SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on December 08, 2010, 01:13:27 PM

Title: [CANCELLED]"Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on December 08, 2010, 01:13:27 PM
EDIT: THIS MOD HAS BEEN CANCELLED. PLEASE SEE MY NEW MOD, STAR WARS: BATTLEFRONT LEGACY WHICH CAN BE FOUND HERE: http://www.swbfgamers.com/index.php?topic=10332.0

It gives me great pleasure to announce the successor to my Star Wars Battlefront Main Play Mod - "Star Wars: Battlefront Expansion". Here is everything I have posted on Gametoast these past few days:

QuoteI am announcing my return to the Main Play Mod some time in the next few   months. I thought I should give a heads-up on all sites I have   previously announced its cancellation on... or that was the plan. MPC   Gamers has suspended my account indefinitely. My crime? Did I suddenly   announce that I had mass-pirated BF1 and BF2?No. Did I have a Yahoo!   e-mail address? Yes. I must be a spam bot.  (http://www.gametoast.com/forums/images/smilies/icon_lol.gif)  (http://www.gametoast.com/forums/images/smilies/fallover.gif) (NOTE TO MPC GAMERS: I was a bit miffed I hadn't been told at the time. I've got over it but I left the quote in for lulz :D)

Anyhow,   I hope to be able to finish this mod even if I have to cut back on   things I wanted to do with it (such as modding Naboo Plains which is no   longer possible). I might even add GCW Geonosis and Kamino, and CW Endor   and Hoth. We shall see. For now I'm simply reviewing what I have done   so far with the mod and seeing what I can change and how, and this is   what I have come up with:

Five unit limit, as confirmed by   Teancum, is hardcoded, so I'd have to find a way to work within that and   yet create something new. I played BF2 the other day and that gave me   the idea to amalgamate the Soldier and Heavy classes, leaving me to   create an all-new "commander" class. I am also considering amaglamating,   to an extent, the Pilot and Sniper classes to create a commando class.   I'd love your opinions on this move, as I am not yet sure as to how I   should lay it out.

There would still be a 'pilot' class but I would give some of its loadout to the Commander unit instead (mainly the primary weapon and health/ammo packs would go to the commander). So what I've come up with so far:

Standard Unit Layout:
-Soldier (Blaster Rifle, with unlimited ammo and overheat, Rocket Launcher, Thermal Detonator (sticky), Mines)
-Pilot (Commando Pistol, Fusion Cutter, Time Bomb)
-Commando (Sniper Rifle, Blaster Pistol, Recon Droid, last weapon dependant on faction)
-Special (dependant on faction)
-Commander (dependant on faction)

Republic:
-Clone Trooper
-Clone Pilot
-Clone Commando (DC-17M Sniper Attachment, DC-17M Rifle Attachment)
-Jet Trooper (EMP Launcher, Commando Pistol, Thermal Detonator)
-Clone Commander (Chaingun, ARC Caster, Thermal Detonator, Health/Ammo Pack)

CIS:
-Super Battle Droid (Wrist Blaster instead of Blaster Rifle)
-Droid Pilot
-BX Droid Commando (Clone Disguise Kit)
-Droideka (Twin Repeating Blasters, Personal Shield)
-IG MagnaGuard (Electrostaff, Radiation Launcher, Thermal Detonator, Health/Ammo Pack)

Rebels:
-Rebel Soldier
-Rebel Pilot
-Bothan Spy (Disguise Kit)
-Wookie Smuggler (Bowcaster, Grenade Launcher, Thermal Detonator)
-Rebel Commander (Shotgun, Blaster Pistol, Thermal Detonator, Health/Ammo Pack)

Empire:
-Stormtrooper
-Imperial Pilot
-Imperial Officer (I'll see if I can get an unmask ability working)
-Dark Trooper (ARC Caster, Commando Pistol, Thermal Detonator)
-Stormtrooper Commander (Shotgun, Mortar Launcher, Thermal Detonator, Health/Ammo Pack) - I'll see what I can do to get him to have a personal shield, if I can get him to have it, he'll have that instead of Thermal Detonators, as will the Rebel Commander)


Of course, this would remove the Incinerator Trooper class I had in previous mods, however I do not necessarily think that is a bad thing to do - it eases up some of the map pressure in GCW.

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.

To leave you for the moment, I will be posting this: It's Clone Commando Boss, and he will be the Commando unit on Geonosis.

(http://i23.photobucket.com/albums/b356/ggctuk/Boss_V3.jpg)
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on December 08, 2010, 02:35:06 PM
Thanks for the hard work !

I will look forward to the update,
Led
Title: Re: Star Wars: Battlefront Expansion
Post by: Fire on December 08, 2010, 03:13:24 PM
Looking forward to this, Looks great !
Title: Re: Star Wars: Battlefront Expansion
Post by: Mac on December 08, 2010, 06:12:29 PM
Hmm looks fun to try out! Thanks!
Title: Re: Star Wars: Battlefront Expansion
Post by: Bacara on December 08, 2010, 09:14:09 PM
Nice. Where's the link?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 09, 2010, 01:47:57 AM
It's not finished, I've not long started work on it. I thought I made that clear in my first post  :blink:
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on December 09, 2010, 10:42:38 AM
WOW WOW You're BACK ? PHEW... I was getting concerned that you had left us for good !
Well then, this is probably the best return I've seen in a while, what gifts we have in stall !
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 10, 2010, 05:57:10 AM
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.
Title: Re: Star Wars: Battlefront Expansion
Post by: MileHighGuy on December 10, 2010, 08:41:00 PM
Nice! It sounds great. Something to stop me playing monster hunter so much.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 11, 2010, 04:02:49 AM
Darth D.U.C.K. has released the BF2 cape from the Sniper/Heavy Trooper as addon. If I can hex-edit it on correctly (ATM I cannot because it appears beneath the unit's legs for whatever reason) then we will FINALLY have skirts on BF2 units working in BF1 (although they won't be like the stock ARC Skirts, rather they'd be like the Renegade/Elite Squadron ARC Trooper skirts, but it's better than nothing, right?)
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on December 12, 2010, 02:35:13 AM
Quote from: MileHighGuy on December 10, 2010, 08:41:00 PM
Nice! It sounds great. Something to stop me playing monster hunter so much.
NO WAY! I'm soo addicted to that too...

Also... working skirts? JOY!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 12, 2010, 12:52:40 PM
Almost-working :D Still having problems with hex-editing them on to the unit, they appear beneath the unit's feet.

Also, here's a place you can go when MPC Gamers shuts down, this is where I'll be updating as well as GameToast:

http://battlefrontexpansion.proboards.com/index.cgi (http://battlefrontexpansion.proboards.com/index.cgi)
Title: Re: Star Wars: Battlefront Expansion
Post by: Jedikiller on December 12, 2010, 04:01:48 PM
MPC is going to stay up for a while. It's just going to undergo a small change of ownership.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 12, 2010, 05:26:24 PM
QuoteAlmost-working :D Still having problems with hex-editing them on to the unit, they appear beneath the unit's feet.

Also, here's a place you can go when MPC Gamers shuts down, this is where I'll be updating as well as GameToast:

http://battlefrontexpansion.proboards.com/index.cgi (http://battlefrontexpansion.proboards.com/index.cgi)


joined it. (named jdee0barc)
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 15, 2010, 05:44:38 AM
We now have the Ep3 Sniper and Ep3 Heavy Trooper with skirts! That leaves only the Clone Commander to get a skirt. I won't bother trying for the Galactic Marine though - I'll simply reskin the stock Imperial Snowtrooper.
[mergedate]1292412576[/mergedate]
Galactic Marine - I reskinned the stock Imperial Snowtrooper:

(http://i23.photobucket.com/albums/b356/ggctuk/BF1_Galactic_MarineV2.jpg)
Old for comparison:
(http://i23.photobucket.com/albums/b356/ggctuk/BF1_Galactic_Marine.jpg)

And I also present one other commando, the Shocktrooper Commando:

[hide](http://i23.photobucket.com/albums/b356/ggctuk/shock_commando.jpg)[/hide]
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on December 15, 2010, 11:36:04 AM
Oh Oh Oh ! Exciting progress !
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 15, 2010, 12:03:07 PM
The only one left needing a skirt is the Episode III Clone Commander... and some of the heroes do too (Sidious, Anakin, Ki-Adi etc)

EDIT: Caped Commanders are in! Special thanks to AQT on GameToast for helping me with the hex-editing. I have been told that the capes are one-sided though, but since you view most units from the back anyway that's not a huge problem.
Title: Re: Star Wars: Battlefront Expansion
Post by: MileHighGuy on December 16, 2010, 10:01:50 PM
Nice! Keep up the good work!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 17, 2010, 08:02:00 AM
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, for the Clone Wars, you will not unlock the Commander Class properly until Geonosis. The Droid Commander unit is not included in Instant Action (replaced by the MagnaGuard)

Also, map tests results so far (I have modified some of the stock maps):

[spoiler]BESPIN: CLOUD CITY - Unchanged
BESPIN: PLATFORMS - Works with MPM, currently untested in BFE
ENDOR: BUNKER - Unchanged
GEONOSIS: SPIRE - Unchanged
HOTH: ECHO BASE - Unchanged
KAMINO: TIPOCA CITY - Unchanged
KASHYYYK: ISLANDS - Works with MPM, currently untested in BFE
KASHYYYK: DOCKS - Works with MPM, currently untested in BFE
NABOO: PLAINS - Crashed inexplicably in MPM, map now will be stock instead
NABOO: THEED - Works with MPM, currently untested in BFE
RHEN VAR: HARBOR - Untested
RHEN VAR: CITADEL - Unchanged
TATOOINE: DUNE SEA - Untested
TATOOINE: MOS EISLEY - Works with MPM, currently untested in BFE
YAVIN IV: TEMPLE - Unchanged
YAVIN IV: ARENA - Works with MPM, currently untested in BFE[/spoiler]

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.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 18, 2010, 04:53:22 PM
Dune Sea, Geonosis, and Theed work almost perfectly when edited in zeroedit.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 19, 2010, 01:05:17 AM
I know, I almost made BF2 Theed from BF1 Theed :D

I do not know why some maps don't work though. It may be something simple or altogether more complicated. I found with most of the others you can modify the levels by either A - loading a second LVL file before the first with all the new stuff, or B - As I did with these maps, simply go into the object placement files and change them manually. It's how I got vehicles into Bespin, Yavin IV Arena and Mos Eisley without them crashing.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 19, 2010, 03:42:51 PM
will any republic units be using a chaingun?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 20, 2010, 01:14:19 AM
Yes. The Clone Commander unit will use the Chaingun but to make it a bit more challenging only one AI unit may spawn as a Clone Commander at a time.

EDIT TIME: I'm munging the sides as I type now. I have also added in several additional sound effects - grunts and groans for heroes (although I am considering removing them as unncecessary and to save space), and new weapon sounds. I'm trying to adhere to the "use as little as possible" rule GameToast has while upholding certain creative things (IE having canonical sounds in my mod in regards to weapons). The E-11 has now got a separate sound from the DC15 Carbine (the sound is recorded from the Soundboards at Star Wars website since it's the only place to find a clean sample), and the commando pistol sound is also in.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on December 24, 2010, 03:03:37 AM
Silly GameToast... More sounds = more fun!
I'm sure George Lucas won't mind.
Title: Re: Star Wars: Battlefront Expansion
Post by: Epifire on December 24, 2010, 11:44:18 AM
Can't wait till this meets release point. I have been waiting to see another good mod for some time now.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 24, 2010, 11:59:04 AM
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.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 31, 2010, 10:04:13 AM
I'm trying to decide a universal base for the Blaster Rifle, so which would you like to see?

1) Unlimited ammo, Overheat, roughly 20 shots before overheating (Currently going with this one)
2) 20 rounds per clip, unlimited clips, slower reload time
3) 55 rounds per clip, 8 clips, standard reload time

I'm also trying to figure out what kind of special weapon to give to the Clone Commando. Any ideas?
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 31, 2010, 10:19:58 AM
Here's an idea for Blaster Rifles. I'm more inclined to support the "1) Unlimited ammo, Overheat, roughly 20 shots before overheating (Currently going with this one)" option. but you could also have
- each blaster rifle will carry a single clip of 300 shots. But the it also overheats after 20 or so shots.

As for the Clone Commando, I'd give it the DC-17M rifle alongside the DC-17M Sniper. and instead of grenades, give it the Anti-Armor clip.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 31, 2010, 10:24:09 AM
That suggestion, while it would be the most canonical, would make the CW commando classes extremely unbalanced as I already have worked out what the Droid Commando will have (Sniper Rifle, Commando Pistol, Disguise and Thermal Detonators)

EDIT: I have decided on this for the special weapon of the Clone Commando:

(http://i23.photobucket.com/albums/b356/ggctuk/antidroidemp.jpg)

It's a disguised Anti-Droid EMP mine. Its purpose is mainly for human characters, and it may fool them for a while (perhaps I should change the colour scheme back to red?) But when a droid steps on it, it triggers an EMP blast which will do relatively little damage to your team (about 1/4 of the damage), while droids will usually be instantly destroyed by it. Vehicles are also not safe from it. But I think I will limit it to three mines a battlefield.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 31, 2010, 01:28:20 PM
Ok, here's a rework of my idea

-The DC-17M rifle, only give a few clips (like  2 or 3) of 60 rounds (more balanced),  or a single clip of 300 rounds (more canonical).

-for the Anti-Armor, make it less powerful, and only as powerful as a thermal detonator, but a little more damaging to vehicles. and have it have 1 round per clip, and the give the clone commando only 3-4 of them to use.

-and if you haven't finished the CIS side yet, you could make the droid commando's pistol more damaging (maybe like 3 hit kill), and make the pistol last a lot longer before overheating.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 31, 2010, 01:32:41 PM
Sorry, I've already come out with my idea, and it's in the post above you... but you rpobably didn't see it since I edited my post at the same time you made your post.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on December 31, 2010, 02:14:46 PM
two seconds difference in the posts. wow. :o.

back on topic: I like this idea. but how would you limit it to three mines per battlefield?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 31, 2010, 02:25:33 PM
With this line:

MaxItems        = "3.0"
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on January 09, 2011, 07:30:48 PM
I found a way of making a weapon not be able to refill its ammo from a recharge droid or ammo pack. That way ensures that you can only have 3 EMP mines at a time and it is also the reason that you can't refill on Health and ammo packs from a recharge droid
put this line in the weapon odf, not the ord odf or exp odf


RefillFromItem      = 0
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 10, 2011, 02:00:20 AM
Incorrect. It won't stop you from refilling at an ammo droid but it will stop you from refilling by picking up ammo packs. In any case, I won't use this line in the ODF of the EMP mine.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on February 02, 2011, 01:23:42 PM
The mod is entering alpha stage. After I complete the alpha stage, it will enter beta stage. I need two or three beta testers, and I mean beta testers, and not simply people who want to get their hands on the mod first. Once beta testing is done, I will go onto fixing whatever was wrong in the beta that I missed (which will hopefully be very little or nothing). Once that's done, it's going out. I'd expect it out no later than about June, but you might get the mod earlier. It all depends on how quickly the alpha is done.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on February 03, 2011, 01:08:52 PM
The alpha testing began today. I have tested nine maps in Clone Wars era today. Sad to say it, but there are things I've had to remove:

- Disguise Kit for Commando Droid - this is because the Commando Droid uses the Battledroid skeleton, and this in turn will awkwardly stretch the disguise.
- MTT/Rebel Hovernaut - despite my best efforts I cannot get the maps they were to feature in to work at all. It seems that Naboo: Plains and Rhen Var: Harbor hate being messed around with.
- Yoda - it seems as though while I can get away with modding existing animation sets to a degree (IE adding the AT-RT Driver anim), and I can add new special effects, I cannot get the game to work with custom skeletons in the main common.lvl. Trying automatically results in CTD upon startup.
- Phase I Prototype - I so wanted this unit in the game as the commander unit of the ARC Legion. However a skeleton problem with its left foot prevents me doing so.

Aside from those things, everything is proceeding exactly as I have forseen.

So, here are a few screens I have taken during the alpha tests today:

[Hide](http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0006-3.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0012-2.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0009.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0014-3.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0007-4.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0008-2.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0004-2.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0016-4.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0017-3.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0018-2.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0019-3.jpg)[/Hide]
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on February 03, 2011, 03:42:59 PM
Nice tuck!


Title: Re: Star Wars: Battlefront Expansion
Post by: Bacara on February 03, 2011, 06:13:01 PM
BA bro!  :tu: Nice work.
Title: Re: Star Wars: Battlefront Expansion
Post by: SchTicK on February 04, 2011, 09:11:52 AM
Nice work ggctuk. Can't wait to play a new mod.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on February 06, 2011, 08:28:32 AM
That Commando is epicness on legs!
Title: Re: Star Wars: Battlefront Expansion
Post by: Fire on February 07, 2011, 07:34:45 PM
This is amazing. Nice work  :tu:
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 08, 2011, 11:07:56 AM
Well, it has been a long time since I even looked at this mod. There's been a lot going on these past few months, and it means I haven't had the time to come back to this mod.

I can tell you guys I expect this mod to be picked up again in September. I know what you're thinking - why am I waiting so long to finish this? Well, I go away at the end of August, and I think the time away will be great for doing a few things - first it will revitalize me, and second, I tend to have these odd flairs of inspiration while I'm on holiday. Dunno why - but I came up with most of the stuff that has been included so far when I was on holiday during Half Term week last October. As well as this, I can use the time to come up with new ideas that I might have missed the first time round.

So, yeah, sorry for leaving the mod and this thread cold for a long time.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on June 08, 2011, 01:31:02 PM
Hurrah, you're still alive! Good to know you're still around... and also have plans.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on November 22, 2011, 12:00:52 PM
Well, this is a bit embarrasing. You are probably wondering, "What happened to this mod?"

It has been put on the back burner, mainly because despite my August holiday, I could not find the time nor the inspiration to finish it. That does not mean it won't ever get finished. I plan on starting a few 'warm-up' projects (mainly mission maps, that will probably use my custom setup and could be considered 'demo' material) in the New year before going full-pelt back into this mod.

Just to let you guys know I'm not dead.
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on November 22, 2011, 01:50:54 PM
 :cheers:

keep in touch!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 01, 2011, 03:46:01 AM
UPDATE: I've started working on this again, but I'm doing it on odd days instead of all in one go - if I do it in one go, I know I'll just end up losing interest again.

So far, this is what I've come out with:

-The Republic Commando is gone, sadly. Even with the lower-resolution model, it still triggered other units into low-resolution more often than not. It's been replaced with the Clone Assassin.
-The new clone legions are as follows: Phase I, Phase I snow, ARC units, 501st, 212th, 327th, Coruscant Shock Troopers, Galactic Marines, 41st. The ARC units will have a prototype Phase II unit as their commander (special thanks to AceMastermind for fixing the model issues)
-The MagnaGuard will be armed with a Tri-Shot pistol as its secondary weapon.
-A modified campaign will folow the Republic, Empire and Rebels up to after the Battle of Endor.
-I want to reconvert a couple of BF2 maps - mainly Geonosis, Kamino, Utapau, Coruscant and Mygeeto, and this is mainly due to collision issues with the original conversions - Geonosis hasn't been converted at all, actually. Kamino has major collision issues, as does Coruscant. Utapau and Mygeeto have minor issues that hex-editing will fix. Sadly, this will take quite a bit of time as each collision mesh has to be renamed. Some will probably have to be re-exported to enable collision properly. Any help on this front would be duly appreciated.
Title: Re: Star Wars: Battlefront Expansion
Post by: TK 141 on December 04, 2011, 10:52:25 PM
How does the clone assassin work?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 14, 2011, 03:12:39 PM
Basically, it's a sniper. The layout of its weapons hasn't changed.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on December 15, 2011, 09:29:30 AM
Fantastic, are you sticking with the same skins for Empire and Rebs from the last version, because those were beast.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 17, 2011, 01:30:04 PM
With exception of the Incinerator Trooper, yes. If I can find a place for the Incinerator, maybe in a separate map mode, I'll definitely add it in.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 28, 2011, 12:35:00 PM
A new development: Teancum released the shipped BF2 spacemaps on GameToast. So I'll be portin and altering a couple for my mod: Space: Coruscant, Space: Yavin IV, Space: Kashyyyk and Space: Hoth.

Aside from this, I won't be converting many maps from BF2 - I know I want the Death Star, the Jedi Temple, Mygeeto and Utapau. The current Mustafar conversion is fine. Plus I'll be adding Coruscant: Streets.

So my planned map list is thus:

Bespin: Platforms
Bespin: Cloud City
Coruscant: Jedi Temple
Coruscant: Streets
Death Star: Interior (GCW)
Endor: Bunker (GCW)
Geonosis: Spire (CW)
Hoth: Echo Base
Kamino: Tipoca City
Kashyyyk: Islands
Kashyyyk: Docks
Mustafar: Refinery
Mygeeto: War-Torn City
Naboo: Plains
Naboo: Theed
Naboo: Prototype (will change name later)
Rhen Var: Harbour
Rhen Var: Citadel
Space: Coruscant (CW)
Space: Kashyyyk (CW)
Space: Hoth (GCW)
Space: Yavin (GCW)
Tatooine: Dune Sea
Tatooine: Mos Eisley
Tatooine: Jabba's Palace
Utapau: Sinkhole
Yavin IV: Temple
Yavin IV: Arena
Title: Re: Star Wars: Battlefront Expansion
Post by: SleepKiller on December 29, 2011, 02:22:22 PM
Sounds good, looking forward to it.
Title: Re: Star Wars: Battlefront Expansion
Post by: MARCUS on December 30, 2011, 08:12:08 AM
where can i find those space maps?
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on December 30, 2011, 08:23:21 AM
ggctuk will be porting them--they are not released (for SWBF) yet
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on December 31, 2011, 02:53:30 AM
good idea, isn't there a tutorial for how to port maps somewhere?
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on December 31, 2011, 06:14:07 AM
Battlebelk wrote one that lives on gametoast.  Sleepkiller has mentioned that it is not perfect.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on December 31, 2011, 02:24:53 PM
It isn't perfect because it may port level geometry but sometimes the paths are screwed up and there are collision issues you have to manually fix. However, I know that there's not as many collision problems with Space objects as there are with the ground map objects. However, since I'm not proting geomoetry with Space maps, all I have to do is copy over the object files and the layouts, and not the terrain files, and I can do the rest from there.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 11, 2012, 02:28:28 PM
What I may do, is release the space map ports as separate first, just as a beta. Anybody agree with this idea?
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on January 11, 2012, 04:15:03 PM
Quote from: ggctuk2005 on January 11, 2012, 02:28:28 PM
What I may do, is release the space map ports as separate first, just as a beta. Anybody agree with this idea?

I am on board!  Let me know if I can do anything to help.  I've gotten decent at making map lua's :)

(Still learning on a lot of other stuff though :P )
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 13, 2012, 01:05:10 PM
Sorry for being absent for a very long time. To be honest, I lost the will to mod and I uninstalled both SWBF and the mod tools (although I kept backups of the latter in case I wanted to come back).

This project itself is not going to be the same as it was. To copy-paste my post from GameToast:

Hey, after a really long time not modding, I've suddenly found the drive to get myself back into modding again.

I'm going to be reopening my "Expansion" project, with several adjustments to it this time. I think I burned out last time for two reasons - one: I was putting too much pressure on myself, and two: I was trying to keep up with other people, like jdee-barc, who has made leaps and bounds beyond anything I have done with my own mods.

I've made a clean install of Battlefront to make this mod work this time. Everything just became way too cluttered.

Expansion Lite will be a much more compact version of my original Expansion project.

I can't make promises about what will be in this mod just yet, although I intend to keep the last layout I had for my units. I won't be including any new SFX, and I won't be attempting to mod many of the shipped maps, although I want to keep my Bespin, Kashyyyk Docks and Yavin IV Arena mods. I won't be doing a new campaign either, but I will include a couple of bonus mission maps.

So, to recap:

-Expansion lite is a 'shortened' version of the previous mod.
-The five unit types are: Soldier, Commando, Engineer, Special, Commander
-There will not be many modified shipped maps. The only modified maps to be included will be Bespin: Platforms, Kashyyyk: Docks, and Yavin IV: Arena.
-No new sound effects shall be included in this mod. Stock sound effects will be used solely. This was a nightmare with the old mod. New music may be included for certain maps, from Episode III and the two TFU games.
-There won't be a whole hog of legions for the Republic. There will only be Phase I armour, Phase II armour (probably a mixed bag of markings) and snow troopers.
-Mission maps will be included. Some to be included are Kamino: Clone Uprising, Tatooine: Hunt, Naboo: Hunt, Kashyyyk: Hunt, and Endor: Hunt. Others will be kept closer to my chest for the time being. Don't want to spoil the whole surprise.

For these reasons this project is named "Expansion Lite". It's basically the best ideas from the original project, with tweaking.

Please don't make requests for features.

It'll be slow going for quite some time, but I hope to have a workable version soon.

By all means, just because right now I am not doing something, it doesn't mean a future version won't incorporate it. I'd like to adapt custom maps to work with this mod, definitely.
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on July 13, 2012, 04:29:22 PM
Welcome back  :cheers:
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 13, 2012, 08:26:00 PM
GGTUCK your alive! :D I'm a huge fan of your main play mod and I've always wanted to tell you that it's the most solid mod out there! Also your BF2 to BF1 compatible assets ( the clones with the kamas ) is awesome!!! I included those models into my side mod sereja made for me! Also you should try out the new and better conversions that have been made! Here is the topic: http://www.swbfgamers.com/index.php?topic=4591.0
Sereja has also made really good conversions like Kamino!
Will the mod include the clones with kamas? Will it be online compatible?

EDIT: Sereja said that he was able to make the skirts/kamas view/see-able from both sides...
Title: Re: Star Wars: Battlefront Expansion
Post by: Sereja on July 13, 2012, 09:43:20 PM
I think, in more new version, of BF1 compatable units, clone skirts was already hex edited.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 14, 2012, 09:05:33 AM
The clone kama don't appear double-sided in SWBFViewer or in model viewers but should do in game as I hex-edited the models to allow for double-sided textures on the kama.

Here's a couple of screens from the older versions of this mod that use those models:

(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0009.jpg)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0014-3.jpg)
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 16, 2012, 01:51:47 PM
Been working on this for the past few days. So far, it's been assembling the Clone Wars sides and munging the new worlds.

I can confirm the following are to be included:

- The soldier unit is a combination of the original soldier and heavy units. They'll all have five weapons - a Blaster Rifle, Missile Launcher, Blaster Pistol, Thermal Detonators and Mines.
- The Clone Commander's Chaingun now has ammo instead of an overheat. I'm torn between giving it a total of 400 or 600 shots.
- The only files to be replaced will be core.lvl and mission.lvl. A workaround allows us to load a custom Common.lvl file, and I will be separating all mod files into a new folder so that none of the original sides or level files are replaced.
- The original campaign will remain for the time being. You will basically eventually unlock the special and commander classes in the campaign there - you won't actually get to unlock the IG MagnaGuard though.
- A future version of the mod may, and I stress the MAY, have a custom campaign, and possibly feature two other clone legions.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on July 16, 2012, 02:08:47 PM
Quote from: ggctuk2005 on July 16, 2012, 01:51:47 PM
Been working on this for the past few days. So far, it's been assembling the Clone Wars sides and munging the new worlds.

I can confirm the following are to be included:

- The soldier unit is a combination of the original soldier and heavy units. They'll all have five weapons - a Blaster Rifle, Missile Launcher, Blaster Pistol, Thermal Detonators and Mines.
- The Clone Commander's Chaingun now has ammo instead of an overheat. I'm torn between giving it a total of 400 or 600 shots.
- The only files to be replaced will be core.lvl and mission.lvl. A workaround allows us to load a custom Common.lvl file, and I will be separating all mod files into a new folder so that none of the original sides or level files are replaced.
- The original campaign will remain for the time being. You will basically eventually unlock the special and commander classes in the campaign there - you won't actually get to unlock the IG MagnaGuard though.
- A future version of the mod may, and I stress the MAY, have a custom campaign, and possibly feature two other clone legions.
Lovely jubbly. If your stuck between 400 and 600... You could go for 500!

Is the flamethrower featured in this  lite version of the mod?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 16, 2012, 02:18:26 PM
No, I'm afraid it's not at the moment. I couldn't find a place for the Incinerator Trooper to fit and arming the Imperial Officer with it seemed a little odd. Then again, I could arm the Dark Trooper with it (as I'm giving the Engineers shotguns)
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 16, 2012, 03:37:27 PM
I CAN'T WAIT!!!! I was literally playin your main play mod 6.0 2 hours ago! I have it saved on my computer... when you say that only mission and core will be replaced are you talking about online compatible mods? Like sk's unleashed mod?
Possible release date? :P
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on July 16, 2012, 05:35:13 PM
Have you modded any of the common or shell lua scripts ggctuk?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 17, 2012, 10:14:32 AM
Nope, I wasn't aware there were any scripts out there for either.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 23, 2012, 02:49:30 PM
I might just go the whole hog and include a custom campaign and a couple of legions anyway. But the whole hog will have to wait until after I come back from holiday at the end of next month, not least because it will take a while to get everything working perfectly. On top of that, we're in the middle of a heatwave, which I discovered my laptop doesn't like very much.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on July 23, 2012, 02:52:54 PM
Quote from: ggctuk2005 on July 16, 2012, 02:18:26 PM
No, I'm afraid it's not at the moment. I couldn't find a place for the Incinerator Trooper to fit and arming the Imperial Officer with it seemed a little odd. Then again, I could arm the Dark Trooper with it (as I'm giving the Engineers shotguns)

I'm not saying you should use this but I developed a random unit script (random is possible in SWBF1 it turns out). would you like to use that so you can fit the incinerator into the mod?
Title: Re: Star Wars: Battlefront Expansion
Post by: SleepKiller on July 23, 2012, 05:19:34 PM
Quote from: jdee-barc on July 23, 2012, 02:52:54 PM
I'm not saying you should use this but I developed a random unit script (random is possible in SWBF1 it turns out). would you like to use that so you can fit the incinerator into the mod?
You should be careful when using this. When doing it to client side mods you must ensure all the units are loaded up this could possibly overload memory. If you only load up units when the random test is successful in MP you run the risk of crashing the game by having different units loaded up.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 24, 2012, 08:58:36 AM
I'm happy with the unit setup I have got now:

Soldier/Heavy
Engineer/Pilot
Sniper
Special
Officer
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 24, 2012, 09:33:21 AM
So ggtuck, how far are you to completing the lite? Do you need testers?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 24, 2012, 09:37:08 AM
I've not even compiled a 'first build' yet! Given how hot it is lately, and given how much my laptop hates the heat (proven earlier when Battlefront slowed right down on me) it will take a while to get done.

When I'm ready, I will post. Not a moment sooner.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on July 24, 2012, 09:56:12 AM
Quote from: ggctuk2005 on July 24, 2012, 08:58:36 AM
I'm happy with the unit setup I have got now:

Soldier/Heavy
Engineer/Pilot
Sniper
Special
Officer
Certainly makes sense to fuse the soldier and heavy together, and the Officer tends to be my favourite class type.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 24, 2012, 09:59:59 AM
I thought so too, it makes it kind of like BF2's Marine class, only now we can have it with the majority of the weapons both classes have. My setup is that they have the Blaster Rifle, Missile Launcher, Blaster Pistol, Thermal Detonators and Mines (Obviously the SBD would have the Wrist Blaster and Tri-Shot in place of the Blaster Rifle and Blaster Pistol).
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 24, 2012, 10:56:24 AM
Yes this will be the closest to a BF2 mod for BF1. I thought you were pretty far along from the previous posts when you were working on this...  :shrug:  You should make the engineer/ pilot have a detpack!! That would be awesome!!!

Hey Unit/Regent: now that you changed your name all the "Unit 33" stuff in the downloads is oblosete! Lol!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 24, 2012, 11:05:41 AM
Quote from: kitfisto15678 on July 24, 2012, 10:56:24 AM
Yes this will be the closes to a BF2 mod for BF1. I thought you were pretty far along from the previous posts when you were working on this...  :shrug:  You should make the engineer/ pilot have a detpack!! That would be awesome!!!

Hey Unit/Regent: now that you changed your name all the "Unit 33" stuff in the downloads is oblosete! Lol!

It's not meant to be a BF2-style mod, although I can see why you'd think that given how I'm trying to stick to specific class layouts rather than the mess I came up with for the original Main Play Mod.

I've done most of the ODF/LUA work but it's still in its raw format. As I said, my current conditions are not ideal to test anything out yet.

I don't take requests for unit features as this is meant to be. I'm giving the Engineer a Time Bomb as I was going to before I cancelled the mod last time.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 24, 2012, 11:07:46 AM
Ah. I think your main play mod is the closest thing to a BF2 mod, which is why I like it! I have a mac so I can't legally get SWBF2.  :'(
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on September 29, 2012, 10:55:22 AM
This is just a post to say that I haven't forgotten about this mod, things have just been a bit hectic lately, what with my new work contract (more hours) and finding my first car. I definitely will get this done, the majority of the work is done anyways.
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on September 29, 2012, 11:01:17 AM
Quote from: Kit Fisto on July 24, 2012, 11:07:46 AM
Ah. I think your main play mod is the closest thing to a BF2 mod, which is why I like it! I have a mac so I can't legally get SWBF2.  :'(

You can run windows on a mac and buy SWBF2.  very legal  ;)
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on September 29, 2012, 11:30:17 AM
Quote from: Buckler on September 29, 2012, 11:01:17 AM
You can run windows on a mac and buy SWBF2.  very legal  ;)
Yes, in fact my dad has the vmware software!  :cheer: ( although I have come to peace with wanting SWBF2 )
Quote from: ggctuk2005 on September 29, 2012, 10:55:22 AM
This is just a post to say that I haven't forgotten about this mod, things have just been a bit hectic lately, what with my new work contract (more hours) and finding my first car. I definitely will get this done, the majority of the work is done anyways.
GREAT!!! What car did you get? :XD:
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on September 29, 2012, 01:39:13 PM
It's a Peugot 306, a nice little car, and it wasn't as expensive as a Fiesta. Because of that, I've been spending time and money on the car when I'm not at work, and getting used to driving again after a year and a half of not driving. It's expensive being a young driver.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on September 29, 2012, 02:04:51 PM
Nice!
P.S. When is this mods expected release date? Could we get some preview screenshots?  :happy:
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 01, 2012, 02:39:29 PM
I've not yet got anything up and running, and there is no release date. I've long since learned a release date is not such a good idea until you're certain you're finished. I will post screens in the future though once I've got the first build up and running.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 02, 2012, 02:01:09 PM
I have finally decided on a 'get-my-bottom-in-gear' timeframe to get this done. However, it's a large undertaking, not least because I wish to incorporate several maps into the game. I'm just not sure which ones yet. I know I want the following:

Modified levels:
-Bespin: Platforms
-Kashyyyk: Docks
-Yavin IV: Arena

-Coruscant: Jedi Temple
-Coruscant: Streets
-Geonosis: Dust Plains
-Kamino: Cloning Facility
-Mustafar: Refinery
-Mygeeto: War-Torn City
-Naboo: Prototype
-Utapau: Sinkhole

I won't be including a new campaign at this time, and we shall have to see if there's a way to do space maps that works well enough given that when the number of reinforcements reaches the number of units on the field they all drop out of their vehicles.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on October 02, 2012, 07:19:00 PM
Could you please please please include Rends Coruscant City? ( one of my all time favorites! ) and possibly Jabba's Palace?
EDIT: why won't you include your perfect port of kashyyyk beachhead? And for the ports like Utapau, Kamino and Coruscant wil you be using SleepKillers? ( he was super nice and released the scripts for his maps! :cheer: )
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 03, 2012, 09:15:47 AM
Quote from: Kit Fisto on October 02, 2012, 07:19:00 PM
Could you please please please include Rends Coruscant City? ( one of my all time favorites! ) and possibly Jabba's Palace?
EDIT: why won't you include your perfect port of kashyyyk beachhead? And for the ports like Utapau, Kamino and Coruscant wil you be using SleepKillers? ( he was super nice and released the scripts for his maps! :cheer: )

I may consider including it later, but right now I honestly prefer Coruscant Streets, and with the exception of Tatooine and Naboo, I want to keep each planet to no more than two maps. That's also why I'm not including my Kashyyyk port (although the out-of-bounds glitch is also a slight contributing factor).

I will be including SleepKiller's ports as they are generally the most stable BFII ports, even better than the old Scum/Strike ports.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on October 03, 2012, 05:18:34 PM
Yes SleepKillers ( don't forget Sereja's SUPER awesome ports ) are the most stable ports out there!
Why don't you replace Naboo: Prototype with Beachhead? I personally think Beachhead is a way more fun map and the out of bounds glitch doesn't ruin gameplay...
Title: Re: Star Wars: Battlefront Expansion
Post by: Helios on October 03, 2012, 05:46:03 PM
Has it come out im a bit lazy to look through all the posts... lol   ;)
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on October 03, 2012, 06:35:45 PM
No but this is the mod ggtuck did before and this is "continuing" off of it. http://starwarsbattlefront.filefront.com/file/Battlefront_Main_Play_Mod;99308
Great mod!
Title: Re: Star Wars: Battlefront Expansion
Post by: Helios on October 03, 2012, 07:40:21 PM
Thx Kit for the link ill download it and try it out... It seems you have every mod Kit, Well he is a Green Jedi with Noodle hair.    :P
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on October 03, 2012, 07:44:52 PM
Quote from: 501st Commander Sharpshot on October 03, 2012, 07:40:21 PM
Well he is a Green Jedi with Noodle hair.    :P
I actually lol-ed! :rofl: using that as my sig.

I have every good mod saved on my computer. I absolutely love this and the Star Fire Mod along with SK's Unleashed mod. Although I have tried others...
Title: Re: Star Wars: Battlefront Expansion
Post by: Helios on October 03, 2012, 07:47:39 PM
Lol, You might have the force in your blood, but I've got Comedian in my blood!
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on October 03, 2012, 07:49:21 PM
Quote from: 501st Commander Sharpshot on October 03, 2012, 07:47:39 PM
Lol, You might have the force in your blood, but I've got Comedian in my blood!
Ha Ha! I think the Force is just a little better! But maybe not...
[spoiler]Lols we just got off topic again! :rofl: We can't help ourselves!!! :cheers:[/spoiler]
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 04, 2012, 01:50:48 AM
Quote from: Kit Fisto on October 03, 2012, 05:18:34 PM
Yes SleepKillers ( don't forget Sereja's SUPER awesome ports ) are the most stable ports out there!
Why don't you replace Naboo: Prototype with Beachhead? I personally think Beachhead is a way more fun map and the out of bounds glitch doesn't ruin gameplay...

Out of Bounds glitch is where the boundaries don't work, and it's only on Kashyyyk: Beachhead. AFAIK the boundaries in Prototype work fine.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on October 04, 2012, 04:03:35 AM
I've never messed with map boundaries, but you could try wiping the boundary file clean and creating new out-of-bounds boundaries
Title: Re: Star Wars: Battlefront Expansion
Post by: Helios on October 04, 2012, 04:51:23 AM
So this mod will be released? I'm a bit lost righ now...
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on October 04, 2012, 06:04:19 AM
Quote from: 501st Commander Sharpshot on October 04, 2012, 04:51:23 AM
So this mod will be released? I'm a bit lost righ now...

It will be released when he releases it and not a moment sooner. 
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 04, 2012, 12:38:04 PM
Quote from: Buckler on October 04, 2012, 06:04:19 AM
It will be released when he releases it and not a moment sooner.

Beat me to it.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on October 04, 2012, 01:02:28 PM
Patience is virtuous, baby.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on October 16, 2012, 11:42:26 AM
I aim to get this mod officially started in the new year. Between now and Christmas I have a lot going on, and after the new year I have a week off from work that I can use to get the bulk of the work finished.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 01, 2013, 02:20:11 PM
It's been since October since I posted anything relevant to do with this mod. I ahev not forgotten about it, no. My week off starts on Saturday, and I intend on finishing the mod during that week. Most of the groundwork's already laid out. It just needs compiling and testing. I must warn you guys not to expect the mod before February, mind, not least because it'll be a problem to find a preliminary uploader to host the finished mod, what with Mega gone.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on January 01, 2013, 02:27:45 PM
Speedyshare.com ? You don't need any accounts, and you can delete the file whenever you like.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 01, 2013, 02:30:56 PM
I'll check it out, thanks. ATM I'm using 4Shared but they require an account to download (free registration though)
Title: Re: Star Wars: Battlefront Expansion
Post by: SleepKiller on January 01, 2013, 04:06:28 PM
mediafire.com - Doesn't require an account for downloading, in browser uploading. If you make an account and as long as you login every month it won't delete files.

Google Drive - Requires an account for uploading but doesn't require you to have the client unlike Dropbox.

Or you could use the SWBFGamers FTP server.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on January 01, 2013, 04:21:05 PM
dropbox is a good thing.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 02, 2013, 09:05:02 AM
Quote from: SleepKiller on January 01, 2013, 04:06:28 PM
mediafire.com - Doesn't require an account for downloading, in browser uploading. If you make an account and as long as you login every month it won't delete files.

Google Drive - Requires an account for uploading but doesn't require you to have the client unlike Dropbox.

Or you could use the SWBFGamers FTP server.

I used to use MediaFire but it has an upload limit of 200MB, and has recently put in place a restriction of the download of multi-part archives.
Title: Re: Star Wars: Battlefront Expansion
Post by: Roxas on January 04, 2013, 08:10:46 PM
Try using minus.com. You don't need an account and can upload pictures, rar zip etc. Of course if you do not have an account, the item will be deleted eventually. Free accounts also have 10GB.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on January 04, 2013, 10:06:41 PM
I think your best bet is Speedyshare or getting the file FTP-ed here.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 07, 2013, 01:46:48 PM
Today was just the base stuff getting done, just looking through and making changes to LUA and ODF files. I don't expect to have an operational version before Wednesday at the earliest. When I can, I'll post some screens.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on January 07, 2013, 05:16:26 PM
If i use this ( or the main play mod) and it sends my battlefront down the drain, i can just re-install it and ill be fine right?
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on January 07, 2013, 08:32:30 PM
Yes, but there is no reason it would do that. I have successfully installed and uninstalled the MPM manually many times. If something goes wrong, it is probably on your side. :)
Title: Re: Star Wars: Battlefront Expansion
Post by: {PLA}gdh92 on January 08, 2013, 08:50:06 AM
I'm not 100% sure how to do it but if you copy the files of your battlefront (not just the shortcut :) ) I think you can run 2 versions at once so you don't need to risk your main game. Although in my experience most mods are easy to remove and as you say at worst re-installing battlefront takes 15 minutes. Not that you would want to remove this mod. :)
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on January 08, 2013, 03:09:48 PM
Quote from: Kit Fisto on January 07, 2013, 08:32:30 PM
Yes, but there is no reason it would do that. I have successfully installed and uninstalled the MPM manually many times. If something goes wrong, it is probably on your side. :)
Im terrible at stuff like this, so im sure that would happen. I spent 3 hours trying to install the swbfgamers mod thingy, and in the end all i did was force myself to re-install battlefront
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on January 13, 2013, 12:03:25 PM
Make a copy of your entire battlefront game folder for a backup before you install major mods. 
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on January 13, 2013, 12:08:43 PM
I did make backups
Title: Re: Star Wars: Battlefront Expansion
Post by: Helios on January 13, 2013, 08:29:59 PM
Did you change anything else?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on January 28, 2013, 02:15:03 PM
I'm still in the game, folks.

Despite the week off a couple of weeks back, I didn't end up getting much done. Doing a mod like this one is quite a daunting task, and I wanted to implement a few new ideas while I was at it. The scripting side of it is also a lot more difficult than I anticipated given I'm essentially working to bring what was an older version of this mod (from the transitionary phase of Main Play Mod to BFE) up to date. Progress is going, and is going to be, admittedly slow, and I don't think I'll make any deadlines this time. Deadlines mean stress, which means a less polished product.

I bought a book called "Star Wars: The Essential Guide To Warfare" and that's proving to be quite inspirational for this mod.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on February 02, 2013, 09:53:44 AM
Mainly a cosmetic question, but would you guys rather the Super Battle Droid was the main infantry unit of the CIS, or the standard Battle Droid? Perhaps I could give the SBD the Officer role (currently assigned to the MagnaGuard)
Title: Re: Star Wars: Battlefront Expansion
Post by: Black Water on February 02, 2013, 09:58:34 AM
I would have the SBD
Title: Re: Star Wars: Battlefront Expansion
Post by: tirpider on February 02, 2013, 10:12:44 AM
While I think using the SBD as the regular unit would be groovy, the good old Battle Droid makes more sense.

However, using the SBD would be a good oportunity to make some skins for it.  Has anyone ever reskinned the SBD before?
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on February 02, 2013, 10:30:32 AM
You can make certain maps have a B1 battledroid, then others have the SBD...
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on February 03, 2013, 07:42:50 AM
I think the plain old battledroid should be used. In reality (if you would call it that) super battledroids are much more expensive to make that just making a skeleton. Besides, the only other time we have seen b1s are in the campaign.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on February 03, 2013, 12:32:45 PM
In the early parts of the Clone Wars the SuperBattledroids aren't as common in battle so it actually would be cool to see them as a special unit. Large, slow and super powerful! That would bring something that SWBFI mods haven't see before!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on February 04, 2013, 01:19:48 PM
Thanks for the feedback! I think I'll follow your suggestions and make the SBD the Officer unit of the CIS. :D
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on March 28, 2013, 02:10:45 PM
Still not dead, but a working version is going to take a while. My personal life, and a couple of  other projects, have made working on this quite a bit more difficult. It will get done, it's just a matter of when.

BTW, I'm looking for somebody who can convert the space maps from BF2 into BF1, and have the gameplay work. Napseeker had a workaround in which you had a chance of spawning on an enemy's ship, and the critical systems essentially served as spawnless CPs which affected the outcome. Maybe that'd be something to play around with. I'm only looking to convert four of them, however: the ones for Yavin, Endor, Coruscant and Kashyyyk.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on March 28, 2013, 02:14:49 PM
It's not dead it's just restin.

Yes those SWBF2  Space maps were the most memorable, the others were pretty much forgettable.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on March 28, 2013, 02:23:55 PM
Yeah, I found that for the most part, the others just parroted either the design of those four, or just a standard setup.

I have plans for the campaign: it'll be a little like the BF1 campaign in that it crosses the four sides. Clone Wars will start pre-Battle of Naboo, with the maps reordered a little (Theed will go first because it's introducing the invasion). The CIS portion won't be too big, though (although you'll get to play Dust Plains as the final CIS mission before Spire as the first Republic mission), but The Clone Wars and pre-GCW/early GCW portions I plan on being quite expansive. The Rebel campaign will go from Yavin IV through to the establishment of the New Republic.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on March 28, 2013, 02:33:27 PM
Quote from: ggctuk2005 on March 28, 2013, 02:23:55 PM
Yeah, I found that for the most part, the others just parroted either the design of those four, or just a standard setup.
The Rebel campaign will go from Yavin IV through to the establishment of the New Republic.
Ah groovy, a lot of mods ignore the tail end of the GCW since it's not in the movies, so you should have plenty fun there.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on March 28, 2013, 02:34:58 PM
Quote from: ggctuk2005 on March 28, 2013, 02:23:55 PM
Yeah, I found that for the most part, the others just parroted either the design of those four, or just a standard setup.

I have plans for the campaign: it'll be a little like the BF1 campaign in that it crosses the four sides. Clone Wars will start pre-Battle of Naboo, with the maps reordered a little (Theed will go first because it's introducing the invasion). The CIS portion won't be too big, though (although you'll get to play Dust Plains as the final CIS mission before Spire as the first Republic mission), but The Clone Wars and pre-GCW/early GCW portions I plan on being quite expansive. The Rebel campaign will go from Yavin IV through to the establishment of the New Republic.
Sounds awesome!!

A space map is a hard thing to do in SWBFI. I suggest only having 2, a CW and a GCW one. I can't make maps (or else I would have said yes to your request) If you were to do something like a space map I suggest doing it like how Rends did his Hoth Escape. It isn't exactly like SWBFII but there were plenty of AI ships to destroy...


I'm glad this mod is still alive! :)
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on March 28, 2013, 02:39:57 PM
Quote from: Kit Fisto on March 28, 2013, 02:34:58 PM
If you were to do something like a space map I suggest doing it like how Rends did his Hoth Escape. It isn't exactly like SWBFII but there were plenty of AI ships to destroy...
I'm glad this mod is still alive! :)
Hoth: Escape does play to the linear bot routing of SWBF, but as gogo12/ginev has already proved that you can have more complex space maps with plenty of bots to dog fight with.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on March 28, 2013, 02:41:51 PM
True...

ggtuck, what kind of space map were you aiming for? A Hoth: Escape, Perugus Space type map? Or a Napseeker Battle Over Coruscant type map?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on March 28, 2013, 02:57:54 PM
Quote from: Kit Fisto on March 28, 2013, 02:41:51 PM
True...

ggtuck, what kind of space map were you aiming for? A Hoth: Escape, Perugus Space type map? Or a Napseeker Battle Over Coruscant type map?

I was actually thinking of Napseeker's BoC map. That's why I mentioned how it looks like he worked around the limits.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on March 28, 2013, 03:02:23 PM
Ok, because I wanted to mention that the BoC map doesn't have that much actual dog fighting...
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on March 28, 2013, 03:03:55 PM
That's more or less down to the fact that there usually are only four vehicles for one side at any one given time (I don't know if that can be changed, but as I understand it, in BF1, vehicles only respawn after they are destroyed). Given the space in the hanger, I would personally suggest adding a few more in ALA the old BF1 Space Endor map.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on March 28, 2013, 03:08:49 PM
That's a good idea. But there is also the problem of not recycling the ships (AI or humans not getting destroyed fast enough) and I think this could be fixed by addding the Bespin: Platforms Flak Turrents. Those kill me and a lot of AI, and if you have those accessible to the AI and they can get in them, you might have a decent space map on your hands!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 17, 2013, 11:22:25 AM
I've started the process today of getting the units ingame, mainly involving putting them into a test map. Wednesday, if that's successful, then I need to focus on bringing those units into the main game, then after that, I'll be adding in my new campaign and BF2 maps.

Also, I'm considering changing the name to "Battlefront Celebration" in celebration of the reboot. What do you guys think?
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on June 17, 2013, 11:24:02 AM
Quote from: ggctuk2005 on June 17, 2013, 11:22:25 AM
Also, I'm considering changing the name to "Battlefront Celebration" in celebration of the reboot. What do you guys think?

Or 10 year aniversary :)
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 17, 2013, 11:31:37 AM
Tenth Anniversary is next year, I hope to have it out sooner than that :P
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 17, 2013, 11:37:53 AM
Quote from: ggctuk2005 on June 17, 2013, 11:22:25 AM
I've started the process today of getting the units ingame, mainly involving putting them into a test map. Wednesday, if that's successful, then I need to focus on bringing those units into the main game, then after that, I'll be adding in my new campaign and BF2 maps.

Also, I'm considering changing the name to "Battlefront Celebration" in celebration of the reboot. What do you guys think?
Yay! Maybe a teaser video/release? :P
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 17, 2013, 11:51:25 AM
I may release a two-map demo version, probably Geonosis and Endor.
Title: Re: Star Wars: Battlefront Expansion
Post by: Gold Man on June 17, 2013, 11:57:29 AM
Quote from: ggctuk2005 on June 17, 2013, 11:51:25 AM
I may release a two-map demo version, probably Geonosis and Endor.

Say, why don't ya hit up Remnant and ask him to make a video for your mod? :D
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 17, 2013, 12:07:35 PM
Quote from: ggctuk2005 on June 17, 2013, 11:51:25 AM
I may release a two-map demo version, probably Geonosis and Endor.
Quote from: ggctuk2005 on June 17, 2013, 11:51:25 AM
I may release a two-map demo version, probably Geonosis and Endor.
No No! A demo release is good, no need to make us painfully watch a video and wish we could play the mod. ;)
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 18, 2013, 12:32:03 PM
The demo will probably be released tomorrow.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on June 18, 2013, 12:40:39 PM
Oh how thrilling, I am on the edge of my metaphorical seat!
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 18, 2013, 03:16:28 PM
Quote from: UNIT 33 on June 18, 2013, 12:40:39 PM
Oh how thrilling, I am on the edge of my metaphorical seat!
You are not the only one!

I can't wait ggtuck! I might just re-download and play your Main Play Mod 6.0 cause I'm all hyped now.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ginev on June 19, 2013, 02:24:29 AM
I think to install Battlefront 1 again....i am not sure.But i will try the maps and will see  :XD:
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 19, 2013, 04:44:31 AM
Quote from: Kit Fisto on June 18, 2013, 03:16:28 PM
You are not the only one!

I can't wait ggtuck! I might just re-download and play your Main Play Mod 6.0 cause I'm all hyped now.

It's going to be fairly different from Main Play Mod.

It ought to be up later today. Just tidying up a few loose ends, then I've got to test it. After that, I think we're good to go.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 19, 2013, 09:15:39 AM
And here's the demo! Enjoy!

http://www.mediafire.com/download/asmi0xwi05l1t71/swbfceldem.rar
Title: Re: Star Wars: Battlefront Expansion
Post by: {PLA}gdh92 on June 19, 2013, 09:42:29 AM
I've had a quick go, the new sides are fun (Disguise kit especially). I'm going to have a proper go when I get more time but I'm looking forward to the full release already. :tu:
Title: Re: Star Wars: Battlefront Expansion
Post by: RepComm on June 19, 2013, 11:27:11 AM
Quote from: ggctuk2005 on June 19, 2013, 09:15:39 AM
And here's the demo! Enjoy!

http://www.mediafire.com/download/asmi0xwi05l1t71/swbfceldem.rar
Buwahahahha, Dl-ing and playing it now.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 19, 2013, 11:46:00 AM
Cool! When I have time I'll have to download and play this! Perhaps tonight...

I'll post my feedback, I'm glad this mod is getting along!
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 19, 2013, 12:00:25 PM
ill definitely try the endor map soon and post feedback
Title: Re: Star Wars: Battlefront Expansion
Post by: Ginev on June 19, 2013, 12:40:35 PM
Can someone show and few pictures since i dont have BF1 on my computer for now.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on June 19, 2013, 04:53:45 PM
i feel like the clone commando's skin is a bit too bright, then again, iv never liked bright reds or blues.
Title: Re: Star Wars: Battlefront Expansion
Post by: D4R|< $1D3 on June 19, 2013, 06:00:33 PM
flame thrower didnt work out how i though it would its not that effective
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 20, 2013, 02:39:30 AM
Quote from: ϟƘƦƖןןΣx on June 19, 2013, 06:00:33 PM
flame thrower didnt work out how i though it would its not that effective

It's practically the same as the one in Main Play Mod. I just decreased the expiry time because I was experiencing effect overload on certain maps. A BF2-style flamethrower isn't possible as-is.

@Ltin: there is no Clone Commando. It's the Clone Sharpshooter in this mod, and it's Episode II skin is the ARC Trooper.
Title: Re: Star Wars: Battlefront Expansion
Post by: Sereja on June 20, 2013, 03:09:10 AM
Quote from: ggctuk2005 on June 20, 2013, 02:39:30 AM
A BF2-style flamethrower isn't possible as-is.

I do not think so, because, I use BF2 flamethrower effect, all the time.

You may find some odf, and fx samples here:
http://www.swbfgamers.com/index.php?PHPSESSID=eda031f891f0aeab67f79f683035412f&topic=6532.0 (http://www.swbfgamers.com/index.php?PHPSESSID=eda031f891f0aeab67f79f683035412f&topic=6532.0)
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on June 20, 2013, 09:28:07 AM
Quote from: ggctuk2005 on June 20, 2013, 02:39:30 AM
@Ltin: there is no Clone Commando. It's the Clone Sharpshooter in this mod, and it's Episode II skin is the ARC Trooper.
i meant the 5th unit, i couldn't remember what it was called. commander maybe?
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 20, 2013, 12:10:07 PM
This demo was interesting. If you want my honest opinion as testing lots of mods and playing many mods here it is.

Be warned I can be kinda rough but it's because I think this mod has lots of potential and I would like to see it be really cool.

Don't read unless you like criticism (good or bad).
[spoiler]Well, I was excited for this demo because I've been looking forward to this mod for some time. The unit choice is interesting and I like the current setup of units. It feels like this mod lacks new things. The MPM 6.0 has lots of new skins, weapons and vehicles for SWBFI. The units felt balanced in the MPM 6 and were all fun to play as. The units in the mod are mostly the same in terms of weapons, which could be good but it makes 1 or 2 play throughs the most I would want to play.
Now I'll go through the units:

Trooper Class
They're nice, I wouldn't change anything from them except lower the damage done by the Rocket Launcher. Since there are lots of this unit on the battlefield vehicles don't survive very long and thats a problem on Geonosis and Hoth when you need the AT-AT's and AT-TE's to blow up the destructible CP's.

Engineer Class
Meh, I think they were underpowered. Their shotgun wasn't fun to use and the time bombs kinda suck. I would suggest adding a detpack type weapon since that is new to SWBFI and could be fun to play around with, if not I would make the time bomb a lot more powerful.

Sniper Class
I liked the loadout for this class but it lacked anything new and/or unique to each class. MPM 6 droid sniper had a cool gun instead of a pistol etc.

Special Class
Jet Trooper: He was ok, I would give him something besides the EMP launcher to do something fun with it. Mabe a Bolt Caster?

Droideka: Come on (modders in general) let's change up the deka! Very few mods change this guy and if you are gonna put him in, edit him so that I want to play as him. If I wanted to play as the stock deka I wouldn't get a mod!
He's a cool class and I would keep him, but edit him to make him special from the stock deka.

Dark Trooper: I liked his flamethrower but it felt underpowered from the MPM 6.0 version. I would use Sereja's flamethrower since it would make the Dark Trooper a lot more fun to play as, and the flames go away fast so you wouldn't have to worry about memory etc.

Wookiee: I didn't really like him, his bowcaster was the same and I didn't feel like playing as him.


Officer Class:

Clone Commander: He was pretty cool to play as. I liked his new mine thing. But I got bored with him after a bit. Instead of a pistol it would be nice to see a new kind of weapon.

SBD: Now this guy, was awesome and fun to play as. He was way overpowered and his gun reloads super fast so you can endlessly fire. He does't match up to the Clone Commander and was a killing machine. I like him but his weapons should be toned down, way to powerful he is.

IMP officer: He was ok to play as. I liked the IMP officer in the MPM 6 better. Maybe a new weapon besides the mortar launcher. The AI don't use the weapon in close range where it is effective. Instead of a pistol a more fun weapon.

Bothan: This guy was fun! I liked him, but maybe something other than a pistol.


Heroes:
Now I don't know if you changed the heroes at all but it seems that one team's hero is really good and the other sucks.
Count Dooku needs to have his lighting damage lowered. Just look at how many kills he got on Geonosis when I played as the Republic.
[spoiler](http://i.imgur.com/1ooowuI.jpg)[/spoiler]

And Han Solo got many kills but Vader did nothing.
[spoiler](http://i.imgur.com/GdjMDvh.jpg)[/spoiler]

So yea this mod has potential and I would love to see it be something totally new and great. Looking forward to the final version!
Remember you clicked on the spoiler so don't get mad at me for speaking my mind. :)[/spoiler]
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 20, 2013, 12:34:08 PM
I'm not mad at all. This is the sort of feedback I seek rather than "Oh it's cool" or "oh it sucks".

The final mod probably won't have quite as many vehicles as I tried to pack into MPM 7, but there's variation all the same. The vehicles are largely still in progress though - I'm experimenting with the fire rate on the AT-TE at the moment, and I want to make the Gunships a bit more impactful.

There are a few skins for the Republic: Episode II, Snow Trooper, Episode III, Galactic Marines. I dropped back on the legions in this mod because they were making it get a bit bulky.

Somebody made a fully-functioning detpack? That would be better than the time bombs. Could you provide a link so I can take a look for myself?

I think you're right on the torpedo launcher. It didn't seem quite so fair to have the AT-TEs slaughtered.

The Bolt Caster as secondary for the Jet Trooper? Not a bad idea at all.

The droideka's a tough nut. Technically, the game seems to class it as a walker, so it's limited to two weapons. I'd consider changing the laser cannon so that it's not rapid fire and more akin to the movie droideka.

I'll look into Sereja's flamethrower. That'd come in handy for the Fetts too given they wield flamethrowers.

I might look into giving the Sniper and Officer classes a unique weapon as a secondary for each side. I'll also investigate whether it's possible to assign a timer to the disguise kit so that it fades after a set amount of time: this way, you can use weapons with it, but you'll only have a short infiltration period. That'd enable me to use it as a secondary weapon too.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 20, 2013, 01:23:45 PM
Here is where you can find a working detpack: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=684
Or here, I don't know which is better. http://www.swbfgamers.com/index.php?topic=6533.0

I was saying the Bolt Caster instead of the EMP launcher, then the commando pistol. Oh and make the Bolt Caster bounce from enemies more than the stock. I think your MPM 6/7(?)'s DN Bolt Caster went from enemy to enemy more than stock.


Not for you to copy mods but the Star Fire Mod made the Deka's gun different. Maybe you could give him sniper bullets instead, like a rapid fire sniper rifle but mounted on a Deka? I don't know, you're the modder. :slap:

I recall Sereja telling me that the disguise kit can't have a timer. :'(

Thanks for taking the feedback well. I've had some people tell me that they don't want to hear it, but that's after I make a giant list of my thoughts.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on June 20, 2013, 01:36:32 PM
Quote from: Kit Fisto on June 20, 2013, 01:23:45 PM
Maybe you could give him sniper bullets instead, like a rapid fire sniper rifle but mounted on a Deka?
That sounds hilariously over-powered.

Oh ggctuk this is certainly grand, especially since you've been departed all this time.
The main thing I would suggest is... use this .tga.option code for the SWBF2 Imperial Officer unit
-maps 1 -format a8r8g8b8
to remove the over-contrasting of colours that occurs in-game.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 20, 2013, 01:51:06 PM
i suggest buffing the shotgun ggctuk. maybe you could use something like i did for blaine with the modded bf2 shotgun assets (ill send if you want them PM me). its more powerful up close, but less effective at long range. thats why you have commando pistol as secondary.
Title: Re: Star Wars: Battlefront Expansion
Post by: SleepKiller on June 20, 2013, 05:13:48 PM
Quote from: UNIT 33 on June 20, 2013, 01:36:32 PM
That sounds hilariously over-powered.

Oh ggctuk this is certainly grand, especially since you've been departed all this time.
The main thing I would suggest is... use this .tga.option code for the SWBF2 Imperial Officer unit
-maps 1 -format a8r8g8b8
to remove the over-contrasting of colours that occurs in-game.
I really don't think you should use the -maps 1 line, the texture will be at max quality without it. Your just creating an extra layer of something that isn't needed and could hamper performance. (Not everyone around here has GPUs capable of max settings.)
Title: Re: Star Wars: Battlefront Expansion
Post by: 411Remnant on June 20, 2013, 10:29:44 PM
I really liked this mod. Its definitely a  good throw back to both BF1 and Bf2 with your own spice. The only thing I might suggest to consider is fire rate of the SBD and Clone Commander. Its not over powered, but it just seemed a little wierd that the SBD wrist blaster would fire that fast. That's just me opinion though, really excellent job. Replacing the assault class and combining it with the infantry class was genius to make room for another special class.
Title: Re: Star Wars: Battlefront Expansion
Post by: Unit 33 on June 21, 2013, 01:59:21 AM
Quote from: SleepKiller on June 20, 2013, 05:13:48 PM
I really don't think you should use the -maps 1 line, the texture will be at max quality without it. Your just creating an extra layer of something that isn't needed and could hamper performance. (Not everyone around here has GPUs capable of max settings.)
*Shrug* I didn't actually check which part of the code was the part responsible for reducing saturation... Ok the code but without that bit...!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 21, 2013, 08:17:02 AM
The -maps 1 line is already inherent in the stock TGA Option files.

Trying to figure out secondaries for the Officer class. Suggestions?
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 21, 2013, 09:47:00 AM
Perhaps a vehicle dispenser of some sort? Speeder dispenser maybe?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 21, 2013, 09:56:31 AM
Not too happy with the idea of a vehicle dispenser. It'd potentially make things too easy for one team. Plus I think it wouldn't work well on some maps IE Bespin, Kamino. A turret dispenser, maybe? Not an autoturret though, because that can't be done. (Another reason we need the source code - to fix the PilotType coding).
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 21, 2013, 10:03:05 AM
Quote from: ggctuk2005 on June 21, 2013, 09:56:31 AM
Not too happy with the idea of a vehicle dispenser. It'd potentially make things too easy for one team. Plus I think it wouldn't work well on some maps IE Bespin, Kamino. A turret dispenser, maybe? Not an autoturret though, because that can't be done. (Another reason we need the source code - to fix the PilotType coding).
just to let you know you can control which maps allow dispensable vehicles to work through memory pools (set it to 0 on maps you don't want them to work on).
and yes we would need the source to add classlabel support for autofire to other classlabel types besides armedbuilding.

Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 21, 2013, 10:09:31 AM
In a SWBFII mod one guy had a drop shield. He dropped it like an autoturrent then it projected a shield that you could hide in and shoot out until it ran out of energy.

A turrent dispenser could be very cool...
Title: Re: Star Wars: Battlefront Expansion
Post by: 411Remnant on June 21, 2013, 10:55:47 AM
your probaly referring to dreadnot9's rising conflict mod. Its my favorite clone wars era mod for BF2, really well done. Anyway, that would be a cool idea.
Title: Re: Star Wars: Battlefront Expansion
Post by: tirpider on June 21, 2013, 12:56:37 PM
Quote from: Kit Fisto on June 21, 2013, 10:09:31 AM
In a SWBFII mod one guy had a drop shield. He dropped it like an autoturrent then it projected a shield that you could hide in and shoot out until it ran out of energy.

I've seen this in other games as well.
It can be used strategically.

You can use it to create your own advance points.
The weakness is that it's stationary so it's easily flanked (by players or grenades.)

Several players using them in concert could effectively wall in an opponent and spam them with grenades.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on June 21, 2013, 01:19:50 PM
Quote from: Kit Fisto on June 21, 2013, 10:09:31 AM
In a SWBFII mod one guy had a drop shield. He dropped it like an autoturrent then it projected a shield that you could hide in and shoot out until it ran out of energy.
i vote that
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 21, 2013, 01:26:44 PM
Quote from: 411Remnant on June 21, 2013, 10:55:47 AM
your probaly referring to dreadnot9's rising conflict mod. Its my favorite clone wars era mod for BF2, really well done.
Yes this is my all time favorite mod for SWBFII. Right next to Dark Times II at place #1.

I didn't want to refer to the mod because I don't think a lot of people here play SWBFII mods. Twinkey we should set up a server one day and play together! :)


It's a really cool weapon, just yesterday I was playing Tantive IV as the CIS (on rising conflict CW mod) and the clones set up 2 of those drop shields right at a choke point and slaughtered my men. It was awesome. Imagine that weapon being used with human players!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 22, 2013, 09:15:14 AM
A turret dispenser doesn't seem to be as simple as I thought it would be: the turrets hang in mid-air. I'm wondering if having a detonator beacon would work (IE throwing a ball that basically summons a turret when it 'explodes'). Don't know if that is possible, but given we can make an ordnance into a vehicle, I don't see why not. Other than that, you're limited to three turrets: like the mines, existing turrets will detonate if you place another one after the three limit.

The Sniper class now has a light rifle/light pistol (dependant on era). This fires a three-shot burst. The Jet Trooper also has the ARC Caster as suggested by Kit Fisto. I also gave him EMP grenades instead of thermal detonators.

Among other things, it seems I can't rename the two Campaign options: whatever I name them, they always come up in-game as "Clone Wars Campaign" and "Galactic Civil War Campaign". I was attempting to preserve the original campaign. in the Clone Wars Campaign slot while having a new campaign in the GCW slot. That seems to work out fine enough though.

I'm using the more recent BF2 conversions. Some of them work great, and some of them are a bit meh - Kamino Cloning Facility in particular seems to have AI problems, with clumps of units just standing around in the cloning facilities. I'd attribute that to barriers not being deleted from the campaign.

Space maps - not too sure whether I will include them or not. I like the idea that Napseeker had but perhaps I would go a little further and have it so that the destructible systems all act as descructible CPs: once they're all gone, the 20-second countdown starts.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 22, 2013, 10:58:29 AM
I seem to remember someone fixing the floating turrent problem but now I can't find the thread. :confused:

The new sniper and jet trooper sound fun!

You could ask Phobos about getting the custom campaign to work correctly. His Jet Wars worked great!

For the conversions, were you going to include all SWBFII maps? If you tell me which ones you are putting in the mod I can link you to the best version of that converted map. :)

Space Endor had a good concept for SWBFI space map. Here is the link so you can try it. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=165
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 22, 2013, 11:03:58 AM
Quote from: Kit Fisto on June 22, 2013, 10:58:29 AM
I seem to remember someone fixing the floating turrent problem but now I can't find the thread. :confused:

Hopefully we can find it. It's a cool feature that I'd love to keep. It'd certainly make those bottleneck sections a bit more interesting.

Quote from: Kit Fisto on June 22, 2013, 10:58:29 AMThe new sniper and jet trooper sound fun!

They're tweaked. Still want to work on the Wookie and Dark Trooper though. Not sure how I can improve the Wookie. And the Droideka... I have some ideas, but nothing concrete just yet.

Quote from: Kit Fisto on June 22, 2013, 10:58:29 AMYou could ask Phobos about getting the custom campaign to work correctly. His Jet Wars worked great!

The campaign itself seems to work. It's just for some reason the core.lvl won't convert my new strings for the menu.

Quote from: Kit Fisto on June 22, 2013, 10:58:29 AMFor the conversions, were you going to include all SWBFII maps? If you tell me which ones you are putting in the mod I can link you to the best version of that converted map. :)

Was thinking of pretty much including all of them bar Polis Massa.

Quote from: Kit Fisto on June 22, 2013, 10:58:29 AMSpace Endor had a good concept for SWBFI space map. Here is the link so you can try it. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=165

Thanks, will look into it :D
Title: Re: Star Wars: Battlefront Expansion
Post by: Led on June 22, 2013, 11:24:27 AM
Quote from: Kit Fisto on June 22, 2013, 10:58:29 AM
I seem to remember someone fixing the floating turrent problem but now I can't find the thread. :confused:


turret:  something that shoots
torrent:  something that swirls around wildly or a download stream
tourettes:  uncontrollable inappropriate talking/cursing

;)
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 22, 2013, 04:18:29 PM
Quote from: ggctuk2005 on June 22, 2013, 11:03:58 AM
Was thinking of pretty much including all of them bar Polis Massa.
Here are the maps with their best ports.

Coruscant: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=494

Dagobah: http://www.mediafire.com/?0gcfdo62fdpqo5q or http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=407 (be warned SK's current version has some bugs)

Death Star: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=907 or http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=543

Felucia: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=898

Geonosis: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=500

Kamino: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=661

Kashyyyk: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=61

Mustafar: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=11

Mygeeto: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=12

Naboo (I don't know if you're including this but): http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=580

Polis Massa (if you haven't tried this out then you should because it is the best port of this map): http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=574

Tantive IV: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=453 or http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=510

Utapau: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=514



Quote from: Buckler on June 22, 2013, 11:24:27 AM
turret:  something that shoots
torrent:  something that swirls around wildly or a download stream
tourettes:  uncontrollable inappropriate talking/cursing

;)
Bah! TURRENT sounds cooler anyway!
Title: Re: Star Wars: Battlefront Expansion
Post by: Snake on June 22, 2013, 04:53:20 PM
I've already tried everything for the turret dispenser. The only fix was for Sereja to put large wheels on it. :P

http://www.swbfgamers.com/index.php?topic=6291.0
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 22, 2013, 04:56:07 PM
Oh yea!! Hahahaha!!! I forgot about that!

Well ggtuck, you know what to do! :rofl:
Title: Re: Star Wars: Battlefront Expansion
Post by: Snake on June 22, 2013, 04:58:50 PM
However, another idea would be to make a different turret that looks like a hovercraft sort of thing. That way it's not weird when it floats.
Title: Re: Star Wars: Battlefront Expansion
Post by: SleepKiller on June 22, 2013, 06:17:16 PM
I had an auto-shield generator ingame at some point, thing is it won't work in MP. This is the same bug that causes famba to not work in MP. Anything that is set to self pilot and autofire crashes in MP.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 22, 2013, 06:17:40 PM
Quote from: Buckler on June 22, 2013, 11:24:27 AM
turret:  something that shoots
torrent:  something that swirls around wildly or a download stream
tourettes:  uncontrollable inappropriate talking/cursing

;)
Thanks for pointing this out. Last I checked turrent is not an actual word.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 22, 2013, 06:19:09 PM
custom campaigns can be made without interfering with the stock campaigns, but it takes a reasonable amount of shell LUA editing. If you need help with anything particular, pm me.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 22, 2013, 06:25:40 PM
Quote from: Snake on June 22, 2013, 04:53:20 PM
I've already tried everything for the turret dispenser. The only fix was for Sereja to put large wheels on it. :P

http://www.swbfgamers.com/index.php?topic=6291.0
as far as i know you can't deploy "armedbuilding" classlabel turrets. armedbuilding type objects won't work in the side lvl they must be placed directly in the world lvl. this is why you can't really deploy turrets unless they are modified as vehicles on mod maps.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on June 22, 2013, 06:27:20 PM
Quote from: SleepKiller on June 22, 2013, 06:17:16 PM
I had an auto-shield generator ingame at some point, thing is it won't work in MP. This is the same bug that causes famba to not work in MP. Anything that is set to self pilot and autofire crashes in MP.

i was able to host platforms with the turrets set to autofire 1 online. but i didnt see if anyone could join the server. this should be tested more.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 22, 2013, 07:27:38 PM
Quote from: SleepKiller on June 22, 2013, 06:17:16 PM
I had an auto-shield generator ingame at some point, thing is it won't work in MP. This is the same bug that causes famba to not work in MP. Anything that is set to self pilot and autofire crashes in MP.
Hey that's cool!!

If it is possible that would be cool to see in SWBFI. Besides, most people play mods single player. It doesn't deter people from wanting to play the mod. Just look at Sereja's mod maps. Almost all of them crash online but they are still amazing! :)
Title: Re: Star Wars: Battlefront Expansion
Post by: RepComm on June 23, 2013, 11:52:18 AM
Quote from: Kit Fisto on June 22, 2013, 07:27:38 PM
Hey that's cool!!

If it is possible that would be cool to see in SWBFI. Besides, most people play mods single player.
I actually play most mods in SP, or Lan line so I can control gameplay.
I personally don't really care for SWBFI MP much anymore, thats what SWBFII is for :P
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on June 24, 2013, 11:37:14 AM
Quote from: Phobos on June 22, 2013, 06:25:40 PM
as far as i know you can't deploy "armedbuilding" classlabel turrets. armedbuilding type objects won't work in the side lvl they must be placed directly in the world lvl. this is why you can't really deploy turrets unless they are modified as vehicles on mod maps.

They do spawn and function exactly as I intend them to, with the exception of hovering a good few feet from the ground.

Might have to ditch the idea, unless it can be made to work another way, like dispensing a 'timebomb' that 'detonates' quickly, and the 'explosion' spawns the turret.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on June 24, 2013, 12:22:56 PM
Quote from: ggctuk2005 on June 24, 2013, 11:37:14 AM
dispensing a 'timebomb' that 'detonates' quickly, and the 'explosion' spawns the turret.
Does that work in SWBFI? If so then you could make the explosion mute and invisible with no splash damage. That could be a way to get around the monster truck wheels turret.
Title: Re: Star Wars: Battlefront Expansion
Post by: RepComm on June 24, 2013, 02:26:09 PM
Or perhaps lower the model Z in XSI, we'd theoretically only need to know how far turrets float from the ground and/or objects, I'm certain this value is universal, and can be done for any particular model.

It would be a quick fix.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 08, 2013, 01:11:47 PM
Looks like the turret dispenser is a no-go. I'm still contemplating what to use as the officer's second primary. Suggestions are welcome.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 08, 2013, 02:57:05 PM
Hmm. Perhaps you could do a vehicle dispenser. And the vehicle can't move. Only rotate up, down, and side to side. That would keep the deployable turret idea...
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 15, 2013, 11:52:04 AM
I was thinking of either a beam-turret dispenser (it fires constantly in the direction it faces, but burns out and recharges quickly, making an interesting trap) or a portable CP dispenser (which would be limited to two).
Title: Re: Star Wars: Battlefront Expansion
Post by: Snake on July 15, 2013, 12:03:03 PM
Quote from: ggctuk2005 on July 15, 2013, 11:52:04 AM
I was thinking of either a beam-turret dispenser (it fires constantly in the direction it faces, but burns out and recharges quickly, making an interesting trap) or a portable CP dispenser (which would be limited to two).

How would you make the turret fire on its own? And I tried a CP dispenser once, you can't spawn from them or capture them.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 15, 2013, 12:27:16 PM
The turret could usa autofire. It wouldn't be able to control its aim and it'd fire forever until it was destroyed, but that's the idea.

As for a CP dispenser, I was thinking a destroyable CP of some kind. It'd be like the faambas which have ODF-defined spawn parameters. It's doable because their type is "commandarmedanimatedbuilding".
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on July 15, 2013, 12:32:22 PM
Quote from: ggctuk2005 on July 15, 2013, 12:27:16 PM
The turret could usa autofire. It wouldn't be able to control its aim and it'd fire forever until it was destroyed, but that's the idea.

As for a CP dispenser, I was thinking a destroyable CP of some kind. It'd be like the faambas which have ODF-defined spawn parameters. It's doable because their type is "commandarmedanimatedbuilding".
That will be a very interesting breakthrough if you discover a way to deploy weapons from "armedbuilding" or "commandarmedanimatedbuilding". I have only seen these type of ODFs in world LVL not sides. These are the only classlabels which support autofire anyway.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 15, 2013, 12:39:44 PM
Quote from: Phobos on July 15, 2013, 12:32:22 PM
That will be a very interesting breakthrough if you discover a way to deploy weapons from "armedbuilding" or "commandarmedanimatedbuilding". I have only seen these type of ODFs in world LVL not sides. These are the only classlabels which support autofire anyway.

Well, turrets are armedbuildings too, and they function fully (but the tripod-minigun hovers, hence me scrapping the idea). We know autofire works too because Napseeker demonstrated that in his BofC space map with the autofiring ship turrets (I think he set them to have quite a long cool-down cycle).
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 15, 2013, 12:51:00 PM
I still think a portable shield would be cool. What happened to that idea?

Autofire works but the turret can't aim. It fires in one spot only.

Here is another idea (that I have no clue if it is possible) is a local dispenser. You could dispense a local (recon droid is what I'm thinking) and he will fight along side you until he runs out of energy!
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 15, 2013, 12:55:16 PM
Quote from: Kit Fisto on July 15, 2013, 12:51:00 PM
I still think a portable shield would be cool. What happened to that idea?

If all else fails that's still an option but I'd prefer something with offensive capabilities first.

Quote from: Kit Fisto on July 15, 2013, 12:51:00 PMAutofire works but the turret can't aim. It fires in one spot only.

Which would suit my purposes given the idea is to make a trap rather than a fully-functional weapon. You'd lay it facing the wall in tight spaces for instance, and it'd mean enemies might have to jump over it or destroy it (and AI won't jump unless they can fly)

Quote from: Kit Fisto on July 15, 2013, 12:51:00 PMHere is another idea (that I have no clue if it is possible) is a local dispenser. You could dispense a local (recon droid is what I'm thinking) and he will fight along side you until he runs out of energy!

Interesting idea, but I have no idea how that would work given that unit allegience is LUA-coded.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on July 15, 2013, 12:58:56 PM
Quote from: ggctuk2005 on July 15, 2013, 12:39:44 PM
Well, turrets are armedbuildings too, and they function fully (but the tripod-minigun hovers, hence me scrapping the idea). We know autofire works too because Napseeker demonstrated that in his BofC space map with the autofiring ship turrets (I think he set them to have quite a long cool-down cycle).
I know turret is armedbuilding. What I mean is that I haven't seen fully functional deployable turrets which used the armedbuilding classlabel. If you have found a way though, then excellent.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 15, 2013, 01:07:24 PM
Quote from: Phobos on July 15, 2013, 12:58:56 PM
I know turret is armedbuilding. What I mean is that I haven't seen fully functional deployable turrets which used the armedbuilding classlabel. If you have found a way though, then excellent.

The only problem is the floating. Other than that, they do work, obviously. Without a way to force it into the ground though, it's pretty unusable. One possible idea might be to make a turret obey by having it spawned as a grenade 'explosion'.
Title: Re: Star Wars: Battlefront Expansion
Post by: Phobos on July 15, 2013, 01:08:59 PM
Quote from: ggctuk2005 on July 15, 2013, 01:07:24 PM
The only problem is the floating. Other than that, they do work, obviously. Without a way to force it into the ground though, it's pretty unusable. One possible idea might be to make a turret obey by having it spawned as a grenade 'explosion'.
That is what I meant by fully functional, as in just like the normal turrets you see in worlds, attached to ground. There are a few ideas you can test but classlabel coding in the exe pretty much control the floating.
Title: Re: Star Wars: Battlefront Expansion
Post by: Snake on July 15, 2013, 01:12:34 PM
Quote from: ggctuk2005 on July 15, 2013, 12:39:44 PM
Well, turrets are armedbuildings too, and they function fully (but the tripod-minigun hovers, hence me scrapping the idea). We know autofire works too because Napseeker demonstrated that in his BofC space map with the autofiring ship turrets (I think he set them to have quite a long cool-down cycle).

Me and RC are working on a fix for the floating problem but I think he's at camp or something like that.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 16, 2013, 02:07:55 PM
Has anybody ever got a working autoturret? I see in the SWBF2 side assets for BF1 that I have, they're not used but they're classed as armedbuilding. I was thinking that maybe using the remote droid as a base rather than a turret was a sounder choice? If so, that'll be my secondary weapon for the Officer.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 17, 2013, 08:48:19 AM
People have gotten the autoturrets to work on ships. (Napseeker's Space Coruscant, Space Peregus)

You could have the remote droid be deployed like normal and have a constant fire rate. Then the player can exit out of the remote droid and play like normal. I'm assuming this is your idea...
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 17, 2013, 09:08:59 AM
Quote from: Kit Fisto on July 17, 2013, 08:48:19 AM
People have gotten the autoturrets to work on ships. (Napseeker's Space Coruscant, Space Peregus)

You could have the remote droid be deployed like normal and have a constant fire rate. Then the player can exit out of the remote droid and play like normal. I'm assuming this is your idea...

Not quite: the ODF for the remote droid has a line called "SwitchImmediately" which, I believe, makes the player automatically switch to the probe droid when they deploy it. My hope is that it should be a simple matter of commenting this out and setting the PilotType, which is set to "remote", to "self", then setting all acceleration and movement settings appropriately so it doesn't move.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 27, 2013, 10:01:43 AM
I'm thinking of changing the Assault and Sniper classes by replacing them with a revamped Solider class and a new Assault class merger between the Heavy and Sniper classes.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on July 27, 2013, 10:03:32 AM
sounds nice. make it have a machine gun called sasha
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 27, 2013, 01:27:13 PM
Umm... what?

I'm thinking of having these layouts for the new classes:

Solider
-Blaster Rifle, Blaster Pistol, Thermal Detonator
This is meant to be the most basic unit so I'm not doing too much to the layout. As a result of not having the Assault unit carry Thermal Detonators, this unit will get an extra loadout of them.

Assault
-Torpedo Launcher, Sniper Rifle, Light Rifle/Pistol, Mines
The Torpedo Launcher and Mines mean that the Assault unit won't be needing Thermal Detonators. CW Assault units get the Light Rifle whereas GCW Assault units get the Light Pistol, though they function pretty much the same way.

Engineer
-Shotgun, Commando Pistol, Fusion Cutter, Detpacks
Unchanged from my current setup.

Special
-Unique Weapon #1, Commando Pistol, Special Grenade, Probe Droid
The special grenade's effect depends entirely on faction: the Republic will obviously get the EMP Grenades but I'm still figuring out what to give the Rebels and Empire for this weapon. The only one that is exempt from these changes will be the Droideka, unless I wish to replace it with a new unit. The droideka will have tweaked blaster cannons which aren't rapid-fire but are much more powerful, akin to a turret laser. To this end, it'll have less HP, although its shield will withstand the same amount of punishment as before.

Officer
-Unique Weapon #1, Unique Weapon #2, Health/Ammo Dispenser, Autoturret/Orbital Strike Beacon (If the Autoturret idea does not work)
Unique weapons have yet to be finalized. I'm considering changing the Super Battle Droid's gun to be a dual-shot instead of a chaingun. I'd love to give the Imperial Officer the ability to unmask Bothan Spies, but I don't think code was even  put into the game to do that because the Disguise Kit wasn't finished. Suggestions are welcome, of course.
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on July 27, 2013, 01:47:27 PM
My only bit of advice is: Do not combine heavy weapons (Rockets, mines) and jetpacks (It's a mistake I'm undoing) It will get messy.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 27, 2013, 01:52:15 PM
Nah, the loadouts for the Jet and Dark Troopers are staying relatively 'sane' :D The Dark Trooper gets a flamethrower instead of a shotgun though.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ltin on July 27, 2013, 06:18:58 PM
Quote from: ggctuk2005 on July 27, 2013, 01:27:13 PM
Umm... what?
you said you were combining the heavy classes and sniper right?
http://teamfortress.wikia.com/wiki/%22Sasha%22
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 29, 2013, 11:31:23 AM
Quote from: Ltin on July 27, 2013, 06:18:58 PM
you said you were combining the heavy classes and sniper right?
http://teamfortress.wikia.com/wiki/%22Sasha%22

I know nothing about Team Fortress.
Title: Re: Star Wars: Battlefront Expansion
Post by: Dark_Phantom on July 29, 2013, 12:33:46 PM
Quote from: ggctuk2005 on July 17, 2013, 09:08:59 AM
Not quite: the ODF for the remote droid has a line called "SwitchImmediately" which, I believe, makes the player automatically switch to the probe droid when they deploy it. My hope is that it should be a simple matter of commenting this out and setting the PilotType, which is set to "remote", to "self", then setting all acceleration and movement settings appropriately so it doesn't move.
Beware:  I think my method was relatively the same as yours (I think I used "dispenser" instead of "Remote" classlabel for deploying).  I don't remember if Napseeker's turrets worked in MP or not, but adding an extra AI to the field in MP causes the game to crash.

As long as you're in SP though, you're ok.  More flexibility there.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 29, 2013, 01:54:31 PM
Quote from: Dark_Phantom on July 29, 2013, 12:33:46 PM
Beware:  I think my method was relatively the same as yours (I think I used "dispenser" instead of "Remote" classlabel for deploying).  I don't remember if Napseeker's turrets worked in MP or not, but adding an extra AI to the field in MP causes the game to crash.

As long as you're in SP though, you're ok.  More flexibility there.

I'm not too worried about MP given MPM wasn't online-compatible anyway, and while I'm being a bit more conventional here, I don't think Celebration will be online-compatible either.

So, did the Autoturret work for you in SP, then?
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on July 29, 2013, 02:28:02 PM
I remember trying to have a self-piloted turret and it did nothing except fire nonstop until its gun overheated and it only fired in the direction it was planted in.
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 29, 2013, 02:30:22 PM
Quote from: jdee-barc on July 29, 2013, 02:28:02 PM
I remember trying to have a self-piloted turret and it did nothing except fire nonstop until its gun overheated and it only fired in the direction it was planted in.

I'm assuming that was the AutoFire line that was responsible? Seems they hadn't thought of putting Auto Pilot into other types bar droid and commandarmedanimatedbuilding.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ginev on July 29, 2013, 02:31:28 PM
I have one question guys.Lets say i create a little shield like sphere (prop model).Can i drop it somehow on the ground and use it for cover?I have see this in the Firststrike mod.Can this be made?
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 29, 2013, 02:47:34 PM
You mean a portable shield generator? Yes, it can be done.
Title: Re: Star Wars: Battlefront Expansion
Post by: Kit Fisto on July 29, 2013, 04:00:02 PM
Quote from: ggctuk2005 on July 29, 2013, 01:54:31 PM
MPM wasn't online-compatible anyway
MPM 6.0 is OC. Me and my brother played hours with that mod through LAN. Perhaps certain aspects of it weren't OC but it worked for us all the time. :shrug:
Title: Re: Star Wars: Battlefront Expansion
Post by: jdee-barc on July 29, 2013, 10:23:48 PM
I fooled around a bit until I manage to make a recon droid that was "self piloted" by turning the time bomb dispenser into a droid dispenser  It follows you around but won't fire its gun.
Title: Re: Star Wars: Battlefront Expansion
Post by: Ginev on July 29, 2013, 11:58:54 PM
ggctuk can you give me a ODF file for portalble shield generator please?I have big ideas for this  :XD:
Title: Re: Star Wars: Battlefront Expansion
Post by: Giftheck on July 31, 2013, 09:31:32 AM
Sadly, it seems the Autoturrets don't work in the way I wanted them to. They just sit there. That may be down to the way I've set it up as a remote, but I don't think it'll work either way. I've also started changing the unit layouts now. If I can get them to work, I'll include Space Maps.

Quote from: Ginev on July 29, 2013, 11:58:54 PM
ggctuk can you give me a ODF file for portalble shield generator please?I have big ideas for this  :XD:

I never actually implemented this idea so I don't have an ODF. There were other ideas I wanted to try first.

BTW, here, have some unit shots. I'm not using the same Episode III units I was using before. Have fun guessing what the last one will be for :)

(http://i23.photobucket.com/albums/b356/ggctuk/Ep3_Soldier.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep3_Soldier.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Ep3_Heavy_Trooper.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep3_Heavy_Trooper.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Ep3_Engineer.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep3_Engineer.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Ep3_Commander.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep3_Commander.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Ep2_Mystery.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep2_Mystery.jpg.html)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Sereja on July 31, 2013, 01:14:24 PM
Nice units :)

Quote from: jdee-barc on July 29, 2013, 10:23:48 PM
I fooled around a bit until I manage to make a recon droid that was "self piloted" by turning the time bomb dispenser into a droid dispenser  It follows you around but won't fire its gun.

Perhaps, you, forget about some of this parameters:
PilotType = "self"
Controllable = "0"
AutoFire = "1"


Shield dispenser, works fine, as remote droid, but it always follow you, and just can't be loosed, unless you destroy him. :rofl:.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on July 31, 2013, 01:34:04 PM
Quote from: Sereja on July 31, 2013, 01:14:24 PM
Nice units :)

Thanks :D I'm glad to know I'm still able to do hex-editing, because it's been a long time. Both the Ep2 unit and the Clone Commander unit have hex-edited meshes on them: the Ep2 unit, of course, has that strap, and the Commander has a kama. It's a shame you can't hex-edit in a BF1 kama, but I've seen the results of even attempting it.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on July 31, 2013, 02:39:14 PM
Nice skins. I like the new Phase II commander.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: 411Remnant on July 31, 2013, 03:53:33 PM
looking good man, looking good.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 01, 2013, 12:39:44 PM
Quote from: 411Remnant on July 31, 2013, 03:53:33 PM
looking good man, looking good.

Thanks!

I have four spacemaps earmarked for this mod: Space Coruscant, Space Kashyyyk, Space Endor and Space Yavin. I'm also going to try and add in a workaround for Hero Assault and Hunt modes, though this will evidently involve the insertion of two new eras to accompany that.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 05, 2013, 02:01:34 PM
I have inserted new sound effects into the mod. They will need some testing but I believe they should work.

In other news, I'm thinking of replacing the Scout Trooper unit model with something else (owing to the fact that a Scout Trooper isn't exactly the best unit to carry a heavy torpedo launcher). Ideas are welcome. Plus, I've pretty much finalized the weapons of each class, so that all that needs doing is to test them out. I'm also looking to see if there are other mod maps I may want to include in the mod. Here's a list of what's in so far (not counting stock maps):

Coruscant: Jedi Temple
Coruscant: Streets
Death Star: Interior (GCW Only)
Felucia: Marshland
Geonosis: Dust Plains
Kamino: Cloning Facility
Mustafar: Refinery
Mygeeto: War Torn City
Naboo: Outpost (Formerly Naboo: Prototype)
Tantive IV: Interior
Utapau: Sinkhole

Space maps have not yet been implemented as I'm still figuring out how best I want to go about doing them.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Unit 33 on August 05, 2013, 02:02:43 PM
Quote from: ggctuk2005 on August 05, 2013, 02:01:34 PM
In other news, I'm thinking of replacing the Scout Trooper unit model with something else (owing to the fact that a Scout Trooper isn't exactly the best unit to carry a heavy torpedo launcher). Ideas are welcome.

Codarez's Evo Trooper is an excellent Imperial model and could fit the bill.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: 411Remnant on August 05, 2013, 02:05:01 PM
I second the evo trooper. By the way, are those conversion of those maps done by your skillful hand? Well the SWBf2 ones.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 05, 2013, 02:10:37 PM
Quote from: UNIT 33 on August 05, 2013, 02:02:43 PM
Codarez's Evo Trooper is an excellent Imperial model and could fit the bill.

I've seen that EVO Trooper, it's very good. How detailed is it though? I want to keep lowres triggers as low as I can.

Quote from: 411Remnant on August 05, 2013, 02:05:01 PM
I second the evo trooper. By the way, are those conversion of those maps done by your skillful hand? Well the SWBf2 ones.

The only one I converted myself there was Naboo: Prototype. I do have Kashyyyk: Beachhead as a conversion too but I'm not going to be using it on the account that I prefer Docks, and that for some reason I can't get the boundaries to work at all.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Unit 33 on August 05, 2013, 02:32:19 PM
Quote from: ggctuk2005 on August 05, 2013, 02:10:37 PM
I've seen that EVO Trooper, it's very good. How detailed is it though? I want to keep lowres triggers as low as I can.
I don't think it's too extreme.
Essentially it's a modified StormTrooper with the TIE Pilot's respirator and SandTrooper's backpack.
(http://i574.photobucket.com/albums/ss181/photooffail/View-1.jpg)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 05, 2013, 04:55:54 PM
Quote from: ggctuk2005 on August 05, 2013, 02:01:34 PM
I have inserted new sound effects into the mod. They will need some testing but I believe they should work.

In other news, I'm thinking of replacing the Scout Trooper unit model with something else (owing to the fact that a Scout Trooper isn't exactly the best unit to carry a heavy torpedo launcher). Ideas are welcome. Plus, I've pretty much finalized the weapons of each class, so that all that needs doing is to test them out. I'm also looking to see if there are other mod maps I may want to include in the mod. Here's a list of what's in so far (not counting stock maps):

Coruscant: Jedi Temple
Coruscant: Streets
Death Star: Interior (GCW Only)
Felucia: Marshland
Geonosis: Dust Plains
Kamino: Cloning Facility
Mustafar: Refinery
Mygeeto: War Torn City
Naboo: Outpost (Formerly Naboo: Prototype)
Tantive IV: Interior
Utapau: Sinkhole

Space maps have not yet been implemented as I'm still figuring out how best I want to go about doing them.
Sounds good. But I would love to see Rends custom maps like Coruscant: City (my favorite), Wookieeland and maybe even Abridon City!
Or Nar Shadaa? If Sereja lets you of course.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 06, 2013, 01:57:18 AM
Quote from: Kit Fisto on August 05, 2013, 04:55:54 PM
Sounds good. But I would love to see Rends custom maps like Coruscant: City (my favorite), Wookieeland and maybe even Abridon City!
Or Nar Shadaa? If Sereja lets you of course.

Streets is the Rends map. I don't really like City too much because the quality is quite low on textures, which I could have improved if the map assets were available. Wookieland might be an idea though: it's reminiscent of the PSP TFU Kashyyyk map.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 06, 2013, 12:00:32 PM
Quote from: ggctuk2005 on August 06, 2013, 01:57:18 AM
Streets is the Rends map. I don't really like City too much because the quality is quite low on textures, which I could have improved if the map assets were available. Wookieland might be an idea though: it's reminiscent of the PSP TFU Kashyyyk map.
City is probably my favorite Rends map! :happy:
One of my favorite parts about MPM 6.0 was the inclusion of new Coruscant: City mission and core.lvls to work with the mod. (at least the CW part of the mod)

Wookieeland is a fun map although there is one thing I don't like about it, the name! If it could be called something else then it would be awesome!
I think it's one of his underrated maps.

Another extremely underrated map is Rhen Var: Bridge.

On a side note can't you change textures through the mission.lvl? (Zombie Castle?)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 06, 2013, 12:46:03 PM
I was thinking "Kashyyyk: Treetops" for Kashyyyk: Wookieland.

I've never heard about being able to change textures on maps through mission.lvl. If I could, that'd definitely influence me to include City.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Snake on August 06, 2013, 01:40:34 PM
Quote from: ggctuk2005 on August 06, 2013, 01:57:18 AM
Streets is the Rends map. I don't really like City too much because the quality is quite low on textures, which I could have improved if the map assets were available. Wookieland might be an idea though: it's reminiscent of the PSP TFU Kashyyyk map.

http://www.mediafire.com/download/yo1s0o7stn4ios7/coruscantcityfiles.zip
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 06, 2013, 01:43:51 PM
Quote from: ggctuk2005 on August 06, 2013, 12:46:03 PM
I was thinking "Kashyyyk: Treetops" for Kashyyyk: Wookieland.

I've never heard about being able to change textures on maps through mission.lvl. If I could, that'd definitely influence me to include City.
Kashyyyk: Treetops is a fitting name.

I'm not exactly sure how Phobos did change textures without the map assets but he did! Maybe you could PM him?

Original Helms Deep Map [spoiler](http://taris.jk257.com/swbf/pics/helm/helm-2.jpg)[/spoiler]

Phobos Zombie Castle Map (uses Helms Deep) [spoiler](http://i.imgur.com/SOV6A26.png)[/spoiler]
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 06, 2013, 02:04:02 PM
Quote from: Snake on August 06, 2013, 01:40:34 PM
http://www.mediafire.com/download/yo1s0o7stn4ios7/coruscantcityfiles.zip

Sadly they don't include the map assets, only the buildings, which I already have.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Snake on August 06, 2013, 02:07:29 PM
Ah, got it.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 07, 2013, 11:02:07 AM
I want to add a new campaign, but I'm not sure how to do that. I'm planning three campaigns: Fall Of The Old Republic, Rule Of The Empire, and Rise Of The New Republic. The first two are easy since they replace the original stock campaigns but the last one is not so much, and I don't really know how to add it in.

Plus, is it possible to get custom unit skeletons into the main common.lvl? I'm thinking of reinstating Yoda, but only if his skeleton will work properly without crashing the game. It may also prompt me to increase the compliment of heroes per team to five instead of three.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 07, 2013, 03:26:46 PM
Mav was able to get the Yoda skeleton into SWBFI (even custom attack animations!)

Try it out to see. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=688
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 08, 2013, 11:59:16 AM
Quote from: Kit Fisto on August 07, 2013, 03:26:46 PM
Mav was able to get the Yoda skeleton into SWBFI (even custom attack animations!)

Try it out to see. http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=688

Played that map, but I'm thinking of implanting the Yoda skeleton into common.lvl, and for some reason past attempts have failed.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: tirpider on August 08, 2013, 12:56:35 PM
If it helps, I'm sorta having good luck with this yoda:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=616

I'm just using the ODF and the munged folder while I work on the stock BF2 Yoda to make him OverrideTexture compatible.  I already got the cloth part of his robe replaced, but am having problems with the lowres suddenly being full size at random times.

Not sure how the munged animations were made.


-edit (attached a pic of my troubles.)

well.. I just found the lead-in post (http://www.swbfgamers.com/index.php?action=search2) for the above Yoda link. Turns out it is the stock BF2 yoda, so I'm fighting the same problem everyone else has.
If I make a breakthrough, I'll let you know. I  need him for my own OTC project as well.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 09, 2013, 01:18:14 PM
Quote from: tirpider on August 08, 2013, 12:56:35 PM
If it helps, I'm sorta having good luck with this yoda:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=616

I'm just using the ODF and the munged folder while I work on the stock BF2 Yoda to make him OverrideTexture compatible.  I already got the cloth part of his robe replaced, but am having problems with the lowres suddenly being full size at random times.

Not sure how the munged animations were made.


-edit (attached a pic of my troubles.)

well.. I just found the lead-in post (http://www.swbfgamers.com/index.php?action=search2) for the above Yoda link. Turns out it is the stock BF2 yoda, so I'm fighting the same problem everyone else has.
If I make a breakthrough, I'll let you know. I  need him for my own OTC project as well.

Yoda's not a deal-breaker as I have other heroes I could use like Plo Koon or a couple of Clone Commanders (Cody, Appo, Gree etc).

Requoting this as this is an essential point I want to focus on right now:

Quote from: ggctuk2005 on August 07, 2013, 11:02:07 AM
I want to add a new campaign, but I'm not sure how to do that. I'm planning three campaigns: Fall Of The Old Republic, Rule Of The Empire, and Rise Of The New Republic. The first two are easy since they replace the original stock campaigns but the last one is not so much, and I don't really know how to add it in.

I also need some help for adding eras in so I can add in approximations of hunt and hero assault modes.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 09, 2013, 01:32:07 PM
A concern of mine with hunt mode is that you try to make it semi-fair. In MPM 6 the hunt modes aren't very fun since one side over powers the other by A LOT. Just a concern. :)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 10, 2013, 09:28:35 AM
Quote from: Kit Fisto on August 09, 2013, 01:32:07 PM
A concern of mine with hunt mode is that you try to make it semi-fair. In MPM 6 the hunt modes aren't very fun since one side over powers the other by A LOT. Just a concern. :)

Well, consider those as prototypes to what I plan on doing. Natives are a bit different now anyhow, and the Endor/Geonosis hunt maps will have changed because of the combination of Heavy/Sniper classes into Assault classes (it might make it a bit more unfair in those cases given that they all have light rifles vs Geonosian Blunderbuss/rocks and spears)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on August 10, 2013, 10:40:22 AM
Might I suggest using Geonosis: Dust Plains as the Geonosis Hunt map? That seems to work better than Spire since Spire has Destructible CP's...
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 10, 2013, 10:45:19 AM
Quote from: Kit Fisto on August 10, 2013, 10:40:22 AM
Might I suggest using Geonosis: Dust Plains as the Geonosis Hunt map? That seems to work better than Spire since Spire has Destructible CP's...

Way ahead of you :D
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Ginev on September 06, 2013, 10:01:02 AM
some new updates in future?What happen with this mod? :D
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on September 06, 2013, 10:03:53 AM
Quote from: Ginev on September 06, 2013, 10:01:02 AM
some new updates in future?What happen with this mod? :D

It's still coming, I've just taken a short hiatus. Doing too much in one go ends up in burnout and I do not want that.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: ETW_Modder on November 24, 2013, 01:25:31 PM
Is this still going? I loved your MP 6.0, especially Order 66 and Kamino maps, and would like you to continue this. Also, is it possible that you can add the ability to hack vehicles like in swbf2?  :)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on November 25, 2013, 11:23:22 AM
I will try to get it done in the future. To evoke Duke Nukem Forever...

When It's Done.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: ETW_Modder on November 28, 2013, 01:55:00 PM
Ok. In the meantime, though, how do I use your units (from demo) as global/stock sides? Whenever I try, all that I can be as the republic is your soldier, sniper, and jet trooper.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on November 28, 2013, 01:58:32 PM
Here's the scripts for the demo. You can glean the unit info from there.

[spoiler]---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

        AddMissionObjective(CIS, "orange", "level.geo1.objectives.1r");
    AddMissionObjective(CIS, "red", "level.geo1.objectives.2r");
    AddMissionObjective(CIS, "red", "level.geo1.objectives.3r");
    AddMissionObjective(REP, "orange", "level.geo1.objectives.1r");
    AddMissionObjective(REP, "red", "level.geo1.objectives.4r");
    AddMissionObjective(REP, "red", "level.geo1.objectives.5r");

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

    ReadDataFile("sound\\geo.lvl;geo1cw");
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_bldg_forwardcenter",
        "rep_fly_assault_dome",
        "rep_inf_basic",
        "rep_inf_jet_trooper");

    ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_fly_fedcoreship_dome",
        "cis_fly_techounion_dome",
        "cis_inf_basic",
        "cis_inf_droideka");

    ReadDataFile("dc:SIDE\\veh.lvl",
        "cis_fly_droidfighter_dome",
        "cis_fly_geofighter",
        "cis_tread_hailfire",
        "cis_walk_spider",
        "rep_fly_gunship",
        "rep_fly_gunship_dome",
        "rep_fly_jedifighter_dome",
        "rep_walk_atte");

    ReadDataFile("dc:SIDE\\heroes.lvl",
        "rep_inf_macewindu",
        "cis_inf_countdooku");

    ReadDataFile("dc:SIDE\\geo.lvl",
        "gen_inf_geonosian");

--  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -2)
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EntityFlyer", 5)
    SetMemoryPoolSize("EntityHover", 3)
--  SetMemoryPoolSize("EntityCarrier", 2)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("CommandBuildingArmed", 2)
    SetMemoryPoolSize("PowerupItem", 25)
    SetMemoryPoolSize("MountedTurret", 50)
    SetMemoryPoolSize("Aimer", 200)
    SetSpawnDelay(10.0, 0.25)


--    Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",14)
    AddUnitClass(REP, "rep_inf_clone_engineer",5)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",3)
    AddUnitClass(REP, "rep_inf_jet_trooper",4)
    AddUnitClass(REP, "rep_inf_clone_commander",3)
    SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans")

--  CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",11)
    AddUnitClass(CIS, "cis_inf_engineer",4)
    AddUnitClass(CIS, "cis_inf_assassindroid",3)
    AddUnitClass(CIS, "cis_inf_droideka",3)
    AddUnitClass(CIS, "cis_inf_super_battledroid",3)
    SetHeroClass(CIS, "cis_inf_countdooku")


--  Attacker Stats
    SetUnitCount(ATT, 32)
    SetReinforcementCount(ATT, 250)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsEnemy(ATT,3)

--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 250)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
    SetTeamAsFriend(DEF,3)

--  Local Stats
    SetTeamName(3, "Geonosians")
    AddUnitClass(3, "geo_inf_geonosian", 7)
    SetUnitCount(3, 7)
    SetTeamAsFriend(3, DEF)
    --SetTeamName(4, "locals")
    --AddUnitClass(4, "rep_inf_jedimale",1)
    --AddUnitClass(4, "rep_inf_jedimaleb",1)
    --AddUnitClass(4, "rep_inf_jedimaley",1)
    --SetUnitCount(4, 3)
    --SetTeamAsFriend(4, ATT)

    ReadDataFile("GEO\\geo1.lvl")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-65)
    SetMaxFlyHeight(50)
    SetMaxPlayerFlyHeight(50)



--  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

--  Sound
    OpenAudioStream("sound\\geo.lvl",  "geocw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");
    OpenAudioStream("sound\\geo.lvl",  "geo1cw");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(1, "repleaving");
    SetOutOfBoundsVoiceOver(2, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
    SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training

    SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
    SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
    SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
    SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
    SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
    SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
    SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
    SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
    SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
    SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
    SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training

    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581);
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136);
end



---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2
    AddMissionObjective(IMP, "red", "level.end1.objectives.1");
        AddMissionObjective(IMP, "orange", "level.end1.objectives.3");
    AddMissionObjective(ALL, "red", "level.end1.objectives.1");
    AddMissionObjective(ALL, "orange", "level.end1.objectives.2");

    ReadDataFile("sound\\end.lvl;end1gcw");

    SetTeamAggressiveness(ALL, 1.0)
    SetTeamAggressiveness(IMP, 0.7)

    SetMaxFlyHeight(43)
SetMaxPlayerFlyHeight (43)


    ReadDataFile("dc:SIDE\\all.lvl",
        "all_inf_basicjungle",
        "all_inf_smuggler");

    ReadDataFile("dc:SIDE\\imp.lvl",
        "imp_inf_basic",
        "imp_inf_dark_trooper");

    ReadDataFile("dc:SIDE\\veh.lvl",
        "imp_hover_speederbike",
        "imp_walk_atst_jungle");

    ReadDataFile("dc:SIDE\\heroes.lvl",
        "all_inf_hansolo",
"imp_inf_darthvader");

    ReadDataFile("dc:SIDE\\ewk.lvl",
        "all_end_music",
        "ewk_inf_basic")



--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
--  SetMemoryPoolSize ("MountedTurret",20)
--  SetMemoryPoolSize ("EntityTauntaun",0)
--  SetMemoryPoolSize ("EntitySoldier",0)
    SetMemoryPoolSize ("EntityHover",10)
    SetMemoryPoolSize ("EntityFlyer",0)
    SetMemoryPoolSize ("EntityDroid",10)
    SetMemoryPoolSize ("EntityCarrier",0)
    SetMemoryPoolSize("Obstacle", 750)
    SetMemoryPoolSize ("Weapon", 260)



--  Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
      AddUnitClass(ALL, "all_inf_soldierjungle",11)
      AddUnitClass(ALL, "all_inf_pilot",5)
      AddUnitClass(ALL, "all_inf_marksmanjungle",3)
      AddUnitClass(ALL, "all_inf_smuggler",4)
      AddUnitClass(ALL, "all_inf_spyjungle",2)
    SetHeroClass(ALL, "all_inf_hansolo")

--  Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
      AddUnitClass(IMP, "imp_inf_storm_trooper",15)
      AddUnitClass(IMP, "imp_inf_pilotatst",7)
      AddUnitClass(IMP, "imp_inf_scout_trooper",3)
      AddUnitClass(IMP, "imp_inf_dark_trooper",3)
      AddUnitClass(IMP, "imp_inf_officer",2)
    SetHeroClass(IMP, "imp_inf_darthvader")

--  Local Stats
    SetTeamName (3, "Ewoks")
    AddUnitClass (3, "ewk_inf_trooper", 4);
    AddUnitClass (3, "ewk_inf_repair", 6);
    SetUnitCount (3, 14)
    SetTeamAsFriend(3,ATT)
    SetTeamAsEnemy(3,DEF)

--  Attacker Stats
    SetUnitCount(ATT, 25)
    SetReinforcementCount(ATT, 200)
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)
    SetTeamAsFriend(ATT, 3)


--  Defender Stats
    SetUnitCount(DEF, 25)
    SetReinforcementCount(DEF, 200)
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)



    SetTeamAsEnemy(DEF, 3)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("end\\end1.lvl")
    SetDenseEnvironment("true")
    AddDeathRegion("deathregion");
    SetStayInTurrets(1)


--  Movies
--  SetVictoryMovie(ALL, "all_end_victory");
--  SetDefeatMovie(ALL, "imp_end_victory");
--  SetVictoryMovie(IMP, "imp_end_victory");
--  SetDefeatMovie(IMP, "all_end_victory");

--  Sound
    OpenAudioStream("sound\\end.lvl",  "endgcw_music");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("sound\\end.lvl",  "end1gcw");
    OpenAudioStream("sound\\end.lvl",  "end1gcw");
    OpenAudioStream("sound\\end.lvl",  "end1gcw_emt");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(1, "allleaving");
    SetOutOfBoundsVoiceOver(2, "impleaving");

    SetAmbientMusic(ALL, 1.0, "all_end_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_end_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_end_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_end_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_end_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_end_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_end_amb_victory");
    SetDefeatMusic (ALL, "all_end_amb_defeat");
    SetVictoryMusic(IMP, "imp_end_amb_victory");
    SetDefeatMusic (IMP, "imp_end_amb_defeat");

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--  SetSoundEffect("BirdScatter",         "birdsFlySeq1");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training

    SetAttackingTeam(ATT);

--Endor
--Shield Bunker
AddCameraShot(0.997654, 0.066982, 0.014139, -0.000949, 155.137131, 0.911505, -138.077072);
--Village
AddCameraShot(0.729761, 0.019262, 0.683194, -0.018033, -98.584869, 0.295284, 263.239288);
--Village
AddCameraShot(0.694277, 0.005100, 0.719671, -0.005287, -11.105947, -2.753207, 67.982201);
end

[/spoiler]
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on December 03, 2013, 12:37:57 PM
Okay, I'm back in. I'm just trying to figure out a way to make Space maps work. I'm thinking of making the critical systems as destroyable CPs that lower the reinforcement count when destroyed. You'd have a 20% or so chance of spawning on the enemy ship which would allow for the destruction of internal systems. The CP of a capital ship is capturable, but it's a heavy CP and likely to be heavily-defended.

I'm thinking of the following space maps:

-Space Coruscant
-Space Kashyyyk
-Space Hoth
-Space Yavin

Bespin Platforms will also be treated as a space map, without the destructible rules but with the same units (Marine and pilot). I'm also thinking of a third space unit - maybe a fleet officer.

What do you guys think?
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: MileHighGuy on December 03, 2013, 02:42:38 PM
You could add space jet troopers with rockets just for giggles. I think were were some in the clone wars series. I always thought it would be cool to have the capital ship destroyable by just making a section have a really big explosion radius, setting off a chain reaction.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Ginev on December 04, 2013, 03:15:14 AM
When i release my Tatooine map you can add her to the mod too :D I have made 70% of the objects destructable :) (Just like in Battlefield)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on December 04, 2013, 10:24:33 AM
That'd be pretty cool. Thanks :D
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on January 20, 2014, 11:56:45 AM
Okay, I'm not dead, and this project isn't cancelled.

I started working on legions today, so that element will be carried over from MPM.

So far, these are how I see the legions/alternate skins unfolding:

Republic will have episode 2 skins for four maps (Geonosis, Kamino, Naboo Plains and Yavin IV Arena). Other skins will be assigned as and when, but I have the following pegged: 41st, 212th, 327th, Ph1 Snow, Galactic Marines, Shock Troopers

Imperials will have two new skins: Phase II Imperial and Phase III Stormtrooper Prototype.

This will take a while, a long while, but I think I've got a lot of the groundwork done already, so it's not going to be as hard as I feared it would be.

I'm also going to be working on the Space Maps Conversion project once this one is done. I'll have it as two versions: a DLC version for this mod and a separate version for usage outside of the mod. Once it's released, I will give instructions on how to incorporate it into your own mods too.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on January 22, 2014, 01:28:14 PM
Try as I might, I cannot get the turret dispensers to work. So, what I'm thinking of it a souped-up probe droid. Obviously the AI will not use it, but I think it could be useful.

Here's my idea for it:

-Each faction will have a different droid. I'll try to make the Alliance's droid an R2 unit and the Empire's droid the Probot. Clone Wars era probe droids have yet to be determined.

How these will work is that they will each have a unique weapon and a self-destruct. The R2 unit would have a short range charge arm, whereas the Probot would have a blaster turret that could be fired semi-automatically or charged.

Are there any suggestions for Republic/CIS probe droids?
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: RepComm on January 22, 2014, 01:34:36 PM
Black/flame job pit droid with a giant wrench melee! (like the care bare with the giant mallet on GGW Cantina)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on January 22, 2014, 01:43:38 PM
Quote from: -RepublicCommando- on January 22, 2014, 01:34:36 PM
Black/flame job pit droid with a giant wrench melee! (like the care bare with the giant mallet on GGW Cantina)

Can't be done. A: no pit droid models, and B: probe droids are treated quite similarly to vehicles, so melee weapons are likely not possible.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: 411Remnant on January 22, 2014, 06:55:37 PM
those episode 1 recon droids(vanilla)? give the republic one a republic color shceme (I think it is like a tan and red type thing, like thier star destroyers) and for the cis perhaps the same model but with cis grey and blue.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: RepComm on January 22, 2014, 09:51:01 PM
[spoiler](https://sites.google.com/site/rcbfbuilder/download/pitdroidindahworks.jpg)[/spoiler]

Trololololol
--
Maybe a black/flame job mouse droid? Shoot man, I'd make a high-rez model for that, too bad it's not technically republic tech.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: 411Remnant on January 23, 2014, 06:43:03 AM
 :o That's looking amazing RC
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: {TCE}Call-of-Duty on January 23, 2014, 12:40:18 PM
Quote from: -RepublicCommando- on January 22, 2014, 09:51:01 PM
too bad it's not technically republic tech.
Say's who? Im pretty sure that i've seen a republic mouse droid once or twice before in CW (You can check with GM to be sure)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on January 23, 2014, 12:46:22 PM
Quote from: 411Remnant on January 22, 2014, 06:55:37 PM
those episode 1 recon droids(vanilla)? give the republic one a republic color shceme (I think it is like a tan and red type thing, like thier star destroyers) and for the cis perhaps the same model but with cis grey and blue.

You mean the Sith Probe Droids Darth Maul employed? Not a bad idea. The stock model's pretty close to them anyway.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Gold Man on January 23, 2014, 03:49:06 PM
Quote from: {TCE}Call-of-Duty on January 23, 2014, 12:40:18 PM
Say's who? Im pretty sure that i've seen a republic mouse droid once or twice before in CW (You can check with GM to be sure)

Hmm, trying to think back...

YES! There were mouse droids stationed on the Tranqulity star cruiser in Season 1 episode 9: Cloak of Darkness. (I actually remember all the first season episode titles, and some from the later seasons. :D) You briefly see them in other scenes within the star cruisers later on in other episodes of the series.

To confirm this is true, here's a quote from Wookieepedia:

Quote from: Wookieepedia
Many MSE-6 droids were used by the Republic Navy during the Clone Wars. The Confederacy of Independent Systems also maintained a number of these droids and MSE-4 droids, a similar but smaller model, in the Separatist Council War Room on Mustafar at the end of the Clone Wars.

Canon and facts aside though, I agree with Remnants idea. Or, if you're planning to use Phase II clones, maybe use those security droids as seen in Episode IV (the ones the Sandtroopers use), and keep the Sith Probe Droids for the CIS. Side note, those security droids are also seen in later seasons of The Clone Wars on Coruscant.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on January 27, 2014, 01:29:31 PM
Given I've changed the loadouts of the units again, I will be assigning the standard probe droid to the Commander Class, but each faction's version will have a unique weapon. They won't have secondaries any more. A probe droid's purpose is sneak attacks.

Republic: Proton Barrage Beacon
CIS: Still thinking on this one. I want something in line with the others, which are sneak/suicide attacks for the droid. Going to retexture the droid to be the Dark Eye probe droid model.
Rebels: Orbital Strike Beacon
Imperials: Self Destruct. Imperial model will be the Imperial Probe Droid as well.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on April 15, 2014, 02:39:18 AM
I'm putting this project on indefinite hold while I finish other projects that have been neglected for far too long. It will be finished but not in the immediate future. Sorry.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on July 22, 2014, 11:25:58 PM
The mod's back on  :cheer:

I figure while I have other unfinished projects, if I spend one month doing one and the next doing the other, I won't burn out and I can make some decent progress.

The only issue I have ATM involves the following:

-Figuring out a turret dispenser (see here: http://www.swbfgamers.com/index.php?topic=7977.0 )
-Finishing LUA files (specifically for Republic - it's been legionized)
-Getting characters to have lightsabers
-Finishing "hunt" and "hero" modes (which is why it's crucial to have lightsaber models for characters)
-Figuring out the models I want to use

The space map conversion project is still on hold as it is separate though it may be incorporated into BFC one day.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Kit Fisto on July 24, 2014, 05:14:10 PM
Yay! :cheers:

A suggestion for Hunt mode, this time it would probably be wise to make them a bit more fair (than the MPM 6).

And Sereja makes some fun heroes, I'd try his Nar Shaddaa out to get ideas on variation of characters.

Can't wait for the release! :)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 01, 2014, 11:18:57 AM
A bit of news.

The mod will be divided into three stages. The stages go thus:

STAGE 1:

This version will basically be the baseline for the future versions of the mod. It will only modify the units and existing vehicles of SWBF, without adding new heroes, modes or maps to the game. There will be two versions of the Clones (Ep2 and Ep3), and no custom campaign.

STAGE 2:

This version branches out on Stage 1 by adding legions to the game, introducing new heroes and new modes to the existing maps of Star Wars Battlefront.

STAGE 3:

This stage is the final stage that adds new maps and vehicles to the game. Most of BF2's maps will appear, and I'm taking suggestions on what other maps might appear in this stage. I definitely want to use Sereja's conversions of BF2 here as well as some of his original work. I'd also like to include Rends' Coruscant maps.

This is going to wind up a huge undertaking, especially on my own. So, what I need is the following:

-Unit converters (bear in mind yopu will need to re-weight and models I have as I can only work from OBJ)
-Beta testers (must be willing to test all three stages)
-People willing to help me in converting and playtesting space maps for Stage 3
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 01, 2014, 02:17:40 PM
Quote from: ggctuk2005 on August 01, 2014, 11:18:57 AM
I'm taking suggestions on what other maps might appear in this stage.
A couple maps I'd like to see:
I Know the Latter two have already been considered.
[/list]
Quote from: ggctuk2005 on August 01, 2014, 11:18:57 AM
-Beta testers (must be willing to test all three stages)
I may offer to beta test if I have time.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 01, 2014, 10:26:41 PM
Quote from: CommanderAwesome on August 01, 2014, 02:17:40 PM
A couple maps I'd like to see:

  • Kamino: Nurocia(sp) City, or at least add fighters and AA Guns to one of the shipped Kaminos.
  • Gogo12/Ginev's Mygeeto and/or Dantooine
  • Teancum's Harrun Kal
  • Kasyyyk: Wookieeland
  • Naboo: Prototype
I Know the Latter two have already been considered.
[/list]I may offer to beta test if I have time.

-Kamino Nuroica City is possible but it seems impossible to modify SWBF's Kamino map without it crashing the game for some strange reason.
-Mygeeto and Dantooine - I'm assuming Mygeeto is a port but Dantooine is new. I will consider both.
-Harrun Kal was in Teancum's Secret Assets, right? Will give it a look over.
- I'd have to make it a choice between Kashyyyk Wookielands and my Kashyyyk Beachhead port but will probably go for the former owing to the similarities of Beachhead to Docks.
-Naboo Prototype is already in as Naboo Outpost.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 02, 2014, 10:26:13 AM
Actually, the mygeeto is original: http://starwarsbattlefront.filefront.com/file/Mygetoo;99178

And yes, Harrun Kal is in Tean's secret assets.

As for Kashyyyk, i'd be ok with either map.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 02, 2014, 01:22:49 PM
Good news. Phase 1 is almost ready for beta.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: MileHighGuy on August 02, 2014, 01:53:11 PM
why can you only work with obj?
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 02, 2014, 01:56:34 PM
Quote from: MileHighGuy on August 02, 2014, 01:53:11 PM
why can you only work with obj?

Because XSI does not work on my computer and the only model programs I have that do are Blender and Metasequoia. While Blender can do vmrl, I find Metasequoia easier to use (having learned to use it for making objects in Tomb Raider custom levels) but the drawback is that it only has a limited number of import/export options. It's the only way I can add skirts and lightsabers to the units.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 06, 2014, 12:37:09 AM
EDIT: Changed mind on Phase I. I will release it. Testing has already begun on it.

Here's a few things that have changed:

*Commander units have recon droids. These recon droids are basically 'suicide droids' in that they only have Autodestruct (no orbital strike beacons). Each faction has a different droid: Republic keeps the stock recon droid, CIS has a Sith version (ALA Darth Maul's Sith Probe Droids), Empire have the Viper and the Alliance has an R2 unit. ATM, though, neither the Republic's Recon Droid nor the Empire's is working as I intended it to.
*The droideka. Well, somebody requested I actually mod this. There is, honestly, not a huge amount you can actually do with it. Having said that, I've changed its blaster to be slower, and now it has a unique blaster texture - it actually fires two lasers (through a custom laser texture) from each blaster. It actually looks pretty cool.
*The Clone Commander's chaingun has ammo. It does run out. One clip ATM is 200 shots but I'll be changing it to 400.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 06, 2014, 10:15:33 AM
Sounds cool!
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 06, 2014, 10:58:12 AM
I'm thinking of a late change to the Imperial officer's primary weapon, though. He currently is armed with a mortar launcher and an Orbital Strike beacon. Not very good for defense. So I'll think of something for the primary weapon of the Imperial officer: either a Tri-shot pistol or a beam cannon (similar to what the Rep Commander has). I've also decided to give the good guys' recon droids orbital strike beacons to even things out a bit better.

I've noticed that in MPM, the Republic was way more powerful with the Clone Commander holding a chaingun. Here, the balance between Republic and CIS seems better.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 06, 2014, 11:18:55 AM
I'd go for the tri-shot myself.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: MileHighGuy on August 08, 2014, 06:27:54 PM
how about a tri shot repeater? that seems more fun.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 08, 2014, 06:52:29 PM
But it also sounds overpowered.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 08, 2014, 10:17:42 PM
Yeah, it would be. I'm going with the tri- shot.

Other changes:

-The STAP is now a flier class to better reflect the version seen in older games and in TPM. Haven't yet decided whether to make it fly like a standard craft or like the LAAT (which is basically a flying hover class). ATM it's a standard flier.
-The mounted turret acts more like the BF2 version.
-Got the Imperial Probe Droid working (I'm using the version from Sereja's Nar Shaddaa assets).
-Dependant on map, the CIS will have the original STAP and AAT or the TCW versions, and the Rebels will have either the BF1 combat speeder or the BF2 version.
-4 Spacemaps will appear in version 3 (Coruscant, Kashyyyk, Hoth and Yavin)

I aim to have some screens and gameplay vids up within a couple of days. Screens definitely today.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 09, 2014, 11:13:09 AM
Can't wait!  :)
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: MileHighGuy on August 09, 2014, 11:47:09 AM
could be weak bullets but w/e
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 09, 2014, 11:57:54 AM
EDIT: Never mind. Ignore this post.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 09, 2014, 01:41:34 PM
Was hoping to have some screens up this evening but my damn laptop is overheating... I've been working it hard today with this mod. Figures  ::) But it's given me a bit of 'tweak time' - I'm in the process of making a couple more changes to the Spec-Ops units (Droideka, Jet Trooper, Jump Trooper, Wookie). The Wookie does need a new skin, though: I'd love to have the BF2 wookie with the dreads intact.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: RepComm on August 09, 2014, 01:48:29 PM
By the wookiee dreads being intact, do you mean still there, or actually functioning cloth?

I know you could probably make animations for them, but a cheaper way to handle it with it still being "intact" would be just to take the zero cloth flag from the part of the model, and then reweight it to the head, and neck bones (maybe even put multiple weights on them inbetween bones for some extra smooth action, since we can have up to four), and re-export it the old fashioned way.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Gamma (Ray) on August 09, 2014, 04:40:06 PM
Quote from: ggctuk2005 on August 08, 2014, 10:17:42 PM
Yeah, it would be. I'm going with the tri- shot.

Other changes:

-The STAP is now a flier class to better reflect the version seen in older games and in TPM. Haven't yet decided whether to make it fly like a standard craft or like the LAAT (which is basically a flying hover class). ATM it's a standard flier.
-The mounted turret acts more like the BF2 version.
-Got the Imperial Probe Droid working (I'm using the version from Sereja's Nar Shaddaa assets).
-Dependant on map, the CIS will have the original STAP and AAT or the TCW versions, and the Rebels will have either the BF1 combat speeder or the BF2 version.
-4 Spacemaps will appear in version 3 (Coruscant, Kashyyyk, Hoth and Yavin)

I aim to have some screens and gameplay vids up within a couple of days. Screens definitely today.
Oh cool. A tri-gun. Nice idea.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 09, 2014, 10:06:29 PM
Quote from: -RepublicCommando- on August 09, 2014, 01:48:29 PM
By the wookiee dreads being intact, do you mean still there, or actually functioning cloth?

I know you could probably make animations for them, but a cheaper way to handle it with it still being "intact" would be just to take the zero cloth flag from the part of the model, and then reweight it to the head, and neck bones (maybe even put multiple weights on them inbetween bones for some extra smooth action, since we can have up to four), and re-export it the old fashioned way.

I believe Sereja has a wookie with the dreads attached. Plus I believe I've already mentioned I can't run Autodesk Softimage.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 10, 2014, 10:28:12 AM
Quote from: ggctuk2005 on August 09, 2014, 10:06:29 PM
I believe Sereja has a wookie with the dreads attached.
Yes, It's in his Beachhead map.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 10, 2014, 12:29:55 PM
Quote from: Commander Awesome on August 10, 2014, 10:28:12 AM
Yes, It's in his Beachhead map.

Indeed, but he hasn't released those assets.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 23, 2014, 12:00:19 PM
Sorry there haven't been what I promised with regards to screens and videos. It's been a hectic week - I had to go to a funeral on Wednesday and I haven't been motivated all week. In any case, I've done a few changes to the mod:

-Blaster rifles now have 30 shot per clip and are slower firing. The trade-off is that you can charge the rifle to fire salvos of up to three shots (ALA the Light Rifle)
-Jet Trooper is armed with an EMP Launcher and ARC Caster.
-Imperial Jump Trooper has had its model changed to resemble the Krome TFU Jump Trooper (hex-editing the Jet Trooper jetpack onto the Clone Stormie that Deviss released). It is also armed with a flamethrower as its primary and an Explosive Blaster as its secondary.
-The Wookie Warrior has been replaced with the BF2 model and is armed with a Ryyk blade as its second weapon. Props go to Sereja for supplying me with the Wookie Dreads addon that I hex-edited onto the stock Wookie.
-Kamino: Tipoca City can be played in GCW.
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Rayce on August 23, 2014, 12:39:43 PM
Quote from: ggctuk2005 on August 23, 2014, 12:00:19 PM
-Blaster rifles now have 30 shot per clip and are slower firing. The trade-off is that you can charge the rifle to fire salvos of up to three shots (ALA the Light Rifle)
Does this mean the sniper/heavy won't have a light rifle?
Title: Re: "Star Wars: Battlefront Celebration" Official Mod Thread
Post by: Giftheck on August 23, 2014, 12:47:35 PM
Quote from: Commander Awesome on August 23, 2014, 12:39:43 PM
Does this mean the sniper/heavy won't have a light rifle?

They will, but it'll be made weaker to compensate. I don't want the Assault class to be OP - they're meant to take on vehicles and take out units at a distance.

I'm looking into including two more legions for the Republic (I'm thinking 41st and Snow) in Phase 1.

I'm looking at including a Rise Of The Empire era as well as part of Phase II or III.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 25, 2014, 11:15:21 PM
More news: The mod will be retitled as "Star Wars Battlefront: Anniversary." There are now two phases and Phase 1 will see release next month. I am going to record some gameplay of GCW Kamino this morning. Expect that up and on here within a couple of days. And as the title is now "Star Wars Battlefront: Anniversary", I may even attempt to transplant this mod to SWBF2 next year as well.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on August 26, 2014, 09:48:46 AM
Makes sense, I guess. Keep up the good work!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 26, 2014, 02:31:26 PM
Thanks :)

Returning to this mod has helped me learn a few new things as well. For instance: you can artificially extend sections of MSH files in XVI32, which is useful if you're trying to transplant an addon mesh and you don't have enough room under PRNT to specify what part to attach the mesh to. Also, I've figured out how Napseeker did his mission maps where he loaded new layers over the top of the old ones. It's useful for Hoth as I can load CW vehicles into the stock map.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on August 26, 2014, 03:09:59 PM
So you'll be able to play both eras on all maps? Sweet!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 26, 2014, 03:23:11 PM
Quote from: Commander Awesome on August 26, 2014, 03:09:59 PM
So you'll be able to play both eras on all maps? Sweet!

Not on all maps, no: I plan on keeping Geonosis and Endor era-exclusive, but both Hoth and Kamino are now available for the era that wasn't available before (though Hoth has some kinks in CW to iron out as I'm having to load vehicle spawn points from another file and it seems the minimap doesn't munge for some reason)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on August 26, 2014, 04:39:58 PM
Still cool, though.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: RepComm on August 26, 2014, 04:41:41 PM
Great, now if we can just get you hooked on XSI, you'd be unstoppable ;)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 26, 2014, 10:11:55 PM
I'm looking to get a new computer in the next six months, so I'll look into that when I do: my laptop can't run Mod Tool 7.11.

Hoth CW is about 95% working (for some reason the soundspaces fail upon loading - I haven't tested to see if it is likewise in GCW. It could be that there are SFX that should be loaded there and they're not present in my additional SFX). I'm also testing out a modification of Kashyyyk: Docks (BF2 textures and some turrets replaced). I'm also toying with the idea of including four additional maps in Phase 1. I'll definitely go with Kashyyyk: Wookielands (renamed to Kashyyyk: Treetops), and I'm going to include Naboo: Prototype too (again renamed to Naboo: Outpost) but suggestions for the other two are welcome.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on August 27, 2014, 10:07:56 AM
I'd also like to see snail tanks in docks. And *maybe* some vehicles for the Republic/Rebels. I'd also really like to see Kamino with flyers and AA guns, be it an additional map or just modified stock Kamino. As for other maps, my suggestions would be Ginev's Dantooine and/or one or both of Rend's Coruscant maps.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Ultimo on August 27, 2014, 10:34:53 AM
I am surprised I haven't seen this thread once since I joined the site.

This is a very promising project!
Cool deal, ggctuk!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 27, 2014, 02:03:36 PM
Quote from: Commander Awesome on August 27, 2014, 10:07:56 AM
I'd also like to see snail tanks in docks. And *maybe* some vehicles for the Republic/Rebels. I'd also really like to see Kamino with flyers and AA guns, be it an additional map or just modified stock Kamino. As for other maps, my suggestions would be Ginev's Dantooine and/or one or both of Rend's Coruscant maps.

I'm not sure about that. It'd be tricky to get that into stock Kamino. And Kashyyyk has given me problems with the snail tanks - the sounds won't play (I had also replaced a few turrets with BF2 turrets - again, sound refuses to play with those).

So far, then, the four additional maps go thus:

-Kashyyyk: Treetops
-Naboo: Outpost
-Coruscant: Streets (I prefer Streets to City)
-???

BTW, the first video, CW Republic gameplay on Hoth, is rendering now. I'll have it up in the morning. I'll also do one for GCW Kamino.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 28, 2014, 12:16:29 AM
First gameplay vid:

https://www.youtube.com/watch?v=Qjedk0TfHuM

I know units get stuck in corridors for some reason. I haven't yet figured out why. Also, soundspaces on this map fail. This was done through the 'mission map' method which allows me to override the vehicle spawn points of stock Hoth with new ones. That means absolutely no modification or recompiling or replacing of the original Hoth map: it's dual-loaded with the new spawn points.

I'm aware it looks like the Clone Commander only has three weapons but that's a localization error adding an additional line to the Health/Ammo dispenser.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on August 28, 2014, 10:07:51 AM
Looks great! I honestly wasn't expecting the beam cannon for the clone commander.  :tu: Though I think the light/assault rifle should be the assault trooper's primary weapon.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Dark_Phantom on August 28, 2014, 11:20:30 AM
I was hoping to see something inside Echo Base to replace Snowspeeders to find out what others thought.  Now of course, it would be a super pain to wrap up the legs of an ATTE. :P

Great job!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on August 28, 2014, 12:36:23 PM
Thanks :D

I'll be recording Kamino GCW for Empire next.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 02, 2014, 03:33:52 AM
Done some more work on this today. The fourth map will be Jabba's Palace. Here's a couple of other minor changes:

-Kashyyyk: Docks has been changed to better-resemble BF2's version. I've even re-ported the turrets and there are two recoilless turrets outside the City Hall CP.
-"Naboo: Outpost" and "Tatooine: Jabba's Palace" are both working. I haven't yet tested "Coruscant: Streets" or "Kashyyyk: Treetops". I may need a bit of help with those: if somebody could run the maps as addon then tell me the CP names and what vehicles are loaded, that'd be great.
-I had some problems with sound but it's working as it should now.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 04, 2014, 02:13:55 AM
NEWS: The mod will more than likely be out within the next few weeks. If I can't get it out within the next week, it'll have to wait until the end of Septemebr as I'll be away for two weeks.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on September 04, 2014, 10:17:15 AM
:D
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Kit Fisto on September 04, 2014, 03:45:19 PM
I can't wait! I've been a longtime fan of your mods and this one sounds like the best! :)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 06, 2014, 12:31:33 PM
Once Phase I is out, I'll take a month's break from SWBF to gather myself then return to do Phase II. However, as it's much bigger scale than Phase I, I need help with any of the following:

-Getting certain units and weapons converted. I have OBJ models of what I want to use but I cannot convert these to MSH owing to not having a system capable of running XSI. This mainly concerns lightsabers and hero models that can't be made with hex-editing.
-Somebody who is willing to help me out with converting SWBF2's space maps to SWBF1. I have specific ideas in mind for this.
-There are other minor bits and bobs that don't immediately spring to mind, but when they do I'll be sure to let you guys know.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 07, 2014, 12:37:50 AM
Going through final testing right now. Hope to have it up within the next week, before I go away on Saturday.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Phobos on September 07, 2014, 02:30:26 AM
I can try helping you with converting bf2 space maps to bf1. Which maps in particular?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 07, 2014, 01:12:30 PM
I have four in mind: Coruscant, Kashyyyk, Hoth and Yavin.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 08, 2014, 01:56:26 AM
Unit screens from during testing:

(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0000-3.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0000-3.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0002-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0002-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0003-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0003-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0004-3.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0004-3.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0005-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0005-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0006-4.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0006-4.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0007-5.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0007-5.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0008-3.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0008-3.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0010.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0010.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0011-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0011-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0018-3.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0018-3.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0019-4.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0019-4.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0020-1.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0020-1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0021-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0021-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0022.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0022.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0013-2.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0013-2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0014-4.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0014-4.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0015-4.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0015-4.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0016-5.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0016-5.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/screenshot_0017-5.jpg) (http://s23.photobucket.com/user/ggctuk/media/screenshot_0017-5.jpg.html)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Kit Fisto on September 08, 2014, 07:21:29 AM
So cool!!
I can't wait!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on September 08, 2014, 09:56:04 AM
Sweet!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 10, 2014, 12:01:58 PM
It's looking like I won't be able to get this mod out until the end of September. I'm away for two weeks, and I haad hoped I'd have this tested by then, but it doesn't look like I'll make that deadline.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: ETW_Modder on September 27, 2014, 09:28:48 AM
Awesome work! Where'd you get that Wookiee model?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 27, 2014, 09:33:36 AM
It's from SWBF2. The dreads are an addon exported by Sereja.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Phobos on September 27, 2014, 09:58:59 AM
the screenshots look really nice, and adding shotgun to all factions should certainly increase the fun factor. nice work
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on September 27, 2014, 10:02:25 AM
It certainly adds a better incentive to use the Engineers of certain factions.

I've just come back off holiday. I'm hoping to have it ready within the next week. I'll use my two days off to finish testing.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Ultimo on September 27, 2014, 10:30:32 AM
I really like the Rebel Soldier model. #BestClass
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on October 01, 2014, 12:51:26 AM
I'm hoping to finish testing today, but if not, I'll be putting the mod into open beta.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on October 04, 2014, 07:06:41 AM
I've found weapon effects dropouts in my testing that are making me practically bash my head in frustration. I don't know if there is a limit to the number of weapons bolts/effects that can be present at a time, but I strongly suspect that any with a fadeout time will contribute to an 'overload' that prevents weapons firing correctly. I found that the shotgun I'm using might be the cause - lowring the number of bolts from 7 to 5 helped delay the 'overload' but did not stop it. So I've given the bolts a similar effect to the stock SWBF Shotgun, with shorter laser length and no fadeout.

There's also a minor bug I found with the Shell.lvl builder in that if you use it, logos won't appear before the main menu screen.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: RepComm on October 04, 2014, 03:33:14 PM
I remember making the laser bolts last for the ingame equivalent of an hour and ending up at a limit before the game would start tripping out, the game would stop rendering the bolts.

I also had a weapon that shot too many salvos and ended up with either a serious lag, no render, or a crash.
Some times the projectiles won't even work (even if the laser is not rendered, you can still fire because it's a raycast, which made this even weirder of an instance).

I think when the game starts a weapon firing, it starts the particle creation first, and then does the bullet raycast math, but if it fails at particles, sometimes the raycast doesn't get done. I think it would be smarter to have raycast and then particles, that way you can still fire, but not have to worry about the visual effects if they overload.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on October 13, 2014, 03:14:03 AM
After 6 years faithful service my laptop has started to go. The wireless connection is fried which means I can't upload my mod. I'll be getting a new laptop but that won't be for roughly 6 months.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on October 13, 2014, 10:11:34 AM
 :(
Well, it happens.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on October 13, 2014, 12:50:25 PM
The adapter is working again, but for how long, who knows? I'm certain the HDD is on the way out, though. In the meantime, I'm looking into buying a new laptop.

Is it a dead-cert that munging will not work on 64-bit platforms? For a new laptop, I will have no choice but to get Windows 8.1 and the most common ones are all 64 bit.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Led on October 13, 2014, 04:00:13 PM
Lots of people munge on 64 bit.  Phobos, sleepkiller for sure.

Back up those files!

Put them here for safekeeping--I can give you our FTP account information--just let me know  :cheers:
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on October 13, 2014, 10:32:55 PM
I have a 1 TB external hard drive, so I'm ahead of you on that one :)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: MileHighGuy on October 14, 2014, 09:52:38 AM
get 64 bit. It's way better. I just followed bamdur's instructions and i can munge fine. even ZE works on my windows 8.1 machine (just have to start ZE twice in a row).
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on November 04, 2014, 12:03:32 AM
As I completely missed the deadline for Phase I owing to the aforementioned computer issues, I'm skipping right over to Phase II (they seem to have gone away but I will still need a new laptop within the next year). However, I need these models converted for Phase II as a lot of them are for the Hero Mode additional maps:

http://www.swbfgamers.com/index.php?topic=8434.0
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: MileHighGuy on November 04, 2014, 11:26:20 AM
Why did you decide to convert them to obj? The models you posted (although really good) lost all enveloping data and become a ton harder to get in game. I am also pretty sure that a re-boned greivous was already posted.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on November 04, 2014, 12:34:42 PM
Quote from: MileHighGuy on November 04, 2014, 11:26:20 AM
Why did you decide to convert them to obj? The models you posted (although really good) lost all enveloping data and become a ton harder to get in game. I am also pretty sure that a re-boned greivous was already posted.

I'm fairly sure I've already explained this I cannot get XSI to work on my computer. Any version. And seeing as a new computer is a ways off, this is all I got.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: RepComm on November 04, 2014, 01:41:42 PM
I think SWBFViewer only does static stuff as well.

The pipeline normally used for getting MSH to anything else: MSH->SWBFViewer.exe->VRML (WRL).

If I remember correctly, either 3dObject Convert or MilkShape 3d (or both.. I don't use pipelines.. :sick: ) can import an MSH file.. You might try doing that to get your models into whatever program you use so you don't loose all the weights/bones. From there it would most likely be an easy way back into converting them to MSHs without loosing too much animation data.
----
Unfortunately I cannot do this as I barely have time to work on the projects that I'm (supposed to be) working on.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on November 04, 2014, 10:15:22 PM
Metasequoia would still remove the bones, I think. I'm not familiar with Milkshape, but doesn't 3D Object Converter require a license to save to other formats? On top of that, it is a pipeline program anyway so I'd have to open whatever it output in a model program anyway.

Not only that, I don't think there was any other way to get a dual-saber Grievous ingame as there have been no assets released for that. The lightsabers were for hero assault.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on December 22, 2014, 12:48:58 PM
I'm going to expand Version 1 to include four more maps, as well as Hero Assault mode. Suggestions are welcome for the maps. Plus, Hero Assault... I want to make it a little bit more unique when compared to previous incarnations in my mods. Again, suggestions are welcome, be it ideas for new weapons or heroes.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on December 22, 2014, 02:52:24 PM
Well, Sereja's Beachhead is a vast improvement over the stock one, and this is coming from someone who doesn't really like that map, especially compared to BF1 Kashyyyk. I'd also like to see Kamino: Nurioca City, or at least add fighters and AA guns to one of the existing Kaminos. I'd also like to suggest Ginev's Dantooine, Abridon: City, Eddie's Dathomir, And maybe one of Sereja's Original maps. (Yes, I know that was more than four, but since the first two were existing planets...)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on December 23, 2014, 01:48:36 AM
Well, strictly speaking, it was originally four but I only technically added three new maps in (as the fourth is Jabba's Palace) so I actually have five slots.

So far, I want to use Jedi Temple and another BF2 map, while the remaining three are to be user-created maps. I won't be modifying Kamino at all as attempting to add anything to Kamino makes the map crash for reasons unknown. I'll look into those suggestions.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Kit Fisto on December 24, 2014, 01:13:43 PM
Please add any Rends maps you wish. Those are amazing and my favorite part about your MPM 6 is the addition of the Rends maps. Ord Mantell: No Greater Glory is another very cool map.
:)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on December 31, 2014, 04:09:31 AM
Another idea I have: I want lightsabers to deflect but at a cost. There is one of two choices:

-A second primary-weapon slot lightsaber where you can't swing but only block.
-A secondary 'deflect' weapon that you'd have to switch out of to use secondary weapons, thus leaving you vulnerable to blaster fire.

Is any of that doable?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on December 31, 2014, 10:25:53 AM
The second one sounds like the best and most realistic. It sounds like it should work, just make an invisible "melee" weapon that's unswingable and put it in a secondary slot.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on December 31, 2014, 10:28:34 AM
Quote from: Commander Awesome on December 31, 2014, 10:25:53 AM
The second one sounds like the best and most realistic. It sounds like it should work, just make an invisible "melee" weapon that's unswingable and put it in a secondary slot.

How best would I go about doing that? I'd assume I can control that by the 'swingtime' command and by assigning the tool animation to it or something (IIRC Napseeker's Battle Over Coruscant mod had a deflect-only Lightsaber that used pistol animations and a very long swingtime to get around it)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on December 31, 2014, 10:32:04 AM
Maybe, I just know that, as you said, Napseeker managed to do that.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on January 03, 2015, 07:13:04 AM
Trying to figure out hero selection for the Empire and CIS. So far,  for the Empire I have:

Darth Vader
Emperor Palpatine
Boba Fett
Starkiller
IG-88

For the CIS I have:

Count Dooku
Jango Fett
Grievous
OOM-9
Maul (TCW Version as there's no decent doublesaber model out there yet)

I was thinking of adding either a Royal Guard or a Shadow Guard, but there's no decent SWBF1-ready model for them. I'm open to other suggestions too.

I'm also curious to know whether it's possible to add in the idle animation from SWBF2 to the Jedi units so that they stand with their sabers properly as opposed to holding it like a tool/pistol.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on January 03, 2015, 10:52:02 AM
I'd rather Starkiller be a Rebel hero. Just my opinion.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on January 03, 2015, 10:59:16 AM
I'd rather put the Royal Guard and Shadow Guard in his place, however that is not going to happen any time soon as I can't put my kitbash for them into the game. I can't even get older XSI versions working.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: 411Remnant on February 01, 2015, 01:35:47 PM
 :( No one has offered to help convert these yet bro?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on February 02, 2015, 12:29:05 AM
Nope, nobody wants to convert them because they're in OBJ.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on March 17, 2015, 02:00:24 AM
This project is now on indefinite hold again. I have once again lost all motivation to continue. It'll be continued someday, but right now my head is just not in the right place.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Snake on March 24, 2015, 03:31:08 PM
In my experience, the best way to keep from burning out when modding is to keep yourself from biting off more than you can chew. There are different methods I like to use like what I call "layering" where you complete the whole project with the least amount of detail possible, then keep going back and adding more and more layers of detail. That usually keeps me from getting overwhelmed, or stuck on something too complicated for SWBF. Also, there's just compartmentalizing. Just break everything off into pieces, don't look at the whole thing or you'll get overwhelmed. Take it one step at a time and it'll be easier. Good luck with your modding. Don't get too caught up in the things SWBF is not capable of.

Just my $0.02
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on March 26, 2015, 03:44:17 AM
You are, of course, correct. But it's disheartening as well when you can't get certain things done, and not because of engine limitations. I'd love to have the Royal Guard in my game, for instance, but without capes, I don't want to use the one that's out there. I did kitbash a mockup but nobody wants to convert that model. I had a couple of other hero kitbashes too such as a Phase 2 Captain Rex and a properly skirted Darth Maul and Jedi models (I kitbashed caped Anakin and Ben Kenobi as well and these were intended to be used as hero units).

Trust me, if I could get these models done myself, I would.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on April 24, 2015, 01:20:40 AM
I'm resuming work and scaling things down a bit. I will go back to 3 heroes per team, no space maps and no special maps*.

*for now. May add these in later as an additional extra.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on April 29, 2015, 07:33:42 AM
Work begins again, and this time I have Mod Tool behind me.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Snake on April 29, 2015, 08:48:35 AM
Good luck :D
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on April 29, 2015, 08:53:54 AM
Thanks :D

ATM, I'm just trying my hand out at some of the models I had kitbashed. I've started with the TFU Royal Guard kitbash. Basically at this point I'm just learning. For instance, I'm wondering if it is wise to render the Royal Guard's head mesh separate from the rest of the body so it moves better. My first run of it had the left arm come out funny in-gsme :p Obviously I forgot to select one of the arm bones when enveloping.

I'm using Mod Tool in conjunction with Metasequoia, the modelling program I am familiar with. ATM, I'm trying to model a skirt that can be placed onto all BF2 units that acts like the BF1 ARC Kama.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: 411Remnant on April 29, 2015, 09:30:48 AM
im glad you were able to figure dude.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on April 29, 2015, 01:27:17 PM
Yeah, glad you finally got that working! I was actually considering to learn how to convert the models for you or offer to take over the mod. But it looks like you're doing fine right now.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on April 29, 2015, 02:06:51 PM
I'm still learning my way round but it's going well so far.

Here's my 'first run' with getting the Royal Guard ingame (not without its issues):

(http://i23.photobucket.com/albums/b356/ggctuk/RoyalGuard.jpg) (http://s23.photobucket.com/user/ggctuk/media/RoyalGuard.jpg.html)

The lowres spazzes out ATM (yes, I did create a lowres version - it seems I don't envelope the legs and arms correctly). The belt needs to be frozen in place and the skirt needs fixing so it doesn't clip (I'm tempted to go back to using the stock Marine skirt I was using because that did not clip as much). The head is rigid - but in all honesty I'm not going to change that because the headpeace is not meant to move.

And you'll also see that I did a double-bladed lightsaber there as well. And on top of that, I figured out that the stock saber animation bank falls back on the pistol idle animations because there is no idle animation for the lightsaber. That idle anim is from the BF2 saber anim bank (he still reloads his saber but I'm working on fixing that - I'm assuming all I have to do is add in 'reload' animation as that too is missing so draws from the pistol bank).
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: 411Remnant on April 30, 2015, 09:06:35 AM
That model looks pretty good so far. But if I may suggest, the loewer part of the hemlemt really sticks out.
the part that meet up to the shoulders, is there a way to thin it out? Other than that, this test ingame is looking very promising. I would ask ginev about animation since he managed to make an interesting set for his common lvl with a BF2 animation swing for melee ()it looks really awesome ingame.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on April 30, 2015, 12:15:42 PM
I need to figure out why the head doesn't seem to move: it should be facing the camera. My Darth Maul port also does this. I also want the belt fixed as you can see in that image it stretches. I'm assuming it all comes down to weighting, which is something I have yet to learn.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 14, 2015, 03:00:57 AM
Now I've figured out what to do in Mod Tool with regards to mapping units, I will spend next Friday getting a few models in game:

-TFU Royal/Shadow Guard (Shadow Guard will be an Imperial hero)
-Episode II Obi-Wan (Based off the stock SWBF2 Jedi model)
-New Episode III Obi-Wan (Based off the stock SWBF2 Jedi model)
-New Episode III Anakin (Based off the stock SWBF2 Jedi model)
-Considering converting my Heavy Trooper kitbash model and replacing the EVO Trooper with it.
-Also considering using the TFU Royal Guard in place of the Imperial Officer. It will be armed with a Force Pike and Tri-Shot Pistol. Orbital Strikes may be restored to probe droids.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on May 14, 2015, 09:29:40 AM
I would say either keep the royal guard a hero unit or make him exclusive to Coruscant. I don't think you should replace the officer entirely.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 22, 2015, 09:05:19 AM
Spending today working on a few things. I want the BF2 Clone Troopers to have proper skirts so I'm adding those in (which involved me retexturing and re-uving the ARC Trooper skirt - the UV on that is terrible BTW). I'm also fixing Chewbacca (his bag requires a bone that isn't supported in SWBF). I had hoped it'd be a simple matter of just rendering the cloth as part of the MSH but it doesn't work that way - only one part of the cloth is mapped to the unit's bone_pelvis and the rest is mapped to bone_root (which is underneath the unit ingame).

The whole replacing the unit cape with the ARC Trooper cape is actually so easy to do, I'm surprised nobody else thought to try it (except perhaps Napseeker). Actually, speaking of Napseeker, he did do an Episode III Arc Trooper once - he even sent me the model. I won't be using it though, especially as I am doing some of this just to learn Mod Tool. Instead, I have already kitbashed my own Episode III ARC Trooper (with a WIP Rex skin)

I've also kitbashed models for X1 and X2, but I'm not yet 100% sure I'll be including those.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 23, 2015, 11:26:04 AM
So, playtesting some of my changes. Here's a couple of screenies.

(http://i23.photobucket.com/albums/b356/ggctuk/23-05-15%20Playtest01.jpg) (http://s23.photobucket.com/user/ggctuk/media/23-05-15%20Playtest01.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/23-05-15%20Playtest02.jpg) (http://s23.photobucket.com/user/ggctuk/media/23-05-15%20Playtest02.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/23-05-15%20Playtest03.jpg) (http://s23.photobucket.com/user/ggctuk/media/23-05-15%20Playtest03.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/23-05-15%20Playtest04.jpg) (http://s23.photobucket.com/user/ggctuk/media/23-05-15%20Playtest04.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/23-05-15%20Playtest05.jpg) (http://s23.photobucket.com/user/ggctuk/media/23-05-15%20Playtest05.jpg.html)

The Imperial Jump Unit is by far my most favourite unit to play. The flamethrower is a beast of a weapon! There's no ammo for it so it goes to overheat but has an insane rate of fire. Of course, it's only really useful at a closer range.

There's still quite a bit of tweaking to do, especially given that I want it so that the heroes work a bit better than they currently do (no force powers outside a dedicated Hero Assault 'mode' might be an option) and certain weapons still need adjusting (the SBD Wrist Blaster is just too slow). I've also replaced a few of the custom sounds in the mod.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: 411Remnant on May 23, 2015, 01:36:19 PM
I really like the direction your going with this. That kit bash of the arc trooper looks awesome.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 25, 2015, 02:30:14 AM
Thanks :D

I'm going to attempt to port some of the SWBF3 vehicles as well. Sereja did an okay job with the Lambda shuttle, but... well...

(http://i23.photobucket.com/albums/b356/ggctuk/lollambda1.jpg) (http://s23.photobucket.com/user/ggctuk/media/lollambda1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/lollambda2.jpg) (http://s23.photobucket.com/user/ggctuk/media/lollambda2.jpg.html)

(There's two LambdaShuttles on this landing pad, and yes, they spawn almost as big as the pad itself)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Dark_Phantom on May 25, 2015, 08:10:12 PM
That's a monster of a ship.  That must have been a shocker to have spawn.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 25, 2015, 10:32:44 PM
Yeah. I'm not sure Sereja meant for it to be that big. It's definitely not supposed to be bigger than the Sentinel or Theta shuttles.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Ginev on May 26, 2015, 08:42:20 AM
Why dont you create msh.option file to reduce the size?That going to work?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 26, 2015, 12:51:31 PM
Quote from: Ginev on May 26, 2015, 08:42:20 AM
Why dont you create msh.option file to reduce the size?That going to work?

I have no idea if there is an option to reduce the scale that works in the msh.option file.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Led on May 26, 2015, 01:04:04 PM
If you ask Sereja, he would probably give you the source files for scaling.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 03:16:38 AM
Thinking of changing the Empire's EVO Trooper to this guy:

(http://i23.photobucket.com/albums/b356/ggctuk/TFU_Heavy1.jpg) (http://s23.photobucket.com/user/ggctuk/media/TFU_Heavy1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/TFU_Heavy2.jpg) (http://s23.photobucket.com/user/ggctuk/media/TFU_Heavy2.jpg.html)

This isn't a straight-up rip and conversion. I've taken parts from the Wii TFU model and attached them to the stock Stormtrooper/Clone Trooper model (I've kitbashed the two together). Not too sure I'll stick with the helmet though: I might revert to using the kitbash helmet as this helmet is higher-res therefore may trigger the lowres flip.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Unit 33 on May 27, 2015, 03:23:07 AM
I suppose the Wii models are much lower ploy than the other console versions, making them slightly better for SWBF1 right?
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 03:27:44 AM
Yes, but these models aren't even in the console versions, and I honestly prefer the look of the Wii version's enemies as they're a blend of Phase II Clones and Stormtroopers.

Funnily enough, the converted Heavy Trooper has 2441 triangles... the EVO Trooper I was using has 4445!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Unit 33 on May 27, 2015, 05:13:44 AM
From what I remember the Wii version had it's own dev team, hence the aesthetic differences.

I'm really looking forward to this!
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 06:27:10 AM
I've already got the Heavy Trooper ingame:

(http://i23.photobucket.com/albums/b356/ggctuk/TFU_Heavy_Ingame1.jpg) (http://s23.photobucket.com/user/ggctuk/media/TFU_Heavy_Ingame1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/TFU_Heavy_Ingame2.jpg) (http://s23.photobucket.com/user/ggctuk/media/TFU_Heavy_Ingame2.jpg.html)

This is only my second from-scratch envelop. But he works great so I'll be using it as the Empire's Assault trooper.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Snake on May 27, 2015, 09:40:47 AM
@the imperial shuttle just copy and paste a stock msh.option file, rename it to the shuttle msh name, open it, remove everything inside it, then type "-scale .7" (everything but the quotation marks) and keep messing with those numbers until it looks right. Scaling it .7, for example, scales it to 70% it's regular size.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 09:44:12 AM
I'll give that a try.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: MileHighGuy on May 27, 2015, 09:46:09 AM
Quote from: Gistech on May 27, 2015, 03:16:38 AMthis helmet is higher-res therefore may trigger the lowres flip.

I'm pretty sure that the game is set to only use 3 or 4 high res units, no matter the detail of the model. I could be wrong though. Nice work on the kitbash.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 11:17:43 AM
That actually sounds about right. I've only been testing the new models out on a 'test map' so far where it's a lot easier to see the effects of this as the two command posts are close o each other and twenty units spawn on it.

I'm trying to divide up my Clone legions amongst the stock maps ATM. Here's what I've got so far:

Bespin: Shock Troopers
Geonosis: Phase I
Hoth: Galactic Marines
Kamino: Phase I
Kashyyyk: 41st
Naboo: 501st
Rhen Var: Galactic Marines
Tatooine: Currently 501st, considering changing to 327th or 212th
Yavin IV: 501st.

Any suggestions as to what I should change some of these to?

Also, here's a roster of heroes as they stand so far:

CIS:
-Count Dooku
-Darth Maul
-Jango Fett
-General Grievous
-Sun Guard

REP:
-Mace Windu
-Obi-Wan Kenobi
-Anakin Skywalker
-Captain Rex
-Commander Cody
-Ki-Adi Mundi
-Aayla Secura
-Yoda - possibly ATM. I don't know if I need to have a special setup for his skeleton or whether I can just load it from side.

ALL:
-Luke Skywalker
-Han Solo
-Leia Organa (Endor attire)
-Chewbacca
-Starkiller

IMP:
-Darth Vader
-The Emperor
-Boba Fett
-Shadow Guard
-IG-88

There will be two Hero Assault maps to play around with: Mos Eisley and Coruscant Jedi Temple. For the Republic, you'll have the opportunity to play around with one set of heroes on one map and a different set on the other.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 01:49:17 PM
Quote from: Snake on May 27, 2015, 09:40:47 AM
@the imperial shuttle just copy and paste a stock msh.option file, rename it to the shuttle msh name, open it, remove everything inside it, then type "-scale .7" (everything but the quotation marks) and keep messing with those numbers until it looks right. Scaling it .7, for example, scales it to 70% it's regular size.

Doesn't seem to have worked, I'm afraid.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Snake on May 27, 2015, 02:09:20 PM
I do it all the time with models I make in Sketchup. Does it have the exact same name? if it's something like imp_fly_shuttle.msh then the option should be imp_fly_shuttle.msh.option and also make sure you didn't forget the dash before typing scale. Those are things that commonly get messed up. I'm not sure what else it could be. Try making it even smaller at .5 or something.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on May 27, 2015, 02:12:12 PM
Quote from: Snake on May 27, 2015, 02:09:20 PM
I do it all the time with models I make in Sketchup. Does it have the exact same name? if it's something like imp_fly_shuttle.msh then the option should be imp_fly_shuttle.msh.option and also make sure you didn't forget the dash before typing scale. Those are things that commonly get messed up. I'm not sure what else it could be. Try making it even smaller at .5 or something.

It might not work with animating objects.

It just simply made the craft disappear completely.

I have Sereja's source for it, I'm trying to scale it (though it doesn't want to stay scaled when I export it)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: MileHighGuy on May 27, 2015, 02:30:25 PM
You should also put the scale in the odf if you are putting it in the msh option.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: {TCE}Call-of-Duty on May 27, 2015, 07:26:24 PM
 :blink: That model looks amazing, idk if you noticed this but if you look at the kneecap, there  Seems to be a face on it. As for the Clone sides, I would recommend using the Desert Troopers on Tatoonie i.e. these guys [spoiler](http://vignette1.wikia.nocookie.net/theclonewiki/images/6/6d/Desert_Trooper_Hi-Def.jpg/revision/latest?cb=20110128050503)[/spoiler] which I guess are part of the 212th now that I think about it...
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Rayce on May 28, 2015, 10:40:40 AM
My opinion (assuming you're still doing BF2 maps):

Bespin: 41st (not the camo troopers)
Coruscant: Shock Troopers
Jedi Temple: 501st
Dagobah: Camo 41st
Felucia: 327th
Geonosis: Phase 1
Hoth: Galactic Marines
BF1 Kamino: ARCs (or just Phase 1)
BF2 Kamino: Kamino Guard (from TCW Season 6) or 501st
Kashyyyk: Jungle 41st
Mustafar: Shock Troopers
Mygeeto: Galactic Marines
Naboo: 501st
Polis Massa: 501st
Rhen Var: Phase 1 Snowtroopers
Tantive IV: Plain white troopers or 501st
Tatooine: Desert Camo 212th
Utapau: 212th
Yavin 4: Phase 1 or 501st

Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: {TCE}Call-of-Duty on May 28, 2015, 11:57:03 AM
Here is a list of clone legions if you want to see any others. http://starwars.wikia.com/wiki/Clone_trooper
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on June 01, 2015, 03:02:47 AM
Currently working on 'impriving' some of the stock models with additional model parts (IE the Clone Trooper has a proper fin now and I've divided up the panels on the back of his head as they are with the Ep3 Trooper - the Clone Pilot now has its ventilator tubes put in the back of its helmet as well, and the ARC Trooper now has a different pauldron and modified gear)
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on June 02, 2015, 02:08:11 PM
I've tested out my 'improved' units so far and so far they're coming out jut fine. Here's some pictures for you in SWBFViewer (side by side with stock):

[spoiler](http://i23.photobucket.com/albums/b356/ggctuk/ARCTrooper.jpg) (http://s23.photobucket.com/user/ggctuk/media/ARCTrooper.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/ClonePilot.jpg) (http://s23.photobucket.com/user/ggctuk/media/ClonePilot.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/CloneTrooper2.jpg) (http://s23.photobucket.com/user/ggctuk/media/CloneTrooper2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/CloneTrooper1.jpg) (http://s23.photobucket.com/user/ggctuk/media/CloneTrooper1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Shocktrooper1.jpg) (http://s23.photobucket.com/user/ggctuk/media/Shocktrooper1.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Shocktrooper2.jpg) (http://s23.photobucket.com/user/ggctuk/media/Shocktrooper2.jpg.html)
(http://i23.photobucket.com/albums/b356/ggctuk/Stormtrooper.jpg) (http://s23.photobucket.com/user/ggctuk/media/Stormtrooper.jpg.html)[/spoiler]

In case it's not obvious for the stormtrooper, I've shruken the helmet along the Y axis to make it more faithful. Of course, these all required me to re-envelope and none of them are override-texture compatible, but they do what I want them to do. One change I did not show on here as well for the Pilot is I restored its belt boxes which were supposed to be there but were left off the final model. The pauldron on both the ARC Trooper and Shock Trooper come from the TFU Navy Commando mesh. The ARC Trooper holsters are DEVISS'.

I've also improved the Battledroid UVs and now the beige stripe in the middle on overridden texture battle droids no longer appears. I want to do the same with Count Dooku. And I think the remaining unit to improve on is the AT-AT Driver as he also suffers the same tube problem as the Clone Pilot.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: 411Remnant on June 02, 2015, 06:01:14 PM
Very impressive improvements. Your really good at making these kind of edits.
Title: Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
Post by: Giftheck on June 03, 2015, 03:07:02 AM
Thanks :D

I've also edited the stock Ep3 Clone and Jet Troopers (the Ep3 Clone Trooper's helmet is now attached to the Phase II body and I've re-UVed the fin and adjusted the face UV to be a little less 'off'). The Ep3 Jet Trooper has actually been partially remodelled. My new version is based off this:

[spoiler](http://i23.photobucket.com/albums/b356/ggctuk/CloneTrooperTypes.jpg) (http://s23.photobucket.com/user/ggctuk/media/CloneTrooperTypes.jpg.html)[/spoiler]

And here's a picture of it in Metasequoia (the modelling program I'm using to kitbash):

[spoiler](http://i23.photobucket.com/albums/b356/ggctuk/Ep3GameDroppedJT.jpg) (http://s23.photobucket.com/user/ggctuk/media/Ep3GameDroppedJT.jpg.html)[/spoiler]

As I've improved the helmet of the Ep3 Trooper as well (though it's minor in comparison to the Ep2 Trooper) I've added in my new ARC parts to the unit as well.

I've also started a Facebook page:

https://www.facebook.com/StarWarsBattlefrontExpanded
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Dark_Phantom on June 06, 2015, 12:19:26 PM
Pulling out the old Episode 3 game skins there!  Some of those troopers (3 and 4, 1 maybe) showed up in that game and nowhere else, and I've always been disappointed about it. Model 3 was my favorite.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on June 06, 2015, 12:37:16 PM
The Jet Trooper went unused. The Clone Assassin was done for SWBF2 but nobody has done a Blaze Trooper. Animations for it surely wouldn't be a problem as they'd just need to adapt the SBD wrist firing anim.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Isaac1138 on July 29, 2015, 12:41:00 PM
wow, 5 years in the making  :o

*also will the clone commando glitch out randomly like the other previous mods?
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on July 29, 2015, 11:22:01 PM
The Clone Commando is not in this mod.

However, you bring up a good point. Higher-poly models break the ingame on-screen poly limit on occasion (the game doesn't seem to render any units that aren't in your direct line of vision - you can see this in Free Camera). So I'm currently looking for a way round that. there are two possibilities presented to me so far:

-Import the regular models, re-weight them so that they don't reference anything that isn't in the low-res skeleton and re-export them as lowres.
-Replace the lowres skeleton with high res skeleton and animations.

Seeing as we don't yet have a way to increase the memory pool, those are the only options available right now.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on August 08, 2015, 04:42:41 AM
I'm going with the latter option of using the high-res skeleton in place of the low-res skeleton. So far initial tests appear to be working. It's not a perfect solution, but it's a working one.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: MileHighGuy on August 08, 2015, 07:22:47 PM
Yes it works for humanoid units buy keep in mind it looks weird on non standard units like droid. For those i would use the schme tool to envelope them to low res. For scaled down units i think it messes them up too ( I dont know why it would since they use normal animations).
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on August 10, 2015, 01:18:56 AM
It seems to scrunch those units down for some wierd reason. I have yet to figure out a fix.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on August 11, 2015, 11:25:20 PM
Does not look like this problem can be 'fixed'. So another solution is needed, and that is to render the high-res models as low-res in Mod Tool.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Rayce on August 12, 2015, 09:37:39 AM
What if you make the Battle Droids use the human skeleton in "Low Res"?
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on August 12, 2015, 12:19:22 PM
That could work, however I'd still be stuck with the Jawas, Ewoks and Wookies.
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on October 07, 2015, 08:53:05 AM
This mod is going to take a lot longer than I anticipated, partly due to the constant model changes I keep making. The stormtrooper and Clone Troopers are all being continuously adjusted (I've worked most of the day on finishing up the Stormtrooper helmet so the proportions are more accurate).
Title: Re: "Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on November 01, 2015, 08:45:20 AM
I'm sorry to announce this, but as of yesterday, I have ceased working on this mod to work on the "Uprising" mod, which actually interests me a lot more than this mod does.
Title: Re: [INDEFINITELY ON HOLD]"Star Wars: Battlefront Expanded" Official Mod Thread
Post by: 411Remnant on November 01, 2015, 09:11:56 AM
 :tu: I think that is a good decision. With the uprising mod you could probably do more creative stuff. Ive been playing uprising and while the game-play is all right, the customization options for the characters open doors up for some really cool model and kitbash work.
Title: Re: [INDEFINITELY ON HOLD]"Star Wars: Battlefront Expanded" Official Mod Thread
Post by: Giftheck on November 01, 2015, 09:42:09 AM
Quote from: 411Remnant on November 01, 2015, 09:11:56 AM
:tu: I think that is a good decision. With the uprising mod you could probably do more creative stuff. Ive been playing uprising and while the game-play is all right, the customization options for the characters open doors up for some really cool model and kitbash work.

I'm only using a few bits from Uprising (the Purge Trooper helmets predominantly as I'm happy with my Stormie helmets, though there are bits I could use for other models). The Clone Wars era I have planned is based off ideas from the ROTS game, and the campaign is inspired by Battlefront III's/Elite Squadron's campaign.
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