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Porting
Posted: Sun Apr 02, 2006 10:52 pm
by JabbaLovesLava
Well, aparently many people like SWBF1 more than they do the sequel. I was wondering, maybe it's possible to port levels (such as mustafar) from SWBF2 to SWBF1 so those of you that would like to play the levels with the origianl version could do it.
Posted: Sun Apr 02, 2006 11:04 pm
by Vyse
Couldn't you just move the MSH ODF REQ and .WLD file along with the dome etc. into a BFBuilder datafolder then open it in SWBF1's ZE and change the CPs and anything else named coresponding to SWBF2 to SWBF1 language?
It should be possible.
Re: Porting
Posted: Mon Apr 03, 2006 1:03 am
by Teancum
JabbaLovesLava wrote:Well, aparently many people like SWBF1 more than they do the sequel. I was wondering, maybe it's possible to port levels (such as mustafar) from SWBF2 to SWBF1 so those of you that would like to play the levels with the origianl version could do it.
Can't do it. It's a EULA violation. If it were a few props or one or two vehicles or something we might be able to look past that, but whole levels would definitely get us in trouble.
RE: Re: Porting
Posted: Mon Apr 03, 2006 4:49 pm
by JabbaLovesLava
Uhmm, how come it wasn't illegal to port maps from SWBF1 to SWBF2? I doubt LA/Pandemic changed the EULA from 1 game to the other, since they are too lazy to even make a bug-frre patch...
RE: Re: Porting
Posted: Mon Apr 03, 2006 5:24 pm
by Teancum
Hmmm... You got me there!!! Go head then.
Re: RE: Re: Porting
Posted: Mon Apr 03, 2006 5:30 pm
by RDST
JabbaLovesLava wrote:Uhmm, how come it wasn't illegal to port maps from SWBF1 to SWBF2? I doubt LA/Pandemic changed the EULA from 1 game to the other, since they are too lazy to even make a bug-frre patch...
Pwned! well sortof. I'd be suprised if you got them ingame without major errors or crashing. But, it wouldn't hurt to try so...
RE: Re: RE: Re: Porting
Posted: Mon Apr 03, 2006 5:58 pm
by JabbaLovesLava
Well, I dont have the SWBF1 tools, this was just an idea for those who would like to have SWBF2 maps in SWBF1. I don't even know how to port...

RE: Re: RE: Re: Porting
Posted: Tue Apr 04, 2006 1:04 pm
by Leviathan
Teancum, I do not think that Pandemic Studios would have released freely Star Wars Battlefront II Assets - Through SWBF II Mod Tools - if the use of such materials was restricted or even severely controlled by either this company or LucasArts. In that case, I guess porting levels from this video-game to Star Wars Battlefront wouldn't be that problematic...
RE: Re: RE: Re: Porting
Posted: Tue Apr 04, 2006 1:41 pm
by Teancum
Yeah, it's true. I just overreacted.

RE: Re: RE: Re: Porting
Posted: Sat Apr 08, 2006 11:26 pm
by Lord-Bandu
hmmm i dont think you overeacted that much. Think of it this way , i could port all the ground maps and jedi and ep3 troopers into bf1 and then people wouldnt really need to buy swbf2 ....unless they wanted space maps.
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 5:10 am
by Teancum
Yeah, but that's what we're doing. Porting the ground maps to BF2.
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 6:57 am
by Ace_Azzameen_5
....unless they wanted space maps.
-or endurance
-fair playable hero's
-actually better mod map support
-better server funtions . ..although SWBF2SM doesn't like mod maps. Maybe someone with authority around here could email something convincing to black bag ops. I mean, the guys probably not going to get another contract from L.A. for bf2, so maybe he'd like to get into the modding buisness

-changing units at a command post
I mean, other than yellow team chat text and the reticule, you could probaby completely port the bf1 feel if you wanted to by eliminating heros and endurance settings.
Still doesn't mean I'm not p.o'd at the rushed game, the "rushed" patch. "Ok, we finally fixed the dual core ctd and added mod map support, lets ship it off to LA." "Wait no, I changed the team chat to yellow and forgot to revert to the old mos eisley hangar.msh!" "Who cares, get to work helping Joe on . . ."
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 10:36 am
by WHITE_RAVEN
But you could theoretically play space maps, you'd just have to give them major overhauls. But like RDST said, major gliches and errors would probably occur unless someone found a way to reverse engineer the program that converts BF1 maps to BF2, into a program that then converts BF2 maps to BF1 maps. Also for playable jedi, you could create a trigger program to allow someone who fullfilled certain requirements (hence the name trigger, like the StarCraft campaign editor) to respawn as a jedi. You could even possibly have multiple jedi on one level, fighting side by side or dueling! Afterall, how many of you hae been able to duel against the ai in BF2. I haven't seen it done in a while. Just a thought.
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 12:34 pm
by Leviathan
WHITE-RAVEN, I seriously doubt that Star Wars Battlefront would be able to handle Space Maps coming from Star Wars Battlefront II, since these last ones usually call too many stuffs simultaneously (Such as Capital Ships, Asteroid Fields, Defensive Turrets, Star-Fighters, etc...), which might screw up the concerned levels or lead to a global instability of the whole game, as its Engine hasn't been designed to manage so many entities...
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 2:29 pm
by WHITE_RAVEN
This is true Leviathan. Although thats what I meant by a "major overhaul" . But, if nothing else, someone could just try to re-create the levels as best they could. Like the Hoth Escape map (except more detailed) it wouldn't necessarily have to be an exact conversion. Also, and I know this was mentioned somewhere before, someone could use the capital ship models, give them moving, destroyable CP properties (or just destroyable, since I believe that was why no one attempted moving ones earlier in BF1) and instead of using a point system, you could take away a certain number of reinforcement points away from the team that lost the capital ship or component. Similarly, it could also be done in such a way that those components are individual spawn points. I hate being plopped down in the hangar when I want to man the turrets instead, lol!
RE: Re: RE: Re: Porting
Posted: Sun Apr 09, 2006 11:41 pm
by Teancum
Jedi would not work -- BF1 cannot handle .combo files.
RE: Re: RE: Re: Porting
Posted: Mon Apr 10, 2006 11:35 am
by WHITE_RAVEN
That's true. Even the jedi fighting in BF1 Jedi Army mod is hard to fight since you cant really block. Also, there is no sprint system in BF1 so that would make jedi gameplay on the same level as BF2 impossible, which is probably what you were saying Teancum.
RE: Re: RE: Re: Porting
Posted: Mon Apr 10, 2006 6:01 pm
by Laserblast
Technically, Jedi can be made to block in BF1, but then it is incredibly hard to kill them. In BF1, a jedi could block from every angle and almost everything. However, a good explosion, fatray, or beam could get through it...
Blocking Jedi BF1
Posted: Wed Apr 12, 2006 9:17 pm
by GusteR
Is there anything that needs to be modified in the odf to get Jedi to block once again?
I created a level that has modified Jedi, but I would love it if they could block once again.
GusteR
Posted: Wed Apr 12, 2006 9:26 pm
by -_-
CanDeflect = 1
put this in your lightsaber's odf.