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Re: Editing Battlefront I Main Game

Posted: Sun Mar 01, 2009 5:19 pm
by giftheck
I thought about adding the Clone Assassin, but I need to know how to port the stance and anims.

Re: Editing Battlefront I Main Game

Posted: Sun Mar 01, 2009 8:40 pm
by MileHighGuy
you could just use gunners like cody or neyo

(im using neyo)

ps: i thought you partially figured out some munge bats for anims, are you still working on that?

Re: Editing Battlefront I Main Game

Posted: Mon Mar 02, 2009 3:52 am
by UNIT33
You could also add markings to show which battalion they belong, as with the 501st having blue markings.

Re: Editing Battlefront I Main Game

Posted: Mon Mar 02, 2009 5:19 pm
by giftheck
I thought about adding colour-unique units, there are a few examples, for instance, Galactic Marines on Rhen Var and 41st on Kashyyyk. I will probably fix the 501st, and have a pure white Jet Trooper for all maps. Bespin will have Shock Troopers, but I haven't decided on the Tatooine units yet.

I made a few fixes, such as adding Jango's Westar blaster (original model was CIS pistol), and skins have been fixed. A 'new' unit replaces the 501st Shock Trooepr - the Katarn-Armoured Trooper ("Katarn" is the name of a type of Phase II Clone Trooper armour, you can read about it here)

I did figure the munge_animations.bat, but I'm not sure whether BF2 animations are compatible or not.

Re: Editing Battlefront I Main Game

Posted: Tue Mar 03, 2009 11:37 am
by UNIT33
You can also a similar thing with the Empire, just to make them more interesting.
You could also change Imperial Jumptrooperthe dark trooper to Imperial Jumptroopers from TFU http://starwars.wikia.com/wiki/Jump_trooper, Dark troopers are quite boring with their sludge-grey armour.

Re: Editing Battlefront I Main Game

Posted: Tue Mar 03, 2009 5:52 pm
by giftheck
Empire I wasn't planning on doing much work on, but the TFU Jump Trooper is something I would like to add! It's being worked on for BF2 right now, though. I have done as you suggested and changed the units according to Legion:

501st
41st Elite on Kashyyyk
Galactic Marines on Rhen Var
Shock Troopers on Bespin
212 (Cody's Legion - Cody has a bone-root problem)
ARC Troopers
Phase I Troopers

I have a feeling to fix the jetpacks I would have to make a new common.lvl.

Re: Editing Battlefront I Main Game

Posted: Wed Mar 04, 2009 3:49 am
by UNIT33
... Impressive to say the least.

Re: Editing Battlefront I Main Game

Posted: Wed Mar 04, 2009 7:21 am
by giftheck
Cody's got a problem his his "bone_root" - it shows up and I don't know how to get rid of it.

I'm going to give the Assault Carbine to the CIS sniper, and have the MagnaGuard with a staff instead. He will also have a low-jumping ability. The Republic will get a Chaingun for the Heavy Trooper to even it out a little.

Re: Editing Battlefront I Main Game

Posted: Thu Mar 05, 2009 11:50 am
by UNIT33
I assume the staff replaces the rifle, am I correct?
And with the heavy trooper, what skin are you using?

Re: Editing Battlefront I Main Game

Posted: Thu Mar 05, 2009 5:36 pm
by giftheck
Yep, the electrostaff replaces the rifle. The Heavy Trooper will have a Clone Commander skin that has a different texture dependant on legion. I'm also incorporating Shadow Troopers for the Empire. I am also taking suggestions on the Empire's and Rebel's fifth heroes. I thought I might add Lando, but what for the Empire?

Re: Editing Battlefront I Main Game

Posted: Thu Mar 05, 2009 8:03 pm
by MileHighGuy
yea i think that most bf2 anims wouldnt work or at least mele moves because they are separated into sections and require a combo file

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 6:13 am
by UNIT33
How about a Storm Commando?
There is quite a gap for Imperial heroes, just a lot of specialist Stormtroopers and a few notable Officers, I would suggest the Royal Guard, but they are very similar to Shadow guard from the Force unleashed.

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 4:23 pm
by giftheck
Actually, I am including the Storm Commando in place of the Scout Trooper on Bespin. Kind of goes quite well with the TIE pilot and Shadow Trooper, methinks. I've also replaced the stock Shock Trooper with the TFU Incinerator Trooper (complete with Flamethrower), there is also a "Shadow" version of that on Bespin.

I just tested the new Clones and CIS, I think the Clones had a greater advntage due to the Heavy Trooper's chaingun, and the MagnaGuard tends to throw thermal detonators more now. I'm going to give the MagnaGuard a jumping ability, but not as high as a Jedi, and somewhat slower to recharge. I'm also going to increase the minimum energy for it. The Incinerator Trooper, naturally, has the Flamethrower, and the Rebel Vanguard, which is the only heavy unit to remain visually unmodified in some way.

So here's the weapon layouts for the heavy units:
Hidden/Spoiler:
Chaingun: Pretty self-explanatory, hold the "Fire" button to unleash a devastating hail of fire. Useful for attacking Droidekas.

Electrostaff: The main weapon of the IG-Series MagnaGuard, the Electrostaff works exactly the same as any other melee weapon. Get close to an enemy and press the "fire" button to swing.

Flamethrower: Throws a torrent of flames at the enemy, setting them alight.

DH17 Blaster Pistol: A much more powerful Blaster pistol, and also armed with a scope, but it has a slower rate of fire - you can fire max. 5 shots in succession before it overheats. It takes longer than a standard pistol to cool down.
There's some teething problems with the Flamethrower - the flames do not die while the map is playing, meaning that if there are so many flames about the level, and you attempt to use the flamethrower again, or even a thermal detonator, Battlefront crashes.

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 4:47 pm
by Delta-1035
Wow, very nice skins! and the magna guard with cape! :thumbs:

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 4:58 pm
by giftheck
A lot of the skins are conversion-pack skins, but I did make or alter some (Katarn armor is a colour changed BF2 Clone, the Incinerator Trooper pretty much speaks for itself, I did modify the Black Hole Stormtrooper to better represent the TFU Shadowtrooper)

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 5:47 pm
by UNIT33
I have noticed that over-use of the flame-thrower result in a crash, is there no way to shorten the life-span of the flames?
Also well done with the skins, very impressive. You continue to force SWBF1 out of it's grave, bravo!

Re: Editing Battlefront I Main Game

Posted: Fri Mar 06, 2009 5:58 pm
by giftheck
I could try to use the standard explosion effect instead of the vehicle flame effect.

I tested all the Heavy Units, found no actual advantage for each, the Republic heavy Trooper can tear units apart but the AI tends to wear the chaingun into overheating. It's also less accurate over a certain range, allowing the enemy to move in when the heavy units can't fire any more, especially the MagnaGuards, who can move quicker because of the jump I gave them. Incinerators tend to throw flames a lot but there are 80 shots in total, across 4 clips. It fires much like the BF2 flamethrower (hit fire once etc), so you can run out of ammo quite easy. The Rebel Pistol can be used to zoom in and shoot enemies much like the BF2 Award Pistol, but it's slow firing, overheats easy after about 5 shots and is slower to cool down (as a tradeoff)

Re: Editing Battlefront I Main Game

Posted: Sat Mar 07, 2009 6:51 am
by UNIT33
Only minor problems really, they could be much worse.

Re: Editing Battlefront I Main Game

Posted: Sat Mar 07, 2009 8:02 am
by UNIT33
The main thing is that they seem to be quite balanced, they should not have to high an advantage over each other anyway.

Re: Editing Battlefront I Main Game

Posted: Sat Mar 07, 2009 11:56 am
by giftheck
This was my point, the Heavy Units, despite having unique weapons, are no stronger or weaker than each other.

I found the problem with the Flamethrower. I left the flame effect in the explosion. It's been removed, and the flames vanish after about three seconds. I minimized the problem by only allowing one AI Incinerator Trooper on the map, but there seems to be no loss of balance.