Page 3 of 3

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 6:01 am
by Vuler
Wow, this mod looks awesome! I was going to make my own mod for BF2, but after seeing the latest screenshots I decided to abandon it! I think that your Aayla is way better than the stock one and really matches the high quality of Mars Marshall's models. :bowdown:
I understand that you don't like when people force you to do something you don't want, but could you, please bring back the Rebel Marksman from BF1? I think that BF1 model looked better and was more interesting. Also, will this mod be online-compatible?

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 6:15 am
by AQT
Vuler wrote:Also, will this mod be online-compatible?
Yes. It is only a visual upgrade.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 8:34 am
by THEWULFMAN
Vuler wrote:I understand that you don't like when people force you to do something you don't want, but could you, please bring back the Rebel Marksman from BF1? I think that BF1 model looked better and was more interesting.
This is funny, AQT and I talked about this a couple days ago.
Hidden/Spoiler:
[quote="AQT and WULF"]THEWULFMAN: Idea. The SWBF1 Rebel Sniper wasn't so anemic compared to the SWBF2 version. Perhaps we(or I rather) can make a new high(er)-res skin for it and use that one instead.
THEWULFMAN: I'll check the model.
AQT: Alright.
HEWULFMAN: Ugh. On the bright side the Rebel Sniper isn't so thin. On the down side, she's wearing high heels. *sighs*
AQT: Yeah...
AQT: I didn't know it was a girl at first, though.
THEWULFMAN: It's your pick. Anemic and no heels, or normal human waist and high heels. I'm kinda leaning towards the SWBF1 model, but I could go either way.
THEWULFMAN: The high heels aren't easily noticed unless you go prone, if I remember correctly. Which, sadly, isn't an issue in SWBF2.
AQT: I'd keep the SWBF2 one. It uses less textures, I think.[/quote]
We never actually decided one way or another on it. I'm still leaning towards the SWBF1 model. I'll continue to think about it.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 12:59 pm
by Cerfon Rournes
You could try a reskin of the BF2 Hoth sniper model. Or, you could just put a female face texture on another model. That's what I am doing for my TFU mod, and I think that It works well.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 3:05 pm
by Vuler
AQT wrote:
Vuler wrote:Also, will this mod be online-compatible?
Yes. It is only a visual upgrade.
Yeah, but I was not sure if it will work, since it appears that Rebel Smuggler will have more variants. Someone asked why the v1.2 patch didn't give the other variants of the rebels. Teancum replied that it would break online-compatibility. Also, thank you for answer, Wulf. I really appreciate that! :D

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 9:21 pm
by THEWULFMAN
Vuler wrote:
AQT wrote:
Vuler wrote:Also, will this mod be online-compatible?
Yes. It is only a visual upgrade.
Yeah, but I was not sure if it will work, since it appears that Rebel Smuggler will have more variants. Someone asked why the v1.2 patch didn't give the other variants of the rebels. Teancum replied that it would break online-compatibility.
Well the reason behind that is because the stock Alliance side is set up that way. Go and look at the all.req, and then the stock lua conquest scripts. You'll see that there are 4 variants of the engineer, but the stock game has the same model and skin for all 4. Why? I have no idea. It wastes space for no payoff whatsoever.
Also the Vanguard is set up that was as well, so I gave him the stock jungle skin for the jungle version of the unit. All it took was changing the OverrideTexture from "desert" to "jungle". It's ridiculous how easy of a fix that was. The fact this stuff wasn't in the stock game to begin with was absurd.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sun Dec 18, 2011 9:32 pm
by kinetosimpetus
True that. Unfortunately, the Geonosis Clone Commander cant be fixed because the stock script uses the ep3, which is because the stock ep2 cc req is incorrect.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:02 pm
by THEWULFMAN
I decided to include an optional addition to the mod, a shell mod. There will be three interchangeable parts to this mod.

The Side Mod.
The Shell Mod.
The Ingame(Common Items) Mod. Courtesy of Darth D.U.C.K.

All mods together will make it feel brand new and different. Each part can be used individually of eachother or in any combination.

Here's some screenshots of the Shell aspect of the mod. Still a Work In Progress.
Hidden/Spoiler:
Image
Image
Image
Image
Image
Image


All the backgrounds are done, the buttons are the next thing on the agenda.

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:04 pm
by Slime615
Is there a Tutorial on how to Change Back Grounds?

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:05 pm
by Eggman
I like what you've done with the background. It's simple and tasteful. :thumbs:

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:09 pm
by THEWULFMAN
Slime615 wrote:Is there a Tutorial on how to Change Back Grounds?

Oh hey look, a tutorial! Written today! :o
Eggman wrote:I like what you've done with the background. It's simple and tasteful. :thumbs:
Thanks! Means a lot coming from you. I tried my best. :) Good luck with Cato Neimoidia by the way. :wink:

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:09 pm
by ShadowWing
If I download this mod when it comes out, will it still allow me to play with Era mods?

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:12 pm
by THEWULFMAN
ShadowWing wrote:If I download this mod when it comes out, will it still allow me to play with Era mods?
Even if you use D.U.C.K.'s Ingame Mod you can still use Era mods. However there are some icons used by Era mods stored in the 1.3 patch ingame. I might recreate them so those stay as well. As of yet though, the Ingame mod does not allow Free Cam and Fake Console. I'll see what can be done about that, but remember all 3 parts of the mod can be used separately or together in any combination. :wink:

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 3:15 pm
by Cerfon Rournes
Nice job on the Shell, WULF. :yes:

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Fri Dec 23, 2011 5:50 pm
by PizzatheHutt
I like the new shell !!!
THEWULFMAN wrote: This mod sets out to fix some canon errors, and basically make everything look good.
I still have things to do, fix shadows on weapons, make new effects
When you said you will add new effects , what kind of effects will it be ?
Will the lasers be like the ones in AQT's maps , or like the ones in BFX or DT ?
Because the stock lasers in BF2 don't look like in the movies at all.
THEWULFMAN wrote:I decided to include an optional addition to the mod, a shell mod. There will be three interchangeable parts to this mod.

The Side Mod.
The Shell Mod.
The Ingame(Common Items) Mod. Courtesy of Darth D.U.C.K.
Great idea !!!
Darth D.U.C.K.'s items are great (especially the proximity mine and the detpack !!!)

You are doing a great work !!! :thumbs:

Re: Battlefront 2: Evolved (formally the Visual Sides Patch)

Posted: Sat Dec 24, 2011 7:38 am
by SleepKiller
THEWULFMAN wrote: Even if you use D.U.C.K.'s Ingame Mod you can still use Era mods. However there are some icons used by Era mods stored in the 1.3 patch ingame. I might recreate them so those stay as well. As of yet though, the Ingame mod does not allow Free Cam and Fake Console. I'll see what can be done about that, but remember all 3 parts of the mod can be used separately or together in any combination.
This is where I might come in handy , if you got Zerted's permission you could extract the munged scripts from 1.3's ingame.lvl and then re add the headers to them and levelpack will process them perfectly fine.
Another sulution is editing mission.lvl.
And having each mission LUA load up a custom ingame.lvl after the normal one is loaded up.

And btw the mod is looking good :D.