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Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 7:14 am
by DarthD.U.C.K.
xD shure, it would be illegal though because you would have to hack battlefront to do that, fps anims are hardcoded

Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 7:17 am
by Lozza
DarthD.U.C.K. wrote:xD shure, it would be illegal though because you would have to hack battlefront to do that, fps anims are hardcoded
illegal? Does that mean trainers are illegal for games?>

Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 7:19 am
by DarthD.U.C.K.
no, because they work by modifying values in the main memory (thats why they have to run all the time to work) and dont "hack" the game itself

Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 8:15 am
by VF501
So what about the humanfp folder in the animation assets and the humanfp.anims/.zaabin/.zafbin in modID/common/munged? It gives all appearances that you can create and munge your own First Person animations and get them ingame with a custom ingame.lvl loaded via ("dc:ingame.lvl").

Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 9:11 am
by DarthD.U.C.K.
psych0fred's AnimationSystem.doc wrote:------------------------------------------------------------------------------
Soldier First Person Animation System
------------------------------------------------------------------------------

Character:
humanfp droidekafp

First person animation banks are separated by character type, so that
droideka animations will only be loaded when droideka are present on a
map. No custom types are supported currently.

Weapon:
rifle bazooka tool grenade (lascannon)

First person animations are grouped by weapon type. No custom weapon
types are supported currently.

Animations:
idle run shoot shoot2 charge reload repair
jump flail handsdown

First person animations cover all possible first person animation states,
and are named humanfp_<weapon>_<anim>, with the exception of
handsdown, which is named humanfp_<handsdown>.

Droidekafp only contains four animations, idle, walk, shoot, and reload,
but is otherwise similarly named (droideka_rifle_<anim>).

First person animations are loaded according to a hardcoded table. Some
animations do not exist for some weapons and are hardcoded to load
alternates. Any animations which are not found default to
humanfp_tool_idle.
you may be able to get custom fpmanims ingame via the lvl but they arent worth much since you cant add new ones (in my opinion)

Re: Why does the SWBF engine look so fake?

Posted: Fri Jun 11, 2010 12:55 pm
by Teancum
It doesn't matter anyways, RepSharpShooter is talking about things in the graphics department. Not reloading or animations.

Re: Why does the SWBF engine look so fake?

Posted: Sat Jun 12, 2010 11:06 am
by Jendo7
What would be great, and make it a lot more real, though I doubt it's even possible, would be to have real time lighting.

Re: Why does the SWBF engine look so fake?

Posted: Sun Jun 13, 2010 4:07 pm
by MrCrayon
I believe that battlefront can be improved. Some maps use lighting very well. I don't know alot about maps, but I believe there are some custom maps that have found alternative solutions to effect restraints. Take Geonosis 1.1.4. for example. Beautiful models, decent lighting, and overall awesome.

Re: Why does the SWBF engine look so fake?

Posted: Sun Jun 20, 2010 8:36 am
by mswf
Repsharpshooter's picture with the Vetruvius guy gave me an idea. I tried to edit the stock ep3 trooper to slightly more human proportions, this is what came out (the object to the right is an unedited original)
Hidden/Spoiler:
Image

Re: Why does the SWBF engine look so fake?

Posted: Sun Jun 20, 2010 8:41 am
by DarthD.U.C.K.
it looks good, but you can hardly correct the proportions just by editing the unitmodels, they need a custom skeleton (which im willing to make but im stuck at the ingame-height of the new skeleton)

Re: Why does the SWBF engine look so fake?

Posted: Sun Jun 20, 2010 9:02 am
by mswf
DarthD.U.C.K. wrote:it looks good, but you can hardly correct the proportions just by editing the unitmodels, they need a custom skeleton (which im willing to make but im stuck at the ingame-height of the new skeleton)
I know, you had discussed it before, but I just wanted to try to see what the actual impact would be on only the object, to steer clear from only theoretical discussions. Because now we can definitely say that those proportions indeed formed an impact on how human the model feels.

Re: Why does the SWBF engine look so fake?

Posted: Tue Jun 22, 2010 11:22 am
by Teancum
Just as a fun comparison, check out the two images below, ignoring any characters:
Hidden/Spoiler:
SWBF2 - DMI project:
Image

Lord of the Rings: Conquest
Image
See how close the top image comes with just a texture improvement? Sure, it's still a long way to go, but it proves what I was saying earlier about being able to match LotR: Conquest.

Re: Why does the SWBF engine look so fake?

Posted: Tue Jun 22, 2010 12:30 pm
by DarthD.U.C.K.
id rather compare those:
Hidden/Spoiler:
shos from two maps made by a_speck_of_dustImage
Image
lotr: conquest:
Image
my point is thats its a matter of the interplay between units and environment and a believable environment to make a map look "realistic"

Re: Why does the SWBF engine look so fake?

Posted: Tue Jun 22, 2010 5:06 pm
by Fiodis
Anyone remember this?
Hidden/Spoiler:
Image
When I first walked through that, I can recall being fascinated by the lighting. Somehow. Now, the "light" coming through the windows to hit the floor: that was basically done the same way Rep described, wasn't it?

Re: Why does the SWBF engine look so fake?

Posted: Wed Jun 23, 2010 2:00 am
by lucasfart
Just one thing i think you guys should know when comparing it to LOTR : Conquest. I have the game, and it runs extremely laggily(is that a word?) on my laptop. The specs are quite high, and i'm not sure if its textures/model resolution causing it, but if you want most people to be able to play on your high-textured maps, you'd have to be careful. My laptops specs are:
2.6GHz Core 2 Duo
4 Gb RAM DDR3
512mb Nvidia graphics card

As i said, i'm not sure if the lags from particle effects, model resolution, textures or a combination thereof, but just be careful comparing it to that...

Re: Why does the SWBF engine look so fake?

Posted: Wed Jun 23, 2010 7:59 am
by mswf
You can try turning your "shadows" off, inside the options panel. That could be the cause of the lag. The zeroengine of SWBFII isn't that good with shadows, maybe that's still the case in LOTR; conquest.

Re: Why does the SWBF engine look so fake?

Posted: Sat Jun 26, 2010 3:46 am
by MetalcoreRancor
Lord of the Rings Conquest is by far, EA's most disgusting abomination to grace my pockets, even worse then the bfme2 expansion. Bfme2 was a great game, Swbf2 is a great game. I felt Lotr:C was the "sequel" to swbf2 and now I see it as for what it really is. I think we could strive to see swbf2 modded into something far better.

I look forward to seeing Fiodis's new project, and I will strive to see my own projects try to go beyond "cartoonyness" as much as possible. But graphics don't trump experiences in my books. If someone can produce a "moment" in a map where you truelly feel what the modder tried to convey, that's worth hours of endless slaving over odfs and lua in my books.

Re: Why does the SWBF engine look so fake?

Posted: Sat Jul 10, 2010 6:40 pm
by RogueKnight
Now, I got around to testing a simple method out, and here are my results;
Image
As you can see there, the simple bumpmap job makes that part look so much better compared to the stock black texture. I think if we could create a more advanced bumpmap .xml shader we could go really far with detail enhancement.

Re: Why does the SWBF engine look so fake?

Posted: Sat Jul 10, 2010 6:48 pm
by mswf
RogueKnight wrote:Now, I got around to testing a simple method out, and here are my results;
Image
As you can see there, the simple bumpmap job makes that part look so much better compared to the stock black texture. I think if we could create a more advanced bumpmap .xml shader we could go really far with detail enhancement.
I totally agree. But that's the point; who'll build this more advanced normal map .xml shader? Anyone here who's got any knowledge on writing shaders?

Re: Why does the SWBF engine look so fake?

Posted: Sat Jul 10, 2010 7:25 pm
by Culvar
One funny thing I found when comparing.


SWBF1 Prone animations > Modern Warfare 2 prone animations.