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Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 1:11 am
by MasterSaitek009
This could very cool!
Since you'll be replacing all, imp, rep, cis.lvl's you might as well make the swampspeeder accessible without making a whole new side.
And fixed jetpack effects would be nice too.

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 2:33 am
by AQT
Although the pictures didn't load all the way for me, from what I can see and read, this is going to be good.

Especially the NEW hud, I mean the new HUD.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 3:11 am
by XxDepredationxX
Impressive! I like the new hud and I would really like to see Grevious in a cape though. Keep it up!
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 3:01 pm
by AQT
RepSharpshooter: Here is an idea for the awarded shotgun aka the Flechette shotgun aka easy lightsaber-wielder killer.

According to the following link:
http://starwars.wikia.com/wiki/Flechette
Jedi have trouble deflecting blasts fired from Flechette weapons because the blast aren't laser bolts but rather sharp metal shards. Is it possible to make it so that Jedi or any other lightsaber wielder can't block the blasts from the Flechette shotgun? If not at least change the blasts to metallic grey instead of that ridiculous shipped purple; unless you are planning to still replace the awarded shotgun with the T-21. Thanks for the consideration.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 3:16 pm
by Caleb1117
Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 4:16 pm
by {501st}Commander_Appo
Caleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.
Agreed,the real EMP launcher effect is better from BF1,you can still find it in the modtools
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 10:15 pm
by RepSharpshooter
Syth wrote:oooo cool... good idea here. ya know, I have some effects you could use. Like vibrant lasers (A number of people have nice laser textures, unless you want to make your own)
OH! just remembered i got a realistic droideka shield effect, be perfect for this. I also have a Bothan skin with black-sun symbols, a vamped vader skin... ill just upload some things that would be good for this. Just DL it and use what ever ya want for this (other people can to)
http://files.filefront.com/somestuffzip ... einfo.html
Some other things that you fiddle with is imp engineer geometry (Death star gunner on every map?) and shotgun laser textures varying for each faction.
Thank you! I really appreciate it!
Caleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.
I'll do that, it'll still have the shipped values though.
AQT wrote:RepSharpshooter: Here is an idea for the awarded shotgun aka the Flechette shotgun aka easy lightsaber-wielder killer.

According to the following link:
http://starwars.wikia.com/wiki/Flechette
Jedi have trouble deflecting blasts fired from Flechette weapons because the blast aren't laser bolts but rather sharp metal shards. Is it possible to make it so that Jedi or any other lightsaber wielder can't block the blasts from the Flechette shotgun? If not at least change the blasts to metallic grey instead of that ridiculous shipped purple; unless you are planning to still replace the awarded shotgun with the T-21. Thanks for the consideration.
I can't change how the game works, only how it looks, in order to save online compatibility. It would be cool to have maybe actual geometry for the flechettes, instead of the streak.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Tue Dec 25, 2007 10:57 pm
by AlexSecura
Caleb1117 wrote:Incase you haven't already, you should give the Republic Jettooper his EMP explosion effect back.
That always buged me, in BF2, they call it an EMP launcher, but it's really just a rocket laucher, looks nothing like EMP.
Agreed 100%

Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 12:05 am
by authraw
authraw wrote:Wow--very impressed.
I'm glad it will be online-compatible, but what about conversion-pack compatible?
Also, I'm not sure if it would be within the scope of this project or not (forgive my ignorance as I have no idea how in the world you're doing this...) but it would be nice if you could add compatibility for an additional KOTOR era to be included in people's maps. I don't mean that you actually create a KOTOR era for the already-existing maps, only that you modify the source code to allow custom maps to include a KOTOR era along with CW and GCW. That would be really nice to have.

I have this amazing ability to post in a topic really close to when the page changes and have my post accidentally ignored...
So--yeah. Conversion-pack compatible? KOTOR support?
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 2:00 am
by RepSharpshooter
Just like any other mod, it replaces the rep, cis, ingame, mission, etc lvls. Each mod has different lvls. Obviously you can't have two different lvls at the same time, you must have one or the other. If I give my source files to Teancum, and he accepts them, then it would be compatible, rather, coalescent. Not sure about the kotor era. Last time I checked it was impossible to add new eras. I can't modify the source code because nobody has the source code to battlefront, just the assets, if that's what you mean.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 3:35 am
by Syth
What did you change with the mission.lvl?
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 5:40 am
by wazmol
Maybe you could edit it to have more gamemodes? For example like the Pack?
However rather than for example holecron (sp?) have KotOR?
Just an idea...
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 1:50 pm
by RepSharpshooter
Syth wrote:What did you change with the mission.lvl?
Tean talked about hex editing the mission lvl in order to have two rep.lvl's, so Geonosis would be historically accurate.
wazmol wrote:Maybe you could edit it to have more gamemodes? For example like the Pack?
However rather than for example holecron (sp?) have KotOR?
Just an idea...
I'll look into it. That's not my main objective however.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 1:54 pm
by Teancum
RepSharpshooter wrote:Syth wrote:What did you change with the mission.lvl?
Tean talked about hex editing the mission lvl in order to have two rep.lvl's, so Geonosis would be historically accurate.
And if we hex edited it so the Ep II ARC Captain was there instead of the Galactic Marine it would still work online. We would see ARC Captains, they'd see Galactic Marines (so long as the only differences between the two units were models)
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 6:28 pm
by Achronos-117
Woah, this is looking good Rep! I have a few questions/ideas to give you:
Fix the clone sniper's sniper rifle, his thumb seems to be holding nothing.
Change the award weapons to have a more diverse amount of blaster colors.
If you can, change that "stump" on the clones' helmets, they're thinner than usual.
The HUD looks sorta distracting with the blue holo thingy on it.
Questions:
Are you only tweaking the game graphically?
You said the some stuff are env-mapped, what does that mean?
Is it possible for each weapon to have a different corssshair?
Are you able to have different HUDs depending on soldier class?
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 6:34 pm
by Aman/Pinguin
Achronos-117 wrote:Fix the clone sniper's sniper rifle, his thumb seems to be holding nothing.
I don't think he can do that.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 6:49 pm
by Achronos-117
By tweaking the model maybe?
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 7:03 pm
by Caleb1117
ENV, or environment mapping, makes the affected mesh reflective, like the Sith troopers in my map, though it tends to come off more shiny then reflective.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 9:20 pm
by RepSharpshooter
Achronos-117 wrote:Woah, this is looking good Rep! I have a few questions/ideas to give you:
Fix the clone sniper's sniper rifle, his thumb seems to be holding nothing.
Change the award weapons to have a more diverse amount of blaster colors.
If you can, change that "stump" on the clones' helmets, they're thinner than usual.
The HUD looks sorta distracting with the blue holo thingy on it.
Questions:
Are you only tweaking the game graphically?
You said the some stuff are env-mapped, what does that mean?
Is it possible for each weapon to have a different corssshair?
Are you able to have different HUDs depending on soldier class?
-Never noticed that
-I could do that
-Never noticed that, in order to fix that I'd have to import, edit, envelope, and export the trooper again. That's a lot of work for such a small detail
-The blue hologram is the whole point of the new HUD (if there ever really was what you would call a hud before)
-Yes, what you see. If I change the other aspects of the game engine, it won't work online with people who don't have this.
-
Caleb1117 wrote:ENV, or environment mapping, makes the affected mesh reflective, like the Sith troopers in my map, though it tends to come off more shiny then reflective.
You could tweak the env map so that is would make reflections. You'd just have to make it the right way. I'll see if I can make a rifle with a scope that is reflective as part of this.
-Dunno, I think you may be only able to have one crosshair. The HUD file is all about: if event then do something. I could possibly stick something in where the hud tag would go for that specific weapon if I could find it.
-Teancum says you can't have different huds.
Re: Unofficial Star Wars Battlefront II 1.2 Patch
Posted: Wed Dec 26, 2007 9:49 pm
by Ace_Azzameen_5
Awesome! I was waiting for somebody to make a nice Hud mod. I am SICK of the original hud.
Just thought about this: What about a HUD mod tutorial. I know how, (except I can't get a new core to munge and can only add things w/o taking them a way) but It would help other modders. You could also write down all the possible number value available for the hud and different enable/disable triggers. And include a unmodified munge-able core so people don't have to asset search.
I was thinking about starting a community patch collaboration, wrote up a bunch of basic things that would make it worthy of the name patch and convince the general SWBF2 population to upgrade. Wrote half of the plan for the post (it was going to be a long one) but never go to finishing it. I probably still will, after I throw the next patch for Acezuraize out there, but know I'll have to call it 1.21 or 1.3... You actually have provided the part I thought would be hardest to get done, the one that was needed to make it flashy and new - a hud. Also, a new shell.lvl (Menu theme, basically, and possibly the ability to select 'submodes'...see my future post, lol) would be neat.
Thanks, Sharpy.