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Posted: Mon Jan 30, 2006 11:16 am
by drummerzoid1
so should we start another topic saying they're coming out

Posted: Mon Jan 30, 2006 3:28 pm
by PAN-Kaiser
Answers to some of the questions:
The Mod Tools release will be similar in size to the BF1 tools
The tools will unfortunately not include the Xbox downloadable content assets (as much as I would like to include them)
The XSI exporter will be released, exactly as was used on BF2.
As for backward compatability. There are some basic things that have changed in BF2, such as the way the game modes, and their layers are handled. This stuff is all documented, but I'll be here to answer questions, and help you guys get your old maps converted. It shouldn't be too big of an ordeal.
-Sean
Posted: Mon Jan 30, 2006 3:44 pm
by Dragonum
PAN-Kaiser wrote:
The tools will unfortunately not include the Xbox downloadable content assets (as much as I would like to include them)
no new jedi and maps? sad
PAN-Kaiser wrote:
The XSI exporter will be released, exactly as was used on BF2.
and the exporter work for the xsi modtool, now?
PAN-Kaiser wrote:
As for backward compatability. There are some basic things that have changed in BF2, such as the way the game modes, and their layers are handled.
one simple question, we can use the swbf1 models in the swbf2 modtool?
yes or no?
thanks for answers
dragonum
Posted: Mon Jan 30, 2006 4:48 pm
by Lead_Pilot
Thanks for the information, PAN-Kaiser! I can't tell you how much gametoast values your presence here and the fact you will be here to answer questions!
Posted: Mon Jan 30, 2006 4:55 pm
by Leviathan
Dear Kaiser', you've mentioned the features of SWBF II Mod Tools which might help modders to create brand-new levels... But what about source files belonging to Star Wars Battlefront II, such as its Shell, sound-tracks, etc... ?
Posted: Mon Jan 30, 2006 8:15 pm
by PAN-Kaiser
I am told that BF1 models should work just fine in BF2, no re-exporting required.
As for assets, I don't want to say just yet what we'll be releasing, in case it changes, but I can say that we will definitely not be releasing any sounds. We will be releasing everything sound-related EXCEPT the actual sound files themselves. You'll have everything you need to set up your own sounds and use them in the game.
--
Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC
Posted: Mon Jan 30, 2006 9:31 pm
by drummerzoid1
how about making new classes and player models will we be able to do that?
Posted: Mon Jan 30, 2006 9:48 pm
by minilogoguy18
of course, you could do that in SWBF1 so why not 2, especially when the games are almost similar in terms of the engine that they run on. i cant wait since i already have alot of ideas for some KOTOR based maps like the space battle over Telos, but the only thing i have so far is the sith fighter

Posted: Mon Jan 30, 2006 10:30 pm
by Trans
I don't recall being able to have new player models in BF1...
Just reskins and new vehicles and weapons
Eddie's Maps
Posted: Mon Jan 30, 2006 10:49 pm
by squipple
Did anyone here ever know the guy who released the 'Eddie's' series of maps? Those are some of the best expansion maps for BF1, and I'm wondering if he's still modding or if anyone knows him to get the source. I'd really like to see those maps converted for BF2.
I know Rends is still here, and I'm sure he'll be converting his great BF1 maps as well.
Only one question for PAN-Kaiser - I've heard that XBOX files are virtually the same as PC files. If the XBOX expansion content isn't being released with the tools, is it even possible to somehow 'port' it to the PC using the mod tools or something else? I'm sure modders out there will find a way to recreate the content in any manner, but it might make it a lot easier on someone to do it that way.
On another note, I plan on starting modding/mapping in BF2. I downloaded the tools for BF1 and gave it a try, but just plain didn't have time to dedicate to it. I've had a long history of working in 3D animation programs (3DMAX, Maya, Softimage), so my modeling, rigging, and animation skills are good. Although I've not worked in XSI yet - I've only worked in older versions of SI, it shouldn't be too much of a conversion. The biggest curve I think will be the tools. The BF1 tools weren't all that intuitive and I'm guessing BF2 tools will be about the same, but I'm willing to give 'er a try.
RE: Eddie
Posted: Mon Jan 30, 2006 10:59 pm
by Trans
squipple wrote:Did anyone here ever know the guy who released the 'Eddie's' series of maps? Those are some of the best expansion maps for BF1, and I'm wondering if he's still modding or if anyone knows him to get the source. I'd really like to see those maps converted for BF2.
lol that would be Eddie and he recently released another map for BF1 but didn't really "come back" to Gametoast, his life is really busy right now.
RE: Eddie
Posted: Tue Jan 31, 2006 12:38 am
by minilogoguy18
thats because no one ever made any, but it was VERY much possible since fred posted pics on his site about player models he had added by just rigging them to the skeleton that he RELEASED and just munged it with animations that already existed. something i also wanted to know sean, is there gonna be a reconfigured pandemic tools plugin that is compatible for XSI 5? thats the version i use and every time you open the File menu all the selections like New and Save get replaced by the pandemic tools exporter making 5 of them in the menu.
RE: Eddie
Posted: Tue Jan 31, 2006 2:09 pm
by Leviathan
Kaiser', if LucasArts / Pandemic Studios do not accept to release the sound-tracks used in Star Wars Battlefront II, then do you think providing a list of these musics' labels could be done ?...
RE: Eddie
Posted: Tue Jan 31, 2006 2:17 pm
by minilogoguy18
none of them are too hard to find, alot of the music is from ep3 or the original trilogy
RE: Eddie
Posted: Tue Jan 31, 2006 2:51 pm
by Qdin
Squipple: Last time I talked to Eddie, he said he was very busy with the real-life. BUT! He said that here in a month he'll get back!

great news for [GT] and great news for the Modding!

RE: Eddie
Posted: Tue Jan 31, 2006 5:05 pm
by Lead_Pilot
Another question:
Can we make our own heroes? (ex. reskining clone commander and giving a different gun)
RE: Eddie
Posted: Tue Jan 31, 2006 5:10 pm
by Alpha
It's only a few hours my time until this game will have been out for three months and no patch or tools. Please...release them today. please... And Lead_Pilot, if these are like the BF1 tools like sean said, then that will be possible.
Tools Hold up the patch!!!
Posted: Tue Jan 31, 2006 6:30 pm
by SteveK14
From the LA forums:
xtmn8r
Total Posts: 69
Member Since: 07/00 Date Posted: Jan 31, 2006 01:44 PM
Just wanted to give everyone an update since we are at the end of the month and yes, we do not yet have the patch to release. As the team has been making changes to the Mod Tools, we've had to sync up the game code to better support what the Mod Tools create. As a result, we've had to hold-off on the PC patch until we are fairly confident no other Mod Tool changes will affect the core game. We apologize for the delay but want to insure that when the Mod Tools are released, it works completely with the current version of the game. Our best estimate for release is likely the middle of next week.
Thanks again for your continual support of Star Wars Battlefront II
The Star Wars Battlefront II team
RE: Tools Hold up the patch!!!
Posted: Tue Jan 31, 2006 7:17 pm
by swbf_lase
One more we... we... we... week! This is an outrage!!!! lol j/k i guess i can wait
Posted: Tue Jan 31, 2006 7:18 pm
by Lead_Pilot
Thanks SteveK14 and Alpha. At least we now know what is really going on.

This is sure to cause some anger to some .
