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maps for swbf1
Posted: Mon Aug 04, 2008 8:57 am
by darthv
is there a way to put the maps from swbf2 in swbf1?

Re: maps for swbf1
Posted: Mon Aug 04, 2008 11:29 am
by Caleb1117
Yes... It's been done before, but there where AI planning issues, though I don't know if that was a result of the transfer, or a mistake of the creator.
I think it was Rebel_Scum who made the BF1 Deathstar port.
Re: maps for swbf1
Posted: Mon Aug 04, 2008 9:23 pm
by Laserblast
The way map assets are used really didn't change much between games, so it is certainly possible. Just be careful that the SWBF2 files aren't involved in the tree file system they use, as SWBF1 wouldn't be able to make heads or tails of it. However, I would love to see what these AI problems were (I love messing with AIs...).
Re: maps for swbf1
Posted: Tue Aug 05, 2008 6:06 pm
by darthv
thanks i think i whant to try it out
:vader2:
Re: maps for swbf1
Posted: Thu Aug 07, 2008 12:46 am
by jedikiller32
Actually, I've been experimenting with converting the Polis Massa map, and it turns out that I was able to use the SWBF2 tree system for most of it (eg. using the REQ from SWBF2). It loaded all the layers fine, and I was able to use the bot paths from SWBF2 without any problems. It's a little off, but that's mainly because of collision issues. Although I could be misinterpreting what you wrote
It seems the only thing that's incompatible is the terrain files, which is quite annoying. Everything else seems to work fine, although I can't load it in ZeroEdit, which sucks.
Re: maps for swbf1
Posted: Thu Aug 07, 2008 9:43 am
by Teancum
If you use the SWBF2 mod tools version of ZeroEdit it should load. Kinda tedious, but theoretically you could make the changes in ZeroEdit that you needed to do, then copy/paste into your SWBF1 mod /World1 folder.