, Movies displayed in either
Star Wars Battlefront II main Interface or during your progress along levels affiliated to the "
Historical Campaign" Mode are in fact
merged into the "
shell.mvs" file - Located inside the "
LucasArts\Star Wars Battlefront II\GameData\Data\_LVL_PC\Movies" -, whose
entire content has not been released by
Pandemic Studios through
Star Wars Battlefront II Modification Tools, which means exploiting them inside
Star Wars Battlefront will be tough, but
not that impossible, nevertheless...

Posted: Mon May 08, 2006 1:30 pm
by rebel_scum
hey guys! well its BW15 so modding has stopped for awhile....but expect to see Mygeeto beta soon!
Posted: Sat Jun 17, 2006 3:19 pm
by Walrus
Hi Leviathan.
This map, while incredibly gorgeous, also suffers the same bug as Mustafar

Namely that the AI isn't very smart and would constantly "bunch up" together and do nothing. It would be superb if you could fix that as well. Only if you have time and want to of course
