[WIP] Battlefront Extreme - Status: 99%!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Post by DeathRow »

I sent you my Anakin skin in a PM ARC_Commander. ;)
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Post by ARC_Commander »

I've now got DarthDeathRow's skin, and Zam Wesell's rifle.
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Post by VF501 »

Did you also get the Zam Wesell model from psych0fred's site? Cause its way better than a reskinned Rebel Sniper.

In a few days if there is no update on the DC-17m, I'll skin it myself.

So far, only you, Majin and Syth will get it.
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Post by RevanSithLord »

lol Diet Dr. Pepper... man. This is awesome. I really hope I can test soon. lol
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Post by ARC_Commander »

No, I'm using Syth's sniper reskin... I prefer it, personally.
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Post by ARC_Commander »

I've now made an Air Droid, like from the Episode 3 game. It replaces the Trandoshan on a few maps. It's an orange-skinned battledroid (a new skin, not the standard one), with a sort of exhaust vent (a black square, with bevelling to look 3-D) drawn onto the back of its backpack. I've obtained a jetpack effect with only one flame, and it comes out of the exact spot where I've drawn the exhaust. Very convincing-looking. It has shielding, energy grenades, a wrist blaster and a wrist tri-shot.

In other news - Cin Drallig is crashing. Pfft. As usual, the log says nothing useful. And Asajj Ventress and Ki-Adi-Mundi on Mygeeto have some odd problems, which I'm working on.

To my beta tester: Sorry, it'll be a little longer than expected. And the bloody ARC-170 tailgun view is still messed up. Grr.

Oh - and could somebody tell me where to get the modified core.lvl or shell.lvl or whatever that lets you use Free Camera and Fake Console in normal mode (not BF2 Mod Tools.exe)? The link appears to be down. I'll be posting screenies once I install it.
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Post by RevanSithLord »

Lemme find the Freecam and FC for you. And it's okay, I can wait, lol Guess I'm getting a tad too excited.
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Post by ARC_Commander »

I've given the Jedi starfighter a red skin, because only Anakin's was yellow. It's got ion cannons instead of homing rockets, so you can take out most starfighters in a matter of seconds. It's really fast, too - the only drawbacks are no homing missiles, and low health.

I'm going to make RotE starfighters - I'm doing black-skinned versions of the Ep3 fighters. Should look cool.

And Cin Drallig is still not working. :cry: Same with the ARC-170 tailgun, but I'm making headway on it. Now it actually faces the back of the starfighter, hooray! :P BTW, my Cin Drallig has the skin from the movie, not the video game. I got it from the original JKA model, that came with two skins. I think the other skin, the one that came with the Conversion Pack sources, looks kinda like Ganondorf. :P So I'm using a more realistic-looking one.
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Post by Maveritchell »

Note that ion cannons have been portrayed only as really effective against shields, and that they've never been able to destroy starfighters. My suggestion for them would be to (not have them on interceptors, har har :P ) make them so that they are scaled for lots of damage against shields and very little against everything else (that's what I did for my R-41's ion cannons), or experiment with the haywire ordnance. I haven't experimented with it, because I just found out about it recently, but it apparently is used to disable vehicles. Here's a link to a doc from psych0fred's site, one which should help you figure out how to set up a haywire ordnance.
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Post by ARC_Commander »

Hmm... yeah, I did set it up to do more shield damage. They are effective against electronics, though. I gave it low BuildingScale, though.
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Post by VF501 »

Make sure you adjust the armor scale as that affects damage to starfighters and other vehicles.

As a side note, I got XSI the full version, so I'm gonna give it a go at texturing the DC-17m, its been too long plus I've been doing loads of research and practice.
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Post by ARC_Commander »

ArmorScale? I thought it was VehicleScale...

In other problemos muy idiosos... the timebomb disappears as soon as you plant it. It's pretty much unchanged. (At one point, it used the detpack model instead of the timebomb model, but I overwrote all the changed files with copies from the assets.) Once you drop it, you see the purple flash and hear the ticking, which quickly fades away. Very odd. A problem with the geometry, possibly?

Also: I made new marine skins for the clones. They're cool. Basically, it's a standard jet trooper, but with silver, RC-ish armour, a blue T-visor, and Cody's breath filter. And I've used a reskinned Jango pistol (by Syth) for Leia's pistol, which the Rebel Captain (fleet) also uses. Jango's pistol (again, the one by Syth) also has a more metallic reskin. The Rebel Captain on Hoth is basically a Rebel Hoth trooper with a rifle, commando pistol, four thermals, rally, and an E-Web. You can set it up in the trenches, it's quite realistic. Elsewhere, the Rebel Mercenary replaces the captain, with a bolt-action double-barreled rifle and jump jets. Components by Syth.
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Post by ARC_Commander »

Updaaaaate!

Grenades now blink instead of glowing. Looks cooler, and there are more colours to choose from.

I've decided to use the mine model for the timebomb. Haven't tested yet.

The EP2 clone recon trooper is a green ARC, like in the Conversion Pack. He's got a Westar-M5 (the ARC rifle), the pistol from RC, stealth, and EMP grenades.

All ARC troopers have custom capes. Skirts, if you will. (Oh, I know, designer skirts, I'm quite the fashionista. :P) They're CW cartoon style, so they have a trim around the edges matching their armour trirm colour. Like so:

Image

And I've added cloaked Kit Fisto and Captain Fordo as heroes. Kit's on the Tantive 4 (couldn't think of anywhere else) and Fordo shall be on either the Death Star or Mustafar.

I've increased the height limits on several maps, so you can snipe on top of the arch on Naboo, or the towers on Mygeeto.

Basically, all that's left to do is hero debugging and the [censored]in' ARC-[censored]in'-170 tail-[censored]in'-gun view. It's maddening. And the AT-AT has passenger slots, whose view I am also trying to correct. And the AT-ST now has proper weapons - a mortar launcher is the co-pilot's weapon. Which I'm trying to work on the view for. And I also need to do some more mission.lvl editing, which is boring. I'm also figuring out how to add extra locals.

I've found a combo editor! Hooray! If I didn't get a cryptic error every time I tried to change the title of the thread, I would remove the [Combo Editor Needed] and change the progress to 95%.
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Post by EGG_GUTS »

Wait, wait, wait. When was Kit Released?
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Post by Caleb1117 »

He wasn't.
But Tean was working on releasing a .lvl file that had all the stuff he couldn't release directly.
Did he finish?

Or are you using Galactic Marine's Kit?
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Post by ARC_Commander »

GalacticMarine's Kit is a reskin of cloaked Anakin? If so, yes.
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Post by ARC_Commander »

Well, I'm just full of double-posting updating goodness, aren't I?

I've added a few new vehicles that aren't used by default - a reskinned (better-looking) V-19 Torrent, and the swampspeeder, for example. I'm having problems with creating new FPV's and HUD tags. For some reason, the Republic rifle and pistol HUD icons don't appear in-game. Would this be fixable by loading the models in a req? Oh, and the Royal Guard's crashing. Pfft.
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Post by phazon_elite »

Hey, do you still need my scorch mark for the blaster effects? I remember you PMing me about them, but I didnt get the chance to upload them.

- EP-782
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Post by ARC_Commander »

Yes, please send them to me.
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Post by DeathRow »

Did my anakin skin work fine? I did have afew issues when I first tried it.

Anyway, this sounds really great and thanks for these quick updates.
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