Star Wars Battlefront hard revive idea

Started by 1ИCΘ6И17Θ, July 25, 2016, 01:47:35 AM

Previous topic - Next topic
Hello ! Don't worry I haven't forgotten the project, I am proud to say I have found the engine I'll use, it is called the Daemon engine, and is an upgrade of the ID tech 3, that means it is still fully backwards compatible with all the materials created by Raven Software for Jedi Outcast and Jedi Academy, tons of high poly characters and textures to recycle !  :cheer:

It was used for a FPS named Unvanquished, which looks graphically like a mix of Quake III, DooM 3, Half-Life 2, and Halo CE, very neat.

For now I'm still gathering all the necessary materials to start it.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: Incognito on August 26, 2016, 08:04:30 AM
Hello ! Don't worry I haven't forgotten the project, I am proud to say I have found the engine I'll use, it is called the Daemon engine, and is an upgrade of the ID tech 3, that means it is still fully backwards compatible with all the materials created by Raven Software for Jedi Outcast and Jedi Academy, tons of high poly characters and textures to recycle !  :cheer:

It was used for a FPS named Unvanquished, which looks graphically like a mix of Quake III, DooM 3, Half-Life 2, and Halo CE, very neat.

For now I'm still gathering all the necessary materials to start it.

Just please don't make heroes have Jedi Academy or Outcast saber mechanics. Their system is too gated by movement which seriously detracts from the skill cap

Mmmh, well I was thinking the battlefront saber system was too basic to be honest...
But I'll see what I will do in due time, for now I'm still gathering what I'll need.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: Incognito on August 26, 2016, 12:36:09 PM
Mmmh, well I was thinking the battlefront saber system was too basic to be honest...
But I'll see what I will do in due time, for now I'm still gathering what I'll need.

https://www.youtube.com/watch?v=HuzhQnQLIXQ&index=2&;

https://www.youtube.com/watch?v=MLk-VBRtmuw&index=4&list==

Hahaaaa!!! :rofl:
Thanks for the sharing, it looks awesome indeed. Jesus, that game never gets old...
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Just sayin this is far from dead, as a matter of fact I can't stop to think about it it is just that I'm having some trouble to make the Daemon engine work.
If anyone else could help me with it that would be awesome
https://github.com/Unvanquished/Unvanquished
I'm just unable to launch it.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: Nyx on August 07, 2016, 08:09:21 AM
There is a way to bypass EA's control.

If a game that is like Battlefront is made, and is moddable. People (maybe the original game dev) could make mods that add Battlefront Star Wars stuff. As Modders can't be affected by EA that much.
Now I come to think about it, much like Galactic Warfare, this shouldn't be too hard if it is a total conversion mod, I'll soon start to try to port maps and 3d models, if everything's good the Battlfront Citadel map should be playable in a deathmatch mode as a mod for unvanquished.
Since Blender can open bf maps and assets, and also since Blender has a Quake map converter, I should be able to convert maps and afterwards tweak them with GTKradiant.
The biggest problems would in fact be recoding the Command Posts capture and the IA assigned to that task, and the vehicles.
As far as I'm aware, Battlefront seems to use a modified version of the id tech 3 engine.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: Incognito on May 26, 2017, 11:06:14 PMAs far as I'm aware, Battlefront seems to use a modified version of the id tech 3 engine.

The first two Battlefront games both use the Zero Engine. Renegade/Elite Squadron uses Asura Engine and EA's Battlefronts use the Frostbite engine.

Quote from: DylanRocket on May 27, 2017, 07:49:43 AM
The first two Battlefront games both use the Zero Engine.
Sorry this is incorrect and also an old pet peeve of mine that people constantly get wrong. (So I naturally can't help but be pretentious and correct you on it.)

The way SWBF used Zero was in the form of Zero Editor as an external tool for level creation. People have often taken this to mean that SWBF's engine must then be Zero but that is incorrect. The SWBF engine itself was nameless and distinct from Zero.

Quote from: DylanRocket on May 27, 2017, 07:49:43 AM
The first two Battlefront games both use the Zero Engine. Renegade/Elite Squadron uses Asura Engine and EA's Battlefronts use the Frostbite engine.
Asura engine ? Sniper elite's ? Woa.
Quote from: SleepKiller on May 27, 2017, 09:20:24 AM
Sorry this is incorrect and also an old pet peeve of mine that people constantly get wrong. (So I naturally can't help but be pretentious and correct you on it.)

The way SWBF used Zero was in the form of Zero Editor as an external tool for level creation. People have often taken this to mean that SWBF's engine must then be Zero but that is incorrect. The SWBF engine itself was nameless and distinct from Zero.
Speaking about editor, I have started to try to port the Citadel to the bsp format, (but before to .map) and I face a huge problem, I can't export the terrain to a format that Blender can read in order to convert it, I end up with a 280 mb file when I export it as .obj in Zero Editor and blender takes 10 to 15 minutes to open it, and barely works, in addition when exporting it as .map the file is hitting the 1gb and doesn't work. Anyone knows how I can only use the Terrain file ? Like extracting the .ter datas? Blender says it is incorrect and I tried with Terragen and it also doesn't work.

Perhaps someone already successfully ported a map to another engine and has the awnser to that question, any help would be huuugely useful.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: TheGangstarTY on July 25, 2016, 03:32:17 AM
Porting would probably be too hard. I do like the idea though and I have always supported something like that.

There are already a couple of remakes coming out. One called "Star Wars Galaxy in Turmoil" and another is "Star Wars Battlecry" which both hope to remake Star Wars Battlefront in some way.
Star Wars Galaxy in Turmoil (by Frontwire Studios) are basing their mod off of Free Radical's Star Wars Battlefront 3 project that was evidently canceled. They hope to remake the models into that of their own and rewrite the code to improve it. Possibly redesign the maps too.
Star Wars Battlecry (by "Some Fans") are making a game from scratch. They started on CryEngine but then transferred it over to Unreal Engine 4. Their development has been slower than Frontwire Studios' but that's due to them having a smaller, less dedicated team. It is possible that this game could never be finished.

I hope these seem interesting to you ;)

Disney is very against community revives, and Galaxy in Turmoil was almost shut down.Plus, it is not a mod, but a full blown game based on the cancelled bf3.If they had made it as a mod,we would have a proper star wars game.But the only way Front wire could continue the project was to remove the star wars name and aspect.So now we have Galaxy in Turmoil,f2p on Steam which will be coming out in quarter 3 of 2017, and more importantly,IT WILL ALSO BE FOR MAC!!!YESSS.Well my iMac is too old to handle it but at least it's there...
Galaxy in Turmoil does have the battlefront(or was it battlefield?) conquest and stuff like that though.
Generic Sig goes here

My problem above actually found its solution.
Quote from: Shaking_Sniper on June 07, 2017, 01:16:40 AM
Disney is very against community revives, and Galaxy in Turmoil was almost shut down.Plus, it is not a mod, but a full blown game based on the cancelled bf3.If they had made it as a mod,we would have a proper star wars game.But the only way Front wire could continue the project was to remove the star wars name and aspect.So now we have Galaxy in Turmoil,f2p on Steam which will be coming out in quarter 3 of 2017, and more importantly,IT WILL ALSO BE FOR MAC!!!YESSS.Well my iMac is too old to handle it but at least it's there...
Galaxy in Turmoil does have the battlefront(or was it battlefield?) conquest and stuff like that though.
Good thing about my project is that it ports to a fairly unknown graphical engine that despite looking good will never graphically compete against the eyecandy level of EA's Battlefronts, pretty much like if someone made a hd remaster of Half-Life in Xash3D.
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Neither did Galaxy in Turmoil and they still shut it down.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1
--Endor: Imperial Base

Yeah, but my idea is actually to do it as a mod for Unvanquished.
It won't have any galactic conquest, just instant action and multiplayer on 3 maps of the original, and probably 2 on the sequel and the rest would be ports of community maps.
I do not intend to create anything, just to improve things a little bit.  :happy:
Also, check out my total conversion for BF1: Ferocious Battlefront
http://www.moddb.com/mods/ferocious-battlefront

RELEASE INCOMING

Quote from: Incognito on June 07, 2017, 10:23:50 AM
My problem above actually found its solution.Good thing about my project is that it ports to a fairly unknown graphical engine that despite looking good will never graphically compete against the eyecandy level of EA's Battlefronts, pretty much like if someone made a hd remaster of Half-Life in Xash3D.

Keep it low profile, for this forum only.More preferably keep it as a mod and everything will be fine.
Can a 128mb 10 year old graphics card run this engine?

Now let's imagine how SWBF would look like with Unreal Engine 4 even though they technically already have that...
Generic Sig goes here