#RELEASED# Unofficial SWBFIIv1.2 Patch

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ARC_Commander
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by ARC_Commander »

You've read my mind, Rep. (Or my essay-post - same result either way. :P) I'd love to collaborate on this.

Here's my plan - BFX will be a mode. Pretty much just Conquest - just tweaked a little. Now, it will look really bad if BFX and Conversion Pack and Patch all used different-looking units with different weapons. So here's the hierarchy I imagined:

Patch makes the six classes - online compatibility is the main thing here
|
\ /
Conversion Pack takes Patch sides and adds extra units and skins to new maps, while maintaining online compatibility
|
\ /
BFX takes Convo Pack's results and adds it to the shipped maps as a new mode, perhaps adding extra weapons, not worrying about online compatibility. | BFP (if Syth so desires) also takes the Convo Pack assets, but puts them into his own class system and rearranges them as he so wishes.

The main thing about this is that each stage starts at the previous stage's assets, so it all looks very fluid and uniform. Imagine how amateurish it would look if Convo Pack had env-mapped units with capes and stuff, but then you go on to BFX mode and you're staring at a shoulder pauldron that cuts into the unit's head and painted-on reflections.

If Ace's side-loader would be utilized, that'd be even better - but I'm wondering, would that allow you to choose between BFP and BFX?

And in the end, the result would be - Star Wars Battlefront 2: GT Edition.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Teancum »

ARC_Commander wrote: Patch makes the six classes - online compatibility is the main thing here
|
\ /
Which won't be a problem so long as no LUA/ODF values are changed at all
ARC_Commander wrote:Conversion Pack takes Patch sides and adds extra units and skins to new maps, while maintaining online compatibility
|
\ /
That's the plan, though shipped maps cannot have extra units, so only new maps have them. (due to LUA conflicts)
ARC_Commander wrote:BFX takes Convo Pack's results and adds it to the shipped maps as a new mode, perhaps adding extra weapons, not worrying about online compatibility. | BFP (if Syth so desires) also takes the Convo Pack assets, but puts them into his own class system and rearranges them as he so wishes.
If it doesn't replace any modes and you use the BFX gametype that'll actually work perfectly online. Because if someone doesn't have BFX they won't see the mode appear, plus it sounds like you're not replacing shipped stuff.
ARC_Commander wrote:The main thing about this is that each stage starts at the previous stage's assets, so it all looks very fluid and uniform. Imagine how amateurish it would look if Convo Pack had env-mapped units with capes and stuff, but then you go on to BFX mode and you're staring at a shoulder pauldron that cuts into the unit's head and painted-on reflections.

If Ace's side-loader would be utilized, that'd be even better - but I'm wondering, would that allow you to choose between BFP and BFX?

And in the end, the result would be - Star Wars Battlefront 2: GT Edition.
The issue with using a side loader is that we can't add a new function to call the side loader script in the shipped LUAs without breaking online compatibility. But new gametypes fix that problem by allowing each gametype to load their own specific assets. And even if a gametype (say for instance the Elite Sides Mod) replaces official lvls that's no problem. In that case we'd put the files in /Data/_LVL_PC/SIDE/ELITE. Then in the lua we'd call ReadDataFile("SIDE//ELITE/all.lvl")

We can do about 10 or so modes active per-map and still have them fit on screen. I'll have to redesign the shell a bit to push the era choices down and make things fit, but that's doable.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by ARC_Commander »

Sounds good. I won't be replacing shipped stuff - it'll all be crammed nicely inside a BFX subdirectory in ADDON. Just one thing I want to clarify - me using the Conversion Pack sides and modifying them slightly would be okay with you?
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Teancum »

Yeah, you can use whatever just so long as it doesn't conflict with shipped assets/the unofficial 1.2 patch/the convo pack. Have at it.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by ARC_Commander »

Great! Thanks!
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by RepSharpshooter »

Sounds like a good plan! I'll give you what assets I have at some point. If I keep delaying just keep bugging me about it. Teancum let me know what shell you are using. I'm assuming you're using Zerted's?

Anyway, with zerted's shell.lvl (I don't have the source) I'm able to change textures anyway, via hex editing:

Image
:P I think I'm going to put this on the profile page only, as it's kind of hard to read the white text.

And perhaps, I'll make a custom one of my own. There's also another stock picture that would work well for this. I'm not entirely sure which panel to put another picture, as it seems it makes the text illegible.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Teancum »

I'd like to use Zerted's as a starting point. I'll PM him and get it going. I figure if I can get his then we'll be able to start off a lot easier. Once we get everything together we'll release some PSD files to the public and either you, I, or Zerted can munge custom 'skins' for the shell.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by XxDepredationxX »

The background looks stretched. (the clone has a big head :P) Though it looks great, I like the old grey one better, probably grown used to it after 2 years.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by RepSharpshooter »

Ok that sounds good.

Yeah, I'm leaving the grey one on most pages, I'm going to put this one on just one page, just to give it more pizazz. I'll try and fix the stretching, it has to do with the size of the black bars. (That and it's a 1024 x 1024 shrunk to a 1024 x 768 because the game does that)
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by DarthD.U.C.K. »

the patch is a great idea rep!!
(sorry,if im al little bit late XD)
if you have problems gettings assajjs anims going, ask skyhawk, he made the anim for pc
(there is a video on youtube)
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by TheDarkMask »

Rep.....Nice work :thumbs:
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by RepSharpshooter »

*blows dust off thread*

Well I'm trying to add a cape to grievous but I keep getting baffling errors. Still working on it though.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Delta 47 »

Wow looks great, nice work repsharpshooter
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Darth_Killius »

wow hi i dont know if u know me i was away for half a year...
anyway i am REALLY impressed by your work and i REALLY hope ull finish this mod cuz its awesome
sincerely yours (and back from the death) Darth_Killius
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by RepSharpshooter »

Thanks!

I'm changing the weapons around a bit.
-AT-TE has all blue lasers like the movie
-Republic shotgun has blue lasers (looks sweet)
-CIS shotgun is going to be red
-Imperial shotgun is going to stay green
-Alliance shotgun is going to be gold/yellow

Also, I'd like the award weapons (and hero weapons) to have different geometries from the regular ones, so I need some help. So far:
-IMP award rifle = T-21
-Boba has EE3 or whatever it's called
-Jango has westar blaster
-In 501st legion, normal blaser is the dc15s carbine as it was used the most by them in the movie. The carbine is more suitable also, because the rep rifle shoots way slower than what an E-11 would. The award rifle is the big dc15.

Still need different geometry for:
-Rep shotgun
-Rep award pistol

-Cis shotgun
-Cis award pistol (Westar? lol)
(don't need an award rifle, as there is no rifle model)

-Imp shotgun
-Imp award pistol
-Imp award rifle is T-21 (But would an e-11 like this be better as the award rifle?) I like it.

-Alliance shotgun
-Alliance award rifle (I have an idea, looking into it)
-Alliance award pistol (Taivyx's?)

-The award shotgun can be the same, as it's a flechette.
-Award sniper rifles can be the same, a big hunkin beam rifle model would be cool. Something to let you know that it's going to kick butt
-Remote rockets don't need to be changed, as only the rockets change.


I'm going to scour wookiepedia looking for weapon models to make. If you know of any models already made that would be suitable, please let me know! Thank you.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Teancum »

Hey Rep, what do you think about doing a new 501st officer? The reason I ask is the the Galactic Marines are going to be in the Conversion Pack, so I figured we should have a 501st skin. One with a kama/pauldron would make a good candidate.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Syth »

For the rep award pistol you should use the DC-17 blaster model (its in the ML Mashyyyk assets that were released while ago)

Maybe you should change the "com_weap_inf_chaingun_tracer" to look like blue lasers instead of bullets.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by RepSharpshooter »

Great ideas! I have the ep3 trooper with a cape already, I can then export a mesh addon perhaps.

I have the sides for the ML kashyyyk, just can't find the dc-17.
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by ARC_Commander »

Here's the DC-17 pistol from ML Kashyyyk, fixed by FragMe, it now fits properly in the trooper's hand: http://files.filefront.com/rep+weap+inf ... einfo.html
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Re: Unofficial Star Wars Battlefront II 1.2 Patch

Post by Taivyx »

:x
I keep planning my future projects, only to find that they've already been done before.
Oh well. Maybe I'll redo some.
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