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Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Wed Dec 08, 2010 10:06 am
by Delta-1035
ggctuk wrote:
Kamas have not yet been added. I made a request for a static kama addon mesh which I could hexedit onto the BF2 models in the BF2 forum but nobody seems to have responded.
Yeah, I've seen your request so I was wondering if someone helped you. You know, I cant mod bf2 anymore so I mod bf1 and static kamas could help me too.
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Wed Dec 08, 2010 4:47 pm
by giftheck
The name of this mod is set to change to differentiate itself from the Main Play Mod, this mod shall now be known as "Battlefront Expansion".
I've been setting up the Republic side over the past few days (some of you will have seen my Boss Clone Commando skin in the Glamour Shots thread in the SWBF2 Modding section). Now I'll work on the CIS side, then the Alliance and Empire. I may have a way to work the Scout Trooper into the game. If, on Endor, I swap the Stormtrooper Commander for the Imperial officer (same loadout as the Stormtrooper commander) I can then have the Scout Trooper as Endor's 'Commando' class.
I'm also going to see about changing a few maps. I did some preliminary work on this when this was Main Play Mod V7 - I altered the shipped Bespin Platforms, Kashyyyk, Naboo, Rhen Var Harbor, Tatooine and Yavin IV maps. The outcome is mixed: The modifications to Bespin Platforms, Kashyyyk, Naboo: Theed and Yavin IV went pretty much without hitches. I have not yet tested Dune Sea, nor have I tested Rhen Var Harbor. Naboo: Plains crashes inexplicably so I have decided to drop the modification of that map. I was trying to reconvert the Jedi Temple but there are so many collision problems it's unreal. I had some of the collision fixed via hex-editing, however in some objects the names of the collision objects were too short to change. I wanted to also try reconverting Utapau and possibly Mygeeto. Mustafar does not need to be reconverted since the scum-strike version of Mustafar works perfectly. I'd also like to modify Rends Coruscant Streets and City to work with this mod, however this time I do not wish to do it without his blessing (which I will probably not get). Naboo Prototype, the map I converted from the BF2 source released by Teancum, will be included as well.
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Wed Dec 08, 2010 9:27 pm
by jdee/barc
what is the unmask ability?
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Thu Dec 09, 2010 5:49 am
by giftheck
I heard that Imperial Officers were to have the ability to unmask Bothan Spies wearing a disguse kit.
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Thu Dec 09, 2010 7:10 pm
by THEWULFMAN
ggctuk wrote: I'd also like to modify Rends Coruscant Streets and City to work with this mod, however this time I do not wish to do it without his blessing (which I will probably not get).
He would prob let you add combatibilty for your mod on his map, but no moddification to the map itself for sure.
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Fri Dec 10, 2010 7:23 am
by giftheck
THEWULFMAN wrote:ggctuk wrote: I'd also like to modify Rends Coruscant Streets and City to work with this mod, however this time I do not wish to do it without his blessing (which I will probably not get).
He would prob let you add combatibilty for your mod on his map, but no moddification to the map itself for sure.
It's not like BF2 though, I'd have to recreate the scripts from scratch, since BF1 doesn't support custom eras.
EDIT: I am doing away with the Storm Commander and Rebel Commander - they will be replaced by the Imperial officer and Bothan Spy classes, respectively. The Commandos for the two factions will be the Storm Commando/Scout Trooper (Depends on map) and Rebel Commando respectively.
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Sun Dec 12, 2010 10:56 am
by jdee/barc
what would the rebel commando look like or what weapons would it have?
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Wed Dec 15, 2010 4:24 pm
by giftheck
Commandos are basically the Sniper class with some differences IE The Republic Commando has the DC-17M Blaster attachment as well as the Sniper rifle. I haven't yet decided what special weapons the Imperial and Rebel commandos have. The RebelCommando will use the skin of the abandoned Rebel Commander, which used the Tantive IV trooper model.
EDIT
Skins update:
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Wed Dec 15, 2010 7:04 pm
by jdee/barc
nice
what model are you using for the clone commandos?
Re: Star Wars Battlefront - Main Play Mod RELEASE AND DISCUS
Posted: Thu Dec 16, 2010 5:12 am
by giftheck
jdee/barc wrote:nice
what model are you using for the clone commandos?
VF501's Clone Commando improved by DEVISS-REX.
Some further details:
-The mod will be released in two formats: A lite edition and a regular edition. The regular has more cosmetic changes and will include several custom maps updated to work with the mod. The lite edition will only contain Bespin: Platforms, Naboo: Theed and Yavin IV: Arena, and the Republic side will only have Phase I, 501st and Snow skins.
-Some skins have been removed to cut back on size - as such the many Droid variations are gone (Snow, Geonosis, Camo), as are some of the Empire (501st, Shadow) and Rebel variations (Naboo).
-Some units have been removed (Republic will not suffer anything heavy in the way of losses, nor will the CIS. The Rebels will lose the Naboo-Exclusive Jedi Knight class, and the Empire will lose the Skytrooper and Incinerator Trooper) These changes have been made to make the new units fit into the five-class system.
-In Historical Campaign, if you play the Clone Wars era, the Commander class is not properly unlocked until Geonosis. The Droid Commander during Naboo and Kashyyyk does not appear in Instant Action.
-If you were unaware because you haven't seen my recent posts in both the SWBF2 Modding Forum "Glamour Skins, Seriously, 8?" and SWBF2 "All-Purpose Request" threads, then I shall inform you that now all previously-unskirted units have skirts - this is the Clone Commander, the Heavy Trooper and Clone Sniper from BF2. The Galactic Marine obtains a skirt by workaround - I am using the stock Snowtrooper instead.
Also, map tests results so far (I have modified some of the stock maps):
I still have a lot of rescripting to do with the units as they all receive new names.So far I've gotten up to Naboo's scripts.
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sun Dec 19, 2010 7:37 pm
by jdee/barc
-In Historical Campaign, if you play the Clone Wars era, the Commander class is not properly unlocked until Geonosis. The Droid Commander during Naboo and Kashyyyk does not appear in Instant Action.
What do you mean by unlock? and is that droid commander that orange droid from MPM w/ the beam cannon and rocket launcher that only apperas in the first 3 missions of CW campaign?
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Mon Dec 20, 2010 5:12 am
by giftheck
jdee/barc wrote:-In Historical Campaign, if you play the Clone Wars era, the Commander class is not properly unlocked until Geonosis. The Droid Commander during Naboo and Kashyyyk does not appear in Instant Action.
What do you mean by unlock? and is that droid commander that orange droid from MPM w/ the beam cannon and rocket launcher that only apperas in the first 3 missions of CW campaign?
Yes, and I don't really count it as a class since it's not playable anywhere else in the Campaign, much like the B1 Battle Droid infantry.
EDIT TIME: I'm munging the sides as I type now. I have also added in several additional sound effects - predominantly new, and more canonical weapon sounds. I'm trying to adhere to the "use as little as possible" rule we have here while upholding this creatively.
So far I have decided to make the following addon maps compatible with Expansion:
-Bespin: Escape (Possibly)
-Coruscant: City
-Coruscant: Jedi Temple (I was planning to reconvert this myself but collision has got me because I cannot hex-edit name corrections - what I may have to do is borrow Napseeker's Jedi Temple addover map)
-Coruscant: Streets
-Mustafar: Refinery (Will be included)
-Mygeeto: War-Torn City (Will be included)
-Tatooine: Jabba's Palace
-Utapau: Sinkhole (Will be included)
A lot of the above maps will have Episode III music since things such as Episode II and I music don't really fit the ambience well. I'm using as little as possible again here.
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Thu Dec 23, 2010 8:47 pm
by jdee/barc
You should make Majin REvan's maps compatible with this mod. THese maps are very big and fun to play.
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sat Dec 25, 2010 4:54 pm
by giftheck
I'll see. No promises, but I'd like a list of maps that you'd feel fit well for the mod.
RULES:
-They cannot have their own sides unless they're native sides. I feel maps with custom sides need those sides to make the map feel right.
-No asking for me to modify a map directly.
-No shipped map edits. I already have in mind what I am doing for these maps.
-The map needs to have been received well enough (say, a 7 on SWBF files). So I will not be doing changes to maps that were poorly received.
-The following maps have already been included. There is no need to request them:
The eventual plan for Expansion will be to have V2 with a brand-new campaign and maybe some new Galactic Conquests, but since we don't yet have the ability to edit shell.lvl (although now I have missionlist.lua from it courtesy of Teancum), so for now I'm happy with expanding on what MPM was going to do. As with what MPM 7 was to do, there will be a separate sides folder for the new sides so that custom maps that still use the
shipped sides still work.
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sat Dec 25, 2010 9:33 pm
by jdee/barc
Here's a list
Bespin: Escape
Naboo Prototype (Though you probably did this already)
BF2 Dagobah (you could convert yourself or use gogo12's version)
Battlebelk's Polis Massa
Kashyyyk Shores 3.0: This was probably the best map by Majin Revan. He released the complete source files for that map, which would give you an even bigger advantage.
Kashyyyk Beachead: unless that has replaced Kashyyyk Docks
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sun Dec 26, 2010 1:05 am
by redgroupclan
I didn't read that much, but I think I did catch that this was like bringing BF2 to BF1.
What all did you bring from BF2 to BF1? I was just thinking of making a BF2-to-BF1 mod where I tried to get as close as possible to perfectly mimicking BF2.
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sun Dec 26, 2010 7:10 am
by giftheck
redgroupclan wrote:I didn't read that much, but I think I did catch that this was like bringing BF2 to BF1.
What all did you bring from BF2 to BF1? I was just thinking of making a BF2-to-BF1 mod where I tried to get as close as possible to perfectly mimicking BF2.
We have got the following maps over from BF2, some still have problems though, so here's the list:
-Coruscant: Jedi Temple (Scum/Strike conversion, however theirs has numerous collision problems so I'm attempting a reconversion)
-Dagobah (gogo12 conversion)
-Death Star (Sucm/Strike conversion, works perfectly well except there are no animated bridges, the superlaser doesn't fire and the trash compactor doesn't compact)
-Felucia: Marshland (JediKiller converted this, there's a tiny boundary problem whereby "Leaving the Battlefield" may appear in some parts of the legitimate battlefield)
-Geonosis: Dust Plains (Somebody was working on this, I dunno what happened to it though)
-Kamino: Cloning Facility (Scum/Strike conversion, however this was never finished, as evident by the visible ground and the two main cloning centres being blocked off due to collision issues. To the best of my knowledge this reconversion hasn't been attempted since)
-Kashyyyk: Beachhead (My conversion, turned out pretty well, the only problem being missing boundaries)
-Mustafar: Refinery (Scum/Strike conversion, aside from a few things that don't really work in BF1 anyways such as the linked destroyables it's a perfect conversion, AI follow paths correctly and there are no collision issues)
-Mygeeto: War-Torn City (Scum/Strike conversion, works perfectly unless vehicles are loaded, which tend to go through some objects, might try a reconversion)
-Polis Massa: Medical Facility (BattleBelk conversion, he noted that while some collision issues were fixed, AI tended to 'stand around' a lot)
-Tantive IV: Interior (I know this was converted but I never tried it out myself)
-Utapau: Sinkhole(Scum/Strike conversion, some invisible collision used to fix collision issues, some problems with vehicle collision, I'm trying a reconversion myself)
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sun Dec 26, 2010 2:40 pm
by THEWULFMAN
This sounds like a good idea, I am going to get Battlefront 1 so i can mod for that too, I want to make my big TCW era mod into a simpler bf1 mod.
I support this mod idea entirely
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Sun Dec 26, 2010 8:07 pm
by redgroupclan
ggctuk wrote:
We have got the following maps over from BF2, some still have problems though, so here's the list:
-Coruscant: Jedi Temple (Scum/Strike conversion, however theirs has numerous collision problems so I'm attempting a reconversion)
-Dagobah (gogo12 conversion)
-Death Star (Sucm/Strike conversion, works perfectly well except there are no animated bridges, the superlaser doesn't fire and the trash compactor doesn't compact)
-Felucia: Marshland (JediKiller converted this, there's a tiny boundary problem whereby "Leaving the Battlefield" may appear in some parts of the legitimate battlefield)
-Geonosis: Dust Plains (Somebody was working on this, I dunno what happened to it though)
-Kamino: Cloning Facility (Scum/Strike conversion, however this was never finished, as evident by the visible ground and the two main cloning centres being blocked off due to collision issues. To the best of my knowledge this reconversion hasn't been attempted since)
-Kashyyyk: Beachhead (My conversion, turned out pretty well, the only problem being missing boundaries)
-Mustafar: Refinery (Scum/Strike conversion, aside from a few things that don't really work in BF1 anyways such as the linked destroyables it's a perfect conversion, AI follow paths correctly and there are no collision issues)
-Mygeeto: War-Torn City (Scum/Strike conversion, works perfectly unless vehicles are loaded, which tend to go through some objects, might try a reconversion)
-Polis Massa: Medical Facility (BattleBelk conversion, he noted that while some collision issues were fixed, AI tended to 'stand around' a lot)
-Tantive IV: Interior (I know this was converted but I never tried it out myself)
-Utapau: Sinkhole(Scum/Strike conversion, some invisible collision used to fix collision issues, some problems with vehicle collision, I'm trying a reconversion myself)
What about units and weapons and such?
Re: Star Wars Battlefront: Expansion - Release and Discussio
Posted: Mon Dec 27, 2010 5:26 am
by giftheck
redgroupclan wrote:ggctuk wrote:
We have got the following maps over from BF2, some still have problems though, so here's the list:
-Coruscant: Jedi Temple (Scum/Strike conversion, however theirs has numerous collision problems so I'm attempting a reconversion)
-Dagobah (gogo12 conversion)
-Death Star (Sucm/Strike conversion, works perfectly well except there are no animated bridges, the superlaser doesn't fire and the trash compactor doesn't compact)
-Felucia: Marshland (JediKiller converted this, there's a tiny boundary problem whereby "Leaving the Battlefield" may appear in some parts of the legitimate battlefield)
-Geonosis: Dust Plains (Somebody was working on this, I dunno what happened to it though)
-Kamino: Cloning Facility (Scum/Strike conversion, however this was never finished, as evident by the visible ground and the two main cloning centres being blocked off due to collision issues. To the best of my knowledge this reconversion hasn't been attempted since)
-Kashyyyk: Beachhead (My conversion, turned out pretty well, the only problem being missing boundaries)
-Mustafar: Refinery (Scum/Strike conversion, aside from a few things that don't really work in BF1 anyways such as the linked destroyables it's a perfect conversion, AI follow paths correctly and there are no collision issues)
-Mygeeto: War-Torn City (Scum/Strike conversion, works perfectly unless vehicles are loaded, which tend to go through some objects, might try a reconversion)
-Polis Massa: Medical Facility (BattleBelk conversion, he noted that while some collision issues were fixed, AI tended to 'stand around' a lot)
-Tantive IV: Interior (I know this was converted but I never tried it out myself)
-Utapau: Sinkhole(Scum/Strike conversion, some invisible collision used to fix collision issues, some problems with vehicle collision, I'm trying a reconversion myself)
What about units and weapons and such?
No point listing all the weapons and units converted... I'd be here for hours
