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Author Topic: [CANCELLED]"Star Wars: Battlefront Expanded" Official Mod Thread  (Read 54395 times)

Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #360 on: December 31, 2014, 12:28:34 PM »
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)
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Commander Awesome

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #361 on: December 31, 2014, 12:32:04 PM »
Maybe, I just know that, as you said, Napseeker managed to do that.

Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #362 on: January 03, 2015, 09:13:04 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.
« Last Edit: January 03, 2015, 09:18:45 AM by Gistech »
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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #363 on: January 03, 2015, 12:52:02 PM »
I'd rather Starkiller be a Rebel hero. Just my opinion.

Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #364 on: January 03, 2015, 12:59:16 PM »
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.
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411Remnant

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #365 on: February 01, 2015, 03:35:47 PM »
 :( No one has offered to help convert these yet bro?
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Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #366 on: February 02, 2015, 02:29:05 AM »
Nope, nobody wants to convert them because they're in OBJ.
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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #367 on: March 17, 2015, 03:00:24 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.
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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #368 on: March 24, 2015, 04:31:08 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.

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Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #369 on: March 26, 2015, 04:44:17 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.
« Last Edit: March 26, 2015, 04:49:25 AM by Gistech »
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Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #370 on: April 24, 2015, 02:20:40 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.
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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #371 on: April 29, 2015, 08:33:42 AM »
Work begins again, and this time I have Mod Tool behind me.
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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #372 on: April 29, 2015, 09:48:35 AM »
Good luck :D
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Gistech

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #373 on: April 29, 2015, 09:53:54 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.
« Last Edit: April 29, 2015, 10:21:32 AM by Gistech »
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411Remnant

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Re: "Star Wars: Battlefront Anniversary" Official Mod Thread
« Reply #374 on: April 29, 2015, 10:30:48 AM »
im glad you were able to figure dude.
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