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So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 12:11 pm
by Teancum
While searching for something else entirely I came across something amazing -- Microsoft is allowing use of many of their IP's (including Halo) likenesses and assets in non-commercial, non-profit settings such as Machinima and mods:
See
THIS LINK
Microsoft's policy wrote:Here are the magic words from our lawyers: on the condition that you follow the rules below ("Rules"), Microsoft grants you a personal, non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content, strictly for your noncommercial and personal use. This license is limited by the conditions and restrictions below, so please read them. We can revoke this limited-use license at any time and for any reason without liability to you.
If you share your Items with others, then you must include the following notice about the Game Content. You can put it in a README file, or on the web page from where it's downloaded, or anywhere else that makes sense so long as anyone who sees your Item will easily find this notice.
[Name of the Microsoft Game] © Microsoft Corporation. [The title of your Item] was created under Microsoft's "Game Content Usage Rules" using assets from [Name of the Microsoft Game]. It is not endorsed by Microsoft and does not reflect the views or opinions of Microsoft or anyone officially involved in producing or managing [Name of the Microsoft Game]. As such, it does not contribute to the official narrative of the fictional universe, if applicable.
Wherever you put the notice, you also need to include a link to these Game Content Usage Rules, so people can find them.
Accordingly I have updated our Copyright rules:
Copyright Rules thread wrote:
Now, who's up for Halo: Battlefront?

Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 12:11 pm
by Teancum
Halo: Battlefront *idea summary*
Maps
*Blood Gulch
*Installation 04 exterior (a la Halo Anniversary firefight)
*Requiem
*UNSC Infinity
*High Charity
*New Mombassa
*The Library
Core Modes *these would be the "era" of a map*
*Slayer (8 players max, one player for each of SWBF2's teams)
*Team Slayer
*CTF
*Firefight
Mode Variants *this is the "mode" of a map
*Rockets
*SWAT
*Spartan
*Covy (Elites)
*Spartan vs Covy
*etc
Classes and factions *not mirror images of each other, but still evenly balanced*
UNSC
*Marine (standard soldier)
*Heavy weapons
*Sniper
*Medic
*Specialist
*HERO: Spartan (could be one of multiple characters)
Covenant
*Elite (standard soldier)
*Hunter (slow, powerful)
*Jackal (sniper)
*Grunt (medic)
*Brute Cheiftan (hammer)/Elite Spec Ops (Sword)
*HERO: Arbiter
Flood:
AI ONLY
Assets
*Halo 2/Halo CE as primary pulls due to performance concerns and ease of acquisition on PC
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 12:48 pm
by Loopy53
Hm....This sounds interesting. I would be interested in a mod team for this if someone else wanted to organize it. (my intra personal skills suck, lol. But I can work in groups.)
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 1:03 pm
by Fiodis
Wasn't there a Halo mod project a while back? How far did that get?
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 1:23 pm
by Teancum
There was a long while ago, but it fizzled out due to lack of production assets. Given the permissions MGS (Microsoft Game Studios) has given those walls have now become easier to overcome. It still requires conversion, rigging of models, etc (anything you'd do with even a major Star Wars mod) but the potential is there.
As always I would suggest a proof of concept first. And there are still Zero-based limitations such as the AI not understanding overlapping pathways. Still, the permissions MGS gives takes the potential mod project from nigh-impossible to only slightly-improbable.

Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 3:47 pm
by THEWULFMAN
So this is what TNA had meant. Swish.
I so badly wanted to do a Red versus Blue mod ages ago.
Oh and this just bought Microsoft some major points on my "How much can I trust this corporation?" chart.
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 3:51 pm
by Cleb
Sounds cool! Given that I don't have halo (or any other shooter other than battlefront for that matter) and Im a pretty bad modder I don't know how I would contribute to a mod but it would still be cool to see a mod of this as long as there is that helicopter thingy and that huge tank

Also how would you get the assets from halo? I thought you couldn't do that.

Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 6:41 pm
by RED51
If you guys get the wheels rolling, I would be interested in making objects for this. Would be nice practice for me.
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 6:54 pm
by Marth8880
Cleb wrote:Sounds cool! Given that I don't have halo (or any other shooter other than battlefront for that matter) and Im a pretty bad modder I don't know how I would contribute to a mod but it would still be cool to see a mod of this as long as there is that helicopter thingy and that huge tank

Also how would you get the assets from halo? I thought you couldn't do that.

The PC versions came with mod tools.

Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 7:13 pm
by Cleb
oh ok
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 8:02 pm
by AceMastermind
Marth8880 wrote:The PC versions came with mod tools.

All I see are 3rd party tools. If it did come with official tools I don't think they would ship it with assets in their raw form.
Their first rule says:
You can't reverse engineer our games to access the assets or otherwise do things that the games don't normally permit in order to create your Items.
I think they're just saying you can recreate anything in our games and we won't say anything as long as you don't profit from or use the word 'Halo' in your mod title.
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 8:12 pm
by THEWULFMAN
Microsoft's policy wrote:Microsoft grants you a personal, non-exclusive, non-transferable license to use and display Game Content and to create derivative works based upon Game Content, strictly for your noncommercial and personal use.
I'm with Ace. They aren't saying we can rip the models out and use them. Just that we can recreate anything without them getting a cease & desist on you. As long as it's non-profit.
I'm not arguing, but where does it say you can't use the word "Halo" in the mod's title?
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 8:18 pm
by AceMastermind
THEWULFMAN wrote:I'm not arguing, but where does it say you can't use the word "Halo" in the mod's title?
In addition, your Items may not use the name of the Microsoft Game in their title. For example, we don't object to "Red vs. Blue". We don't object to "Operation Chastity". But we do object to "Halo [insert the title of your Item here]". We want to make sure consumers don't get confused.
http://www.xbox.com/en-US/community/developer/rules
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 8:39 pm
by THEWULFMAN
Thanks Ace.
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 9:03 pm
by Maveritchell
Teancum wrote:There was a long while ago, but it fizzled out due to lack of production assets. Given the permissions MGS (Microsoft Game Studios) has given those walls have now become easier to overcome. It still requires conversion, rigging of models, etc (anything you'd do with even a major Star Wars mod) but the potential is there.
I think it's worth pointing out in regards to converting assets: I could be wrong, but my reading of their rules seems to indicate that unless the asset is in a non-proprietary format (like .upk), you're probably not allowed to convert it (the prohibition on reverse-engineering). Music may also be a no-go. I'm not a fan of using converted assets in any case, so I'm certainly a biased reader, but I'd take a look at that prohibition carefully.
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 10:28 pm
by TWINKEYRUNAWAY
Hmm, very interesting. This could make a good mod given the right motivation or interest. Great find Teancum!
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 10:43 pm
by yuke5
Are any forge model assets available?
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Wed Dec 05, 2012 11:21 pm
by Fusion
Too bad some of my old ideas used Halo 3 assets.
The idea behind this was to keep Battlefront's feel while playing with weapons and characters taken from Halo. While I can agree with the "Marines vs. Grunts" style also working well, my version is based purely on a competitive multiplayer experience and attempts to keep as few imbalances between as possible given the source material.
Units:
Heroes:
Vehicles:
Maps:
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Thu Dec 06, 2012 12:18 am
by computergeek
I feel like this is relevant here- I have a decent warthog model sitting on my hard drive, but I can't texture or UV to save my life. If anyone's interested, feel free to PM me
Re: So a Halo: Battlefront mod could technically be a "go"
Posted: Thu Dec 06, 2012 2:14 pm
by Lephenix
There's a WIP of an halo mod by Delta1035 on my forum, but i won't post the link because Guru doesn't like me to post links.