Star Wars Battlefront United - New Approach
Posted: Mon Sep 16, 2013 5:48 pm
Hello fellow modders,
I'm writing this post concerning Star Wars Battlefront United mod project.
It has become fairly obvious to the United mod team that having three active modders,
Project leader, Media Artist, and a Converter is not enough for a very large scale mod.
So far two maps have been converted (both Rhen Vars) and one is currently being worked
on (Geonosis), there are a total of eight maps that remain.
So here's is our request, we'd like to have a modder per map, there are eight maps which
means we're looking for eight modders. Each of these modders will work on their selected
map (available maps listed below) at their own pace, once that map is finished the file
(the data_*** folder with its contents) should be sent to me (PM me the link) and I'll
do any extra tweaking to the map. That is all that is asked, if they want to do more they
are welcome to.
This approach is sort of like a volunteering, however there are some guidlines that
must be followed as well as some tricks for converting maps:
Guidlines:
-Do not move/edit any objects, paths, barriers, boundaries, etc.
-Do not add any objects to the conquest game mode (only add objects if required in
modes, 2-flag ctf and 1-flag ctf. Only make sure the objects don't appear in conquest)
-Corrected terrain lightness
-Directional light (make sure it casts specular and shadows)
-Correctly placed turrets
-All modes listed below for the map being worked on
-Be sure that the three letter map ID is the same as listed below
-LUA scripts, pretty easy
-Use the right heros for the maps (listed below)
-Use the original vehicle set up, if the vehicle doesn't exist in
SWBF2 use something similar
Don't worry about sounds.
Tips:
-Place the stock SWBF2 turrets above the SWBF1 ones that will appear in ZE
-Follow the tutorial on the FAQ (link: CLICK) to convert maps
-Follow the tutorial on the FAQ (link: CLICK) for adding CTF modes
-Take inspiration from the stock maps for hunt
-Use an Omni Directional light for burning the terrain (lightening the terrain)
keep its values at 255 255 255 (default)
If you are unable to complete the map you chose just send me the data_*** folder
and I'll see what I'll do from there. You wont be asked to finish it, if you want
to continue it PM me and we'll talk.
Available maps:
Hero setup:
(Reminder: All assets will be released with the final release of BFU)
Thanks for reading through this post, I hope you choose to help!
I'm writing this post concerning Star Wars Battlefront United mod project.
It has become fairly obvious to the United mod team that having three active modders,
Project leader, Media Artist, and a Converter is not enough for a very large scale mod.
So far two maps have been converted (both Rhen Vars) and one is currently being worked
on (Geonosis), there are a total of eight maps that remain.
So here's is our request, we'd like to have a modder per map, there are eight maps which
means we're looking for eight modders. Each of these modders will work on their selected
map (available maps listed below) at their own pace, once that map is finished the file
(the data_*** folder with its contents) should be sent to me (PM me the link) and I'll
do any extra tweaking to the map. That is all that is asked, if they want to do more they
are welcome to.
This approach is sort of like a volunteering, however there are some guidlines that
must be followed as well as some tricks for converting maps:
Guidlines:
-Do not move/edit any objects, paths, barriers, boundaries, etc.
-Do not add any objects to the conquest game mode (only add objects if required in
modes, 2-flag ctf and 1-flag ctf. Only make sure the objects don't appear in conquest)
-Corrected terrain lightness
-Directional light (make sure it casts specular and shadows)
-Correctly placed turrets
-All modes listed below for the map being worked on
-Be sure that the three letter map ID is the same as listed below
-LUA scripts, pretty easy
-Use the right heros for the maps (listed below)
-Use the original vehicle set up, if the vehicle doesn't exist in
SWBF2 use something similar
Don't worry about sounds.
Tips:
-Place the stock SWBF2 turrets above the SWBF1 ones that will appear in ZE
-Follow the tutorial on the FAQ (link: CLICK) to convert maps
-Follow the tutorial on the FAQ (link: CLICK) for adding CTF modes
-Take inspiration from the stock maps for hunt
-Use an Omni Directional light for burning the terrain (lightening the terrain)
keep its values at 255 255 255 (default)
If you are unable to complete the map you chose just send me the data_*** folder
and I'll see what I'll do from there. You wont be asked to finish it, if you want
to continue it PM me and we'll talk.
Available maps:
Hidden/Spoiler:
Hero setup:
Hidden/Spoiler:
Thanks for reading through this post, I hope you choose to help!