No, not really worth a conversion. There's minor differences between all of the maps, for instance, Endor has no destructable Shield Bunker CP, Hoth has no tunnel to the Shield Generator etc.
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#2236
Requests / Re: List of Battlefront II maps converted to Battlefront I
October 18, 2009, 09:01:29 AM #2237
SWBF1 Modding Tutorials / Re: Battlefront II Map Conversion tutorial.
October 17, 2009, 12:35:47 PMQuote from: Radical_Pi on September 28, 2009, 09:05:36 PM
Another thing I've noticed: there is one SWBF2 ODF that crashes ZE always. I believe it is tan4_bldg_corridor_02_c. To fix, open up the .wld file (or lyr, usually wld in the swbf2 usage) and delete any objects with the name in it.
I don't think this is the ODF, as it's setup exactly the same as a normal ODF. I think it might have something to do with the model itself, its properties or suchlike.
#2238
SWBF1 Modding Tutorials / Re: Locolization Tricks (Revised)
October 17, 2009, 12:31:43 PM
That's okay, I have had that at times on other forums. Never here though, very strange...
I did include the localization folder I used in the Main Play Mod with my re-release of the assets here:
http://www.megaupload.com/?d=DNYTXDKT
Edited by buckler: Links broken, if anyone has these files, please let me know and we can put them up here.
This could be used to help those who don't quite know what goes where.
I did include the localization folder I used in the Main Play Mod with my re-release of the assets here:
http://www.megaupload.com/?d=DNYTXDKT
Edited by buckler: Links broken, if anyone has these files, please let me know and we can put them up here.
This could be used to help those who don't quite know what goes where.
#2239
Requests / Re: clone turbo tank
October 17, 2009, 12:30:52 PM
There's pretty much nothing that a Turbo Tank has that's out of SWBF's limitations.
The main problem would be how to get the wheels rolling.
The main problem would be how to get the wheels rolling.
#2240
Star Wars Battlefront 2 (2005 Original) / Re: Cant play SWBF2 :|
October 17, 2009, 12:26:54 PM
I was about to suggest that!
It's not a bad price either, as you don't need a CD Key or even a CD! The only catch is that it must be run through the Steam app.
It's not a bad price either, as you don't need a CD Key or even a CD! The only catch is that it must be run through the Steam app.
#2241
SWBF1 Modding Tutorials / Re: Locolization Tricks (Revised)
October 17, 2009, 06:22:42 AM
Why have you said the same things thee times now? They call that bumping.
#2242
Star Wars Battlefront 2 (2005 Original) / Main Play Mod 2 version 1
October 15, 2009, 02:24:29 PM
Okay, so with my purchase of SWBF2 over Steam, I decided to abandon the Main Play Mod 7 ideas I had for BF1, and instead incorporate them, and other ideas that I knew would NOT work in BF1, into BF2.
So here's some of the NEW things I came up with:
- Unlike MPM 1, which overrode the game's original sides, this MPM 2 will not be doing that. Instead it can be run alongside some other mods like BFX, or even the Conversion Pack.
- Taking advantage of the Unit System in BF2 allows me to have 8 unit types per side. I've come up with a new "Special", and a "Commander" unit for each side. So now this means I can redo the units I had to combine in BF1 to fit the five-class system. So here's what I have:
Republic: Clone Assasin, Clone Commander
CIS: MagnaGuard, Droid Commander
Rebels: Rebel Elite (Katarn-Armoured), Rebel Commander
Empire: Incinerator Trooper, Stormtrooper Commander
New Heroes:
-All heroes will have expanded Force Powers, much like The Dark Times and BFX.
So here's a list of new heroes. Some are inherited from the BF1 Main Play Mod:
-Galen Marek (aka Starkiller)
-Shadow Guard
-Darth Sidious (Younger)
-Other-Episode versions of Obi-Wan and Anakin
-Asajj Ventress
-Kit Fisto (not the same as the DLC)
-Darth Maul (Tatooine)
If you're wondering, the Katarn-Armoured Troop will be appearing as the prototype Incinerator Trooper on some maps.
The Empire, dependant on the mission, also switches between the Dark Trooper and Sky Trooper classes, although I was thinking of changing the Sky Trooper to be a Jump Trooper instead and having the Sky Trooper from the Imperial Side as a Jet Trooper for the Republic.
In the future, I hope to implement the following things:
- Reconversion of all BF1 Maps to allow a BF1-Campaign mode
- MPM Classic Mode which allows you to play with the classic MPM units.
- A possible Objective-based mode which would allow gameplay based off either Jedi Power Battles or The Force Unleashed.
No screens yet as I'm still tweaking things about with the sides. But I thought I'd announce it anyways.
So here's some of the NEW things I came up with:
- Unlike MPM 1, which overrode the game's original sides, this MPM 2 will not be doing that. Instead it can be run alongside some other mods like BFX, or even the Conversion Pack.
- Taking advantage of the Unit System in BF2 allows me to have 8 unit types per side. I've come up with a new "Special", and a "Commander" unit for each side. So now this means I can redo the units I had to combine in BF1 to fit the five-class system. So here's what I have:
Republic: Clone Assasin, Clone Commander
CIS: MagnaGuard, Droid Commander
Rebels: Rebel Elite (Katarn-Armoured), Rebel Commander
Empire: Incinerator Trooper, Stormtrooper Commander
New Heroes:
-All heroes will have expanded Force Powers, much like The Dark Times and BFX.
So here's a list of new heroes. Some are inherited from the BF1 Main Play Mod:
-Galen Marek (aka Starkiller)
-Shadow Guard
-Darth Sidious (Younger)
-Other-Episode versions of Obi-Wan and Anakin
-Asajj Ventress
-Kit Fisto (not the same as the DLC)
-Darth Maul (Tatooine)
If you're wondering, the Katarn-Armoured Troop will be appearing as the prototype Incinerator Trooper on some maps.
The Empire, dependant on the mission, also switches between the Dark Trooper and Sky Trooper classes, although I was thinking of changing the Sky Trooper to be a Jump Trooper instead and having the Sky Trooper from the Imperial Side as a Jet Trooper for the Republic.
In the future, I hope to implement the following things:
- Reconversion of all BF1 Maps to allow a BF1-Campaign mode
- MPM Classic Mode which allows you to play with the classic MPM units.
- A possible Objective-based mode which would allow gameplay based off either Jedi Power Battles or The Force Unleashed.
No screens yet as I'm still tweaking things about with the sides. But I thought I'd announce it anyways.
#2243
Requests / Re: New Droid Looks (Somewhat)
October 10, 2009, 11:08:22 AM
See for yourself. As I'm moving platforms with the Main Play Mod, I've deiced to release what I had done so far for MPM 7 as assets.
#2244
Released Maps and Mods / Re: Jedi vs Clones: Temple Assault 1.0 (mission map)
October 08, 2009, 05:28:59 AM
IDK if this is all for you but MegaUpload doesn't make me wait, and it's fairly reasonable download speeds now (up to about 400kbps)
#2245
Star Wars Battlefront 2 (2005 Original) / Re: Any modders?
October 08, 2009, 05:17:23 AM
Well, the Conversion Pack (which is AMAZING!) has inspired me to migrate the Main Play Mod to BF2 instead!
#2246
Star Wars Battlefront (2004 Original) / Re: Kashyyyk Pronounciation
October 08, 2009, 05:08:05 AM
Kasheek, because everything I've played/watched pronounces it like that.
#2247
Star Wars Battlefront 2 (2005 Original) / Re: Any modders?
October 05, 2009, 05:27:19 AM
Dunno yet. Let me finish downloading and installing the Steam version before I tell you :p
#2248
SWBF1 Modding Tutorials / Re: Basic ODF Editing
October 04, 2009, 09:10:45 AM
So a 'demunger' is possible for ODF files?
#2249
Star Wars Battlefront (2004 Original) / Re: AT-TE vs. AT-AT
October 03, 2009, 01:16:53 PM
I have to choose the AT-AT. In a battle, the AT-AT, although it has only two pilot seats, can take more damage than the AT-TE, and it can deliver a heavier punch too.
#2250
Star Wars Battlefront (2004 Original) / Re: Too many errors...
October 02, 2009, 07:16:49 AM
Hmm... it does not create problems for me. Try closing 3DAnalyzer before running BFBuilder Pro.