SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on October 12, 2015, 02:10:30 AM

Title: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 12, 2015, 02:10:30 AM
I discovered recently that ninja ripper, when twinned with ppsspp, can actually rip out the environment meshes from SWBF Elite Squadron, and with noesis I can convert them to a more conventional format. So it got me thinking: what would people say to a 'port pack' of maps from Renegade Squadron or Elite Squadron? Here's what I'm thinking:

RENEGADE SQUADRON MAPS:
-Boz Pity: Graveyard Valley
-Endor: Forest
-Korriban: Valley Of The Sith Lords
-Ord Mantell: Junkyard
-Saleucami: Caldera City
-Sullust: Imperial Caveran Base
-Tatooine: Mos Eisley

ELITE SQUADRON MAPS (Ground only):
-Bespin
-Coruscant
-Dantooine
-Death Star
-Endor
-Kashyyyk
-Mustafar
-Tatooine
-Vjun
-Yavin IV
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Carbon27 on October 12, 2015, 03:13:19 AM
That would be amazing!
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Snake on October 12, 2015, 11:30:44 AM
That sounds great! I'd definitely love to explore those on swbf.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 12, 2015, 01:01:36 PM
The meshes would need re-assembling into a single mesh then broken back down into indiviual parts: the ripper dumps things in segments.

I think Coruscant may be a bit tricky, though. Isn't the Ion Cannon CP right above that causeway in the middle of the map?
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Unit 33 on October 12, 2015, 02:00:21 PM
I particularly remember Sullust on Renegade Squadron being pretty great.

That would be a pretty demanding project, maybe start with the porting of some props and give a map a go if it goes well.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Ginev on October 12, 2015, 05:01:34 PM
That will be amazing man.I have noesis aswell.Cant wait to see the models. :D  Actually Elite squadron contain lowpoly version of the models used in the Free Radical battlefront 3 if im not mistaken?
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: 411Remnant on October 12, 2015, 06:35:04 PM
I say go for it!
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 12, 2015, 10:54:59 PM
Quote from: Ginev on October 12, 2015, 05:01:34 PM
That will be amazing man.I have noesis aswell.Cant wait to see the models. :D  Actually Elite squadron contain lowpoly version of the models used in the Free Radical battlefront 3 if im not mistaken?

Yes and no. Some of the maps are clearly organized differently.

Certain maps would actually have to have their gameplay or CP locations changed. Coruscant and Cat Neimodia being prime examples.

Unfortunately I have not yet found a way to pull player models from the game - if they are skeletonized. It seems the standard customizeable units are not skeletonized, but in 'pieces' (suggesting that at one point you could do more than just swap heads) but the heroes, vehicles and ships all appear to be mapped to skeletons, so Ninja Ripper cannot rip those.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 14, 2015, 07:38:22 AM
Elite Squadron maps might actually be fairly easy to rip, unfortunately the 'other' method involves using jpcsp, which has a built in 'scene ripper' which rips whatever is on the screen at the time. I did say there was an 'unfortunately': I can't get it to run on my computer.

I have yet to find out if the Noesis models preserve the locations of the models.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: 411Remnant on October 14, 2015, 05:24:42 PM
Well tirpider pretty much kitbashed the majority of renegade squadron models for me. They are being used for different private mods but I would be willing to let you use them should you convert these maps.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 14, 2015, 11:33:52 PM
Quote from: 411Remnant on October 14, 2015, 05:24:42 PM
Well tirpider pretty much kitbashed the majority of renegade squadron models for me. They are being used for different private mods but I would be willing to let you use them should you convert these maps.

Do you mean the player models? I did fine on that account so far:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FDarktrooperCommander.jpg&hash=d01ebe46bb095b52729f8d793ad2db1ca508f2f8) (http://s23.photobucket.com/user/ggctuk/media/DarktrooperCommander.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FDarktrooperElite.jpg&hash=039d7fbecae77045bb3a68180e1bdb0f01cfe7ff) (http://s23.photobucket.com/user/ggctuk/media/DarktrooperElite.jpg.html)

Seems the player models, the customizeable ones, are stored differently to the other animated models. As I said, seems the PSP titles were indeed meant to have deeper customization at one point.

Replaying Coruscant, it would need Command Post repositioning as not only is the Ion Cannon command post over that tunnel, so is the Senate Building command post.

The way I understand paths is that you can't overlap them.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 15, 2015, 03:54:18 AM
I'd love to see ports of the maps from these games. I used to play these games all the time with my friends.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 15, 2015, 03:11:27 PM
Here's a little something additional that I managed to partially pull and kitbash together (no, these are not player ready):

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX2.jpg&hash=3ee45354bab5dec34d1e4c89dba064b84207509d) (http://s23.photobucket.com/user/ggctuk/media/X2.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX1.jpg&hash=f4a39142f363eb110b42794ed27cafe8803df8fa) (http://s23.photobucket.com/user/ggctuk/media/X1.jpg.html)

Ripping with jpcsx is a real dog so I don't think I can do that with the environments.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 17, 2015, 11:54:09 AM
That's neat! Those models were taken from the menu, right? They look way better than the ones in-game.

If it'd be of any use, I can try ripping some of these unused models from SWBFRS I discovered a few months ago: http://unusedvideogamecontent.tumblr.com/
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 17, 2015, 12:11:16 PM
Quote from: DylanRocket on October 17, 2015, 11:54:09 AM
That's neat! Those models were taken from the menu, right? They look way better than the ones in-game.

If it'd be of any use, I can try ripping some of these unused models from SWBFRS I discovered a few months ago: http://unusedvideogamecontent.tumblr.com/

Yes, the heads and parts for both come from the title screen: I've sat those atop modified stock clone bodies.

That'd be awesome! Looking through that, it becomes quite clear that the 'deeper customization' we were promised for Elite Squadron fell through - the 'deepest' it got was forcing you to unlock what came in Renegade Squadron. I knew the Phase I heads were in there though: they (errenously) used them for the Clones in a Cato Nemoidia cutscene. It's interesting that Phase II Dark Trooper was an option at one point it seems. God, I'd kill for the source from these games.

I have actually grabbed most of the ingame hero models from Elite Squadron thanks to a CWCheat code that changes the default position of all units to their 'T-Pose'. It's interesting they use a completely different map for X1 and X2, and it's also interesting that the T-poses are all set up as though the models were to be used in earlier SWBF games (rather than a standard t-Pose these models all have the 'legs slightly angled, arms bent' T-pose that SWBF uses for its models). I'd love to be able to rip the Imperial/Rebel and Sith/Jedi variants of X1 and X2 from the title screen but unfortunately I can't get save games to load on jpcsp so I can't force the title to show the correct models. Textures are a shambolic 128x128, though (I have however had some success reconstructing General Kota's texture using parts from his TFU model)
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 17, 2015, 01:24:41 PM
Quote from: Gistech on October 17, 2015, 12:11:16 PM
Yes, the heads and parts for both come from the title screen: I've sat those atop modified stock clone bodies.

That'd be awesome! Looking through that, it becomes quite clear that the 'deeper customization' we were promised for Elite Squadron fell through - the 'deepest' it got was forcing you to unlock what came in Renegade Squadron. I knew the Phase I heads were in there though: they (errenously) used them for the Clones in a Cato Nemoidia cutscene. It's interesting that Phase II Dark Trooper was an option at one point it seems. God, I'd kill for the source from these games.

I have actually grabbed most of the ingame hero models from Elite Squadron thanks to a CWCheat code that changes the default position of all units to their 'T-Pose'. It's interesting they use a completely different map for X1 and X2, and it's also interesting that the T-poses are all set up as though the models were to be used in earlier SWBF games (rather than a standard t-Pose these models all have the 'legs slightly angled, arms bent' T-pose that SWBF uses for its models). I'd love to be able to rip the Imperial/Rebel and Sith/Jedi variants of X1 and X2 from the title screen but unfortunately I can't get save games to load on jpcsp so I can't force the title to show the correct models. Textures are a shambolic 128x128, though (I have however had some success reconstructing General Kota's texture using parts from his TFU model)

I just ripped those models from my Tumblr blog but unfortunately there's no "Jesus Christ" T-Pose code for RS. I asked my friend who used to make these codes and he told me he no longer has that code. It'll probably work if you just plan to use the heads and nothing else though.

You can actually extract all of the .PSP files located within the ISO using an Asura Engine extractor. That's probably the closest we'd get to the source. :\ I know I'd love to have the source to these games.

I can play through the game's campaign to get those other menu models if you'd like. Actually, it appears I already ripped the Jedi/Sith models from the menu. I'll upload those in a moment.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Isaac1138 on October 17, 2015, 08:28:37 PM
I wish there were a simple converter for any other levels in another game and convert it for BF2.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 17, 2015, 09:45:11 PM
Quote from: Isaac1138 on October 17, 2015, 08:28:37 PM
I wish there were a simple converter for any other levels in another game and convert it for BF2.

That'd be nice but with all the unique file formats and different game engines, it's impossible. :\
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 18, 2015, 12:12:13 AM
Quote from: Isaac1138 on October 17, 2015, 08:28:37 PM
I wish there were a simple converter for any other levels in another game and convert it for BF2.

No way it's that straighforward. Each method has its problems: the ppsspp>Ninja Ripper>Noesis method has the map broken into at least 100 different parts. The jpcsp object ripper method isn't perfect because it only captures what meshes are visible. In Elite Squadron you can't cheat this by flying at height and capturing a screenshot.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Isaac1138 on October 18, 2015, 07:24:11 AM
Any way to do LEGO Star Wars to Battlefront?
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 18, 2015, 08:30:11 AM
Quote from: Isaac1138 on October 18, 2015, 07:24:11 AM
Any way to do LEGO Star Wars to Battlefront?

No, they both use separate game engines.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 18, 2015, 08:47:33 AM
Quote from: DylanRocket on October 18, 2015, 08:30:11 AM
No, they both use separate game engines.

Well, the models are doable, of course: you'd have to map them to the Ewok or Jawa, which I think is the closest model type. As for the maps, there's really no point trying to port them wholesale though you could extract them, cut them down and use parts.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 19, 2015, 12:00:27 AM
Just discovered that, yes, Ninja Ripper and Noesis DO save the positions of the environment in their rips. This will make reassembly so, so much easier.

It's not 100% easy though: it seems the game loads certain portions first: if you cross a 'sector' it loads the next bit.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Ginev on October 19, 2015, 02:11:16 PM
Could you show us some pictures already from some ready models if you have?i can't wait to see something similar to Free Radical Battlefront 3. :P
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 19, 2015, 02:15:41 PM
Quote from: Ginev on October 19, 2015, 02:11:16 PM
Could you show us some pictures already from some ready models if you have?i can't wait to see something similar to Free Radical Battlefront 3. :P

None of the models are ready as I still have a ton of stuff to go through as I reassemble Coruscant. I need to do more captures as well, I think.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 24, 2015, 11:38:44 AM
I'd say I've reconstructed about 50% of Coruscant's ground map so far.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Ginev on October 24, 2015, 12:25:17 PM
Lol Coruscant?If you can release the models or you will make the map on your own?I have plans of recreating the Battlefront 3 Coruscant map.if you have something ready please show us pictures :P Cant wait ! :D

Before 2 days one guy released a final build video of Battlefront 3 Coruscant map.Check it and tell me what you think.I made here a topic about that :p

https://www.youtube.com/watch?v=zYE5dA5pE3w

Listen to what he saying.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 24, 2015, 12:28:11 PM
I'll release the finished world models for somebody to tinker with. They are massive though. I have plans of my own for them as well.

Yeah, I saw that video. WTF were LucasArts thinking, cancelling that game? I'm excited for DICE's Battlefront, yes, but this game should have been released properly.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 24, 2015, 10:59:31 PM
Quote from: Gistech on October 24, 2015, 11:38:44 AM
I'd say I've reconstructed about 50% of Coruscant's ground map so far.

Sweet!

Are you currently porting these maps to SWBF1 or SWBF2? If you're not planning to port them to SWBF2, I'd gladly attempt to convert them.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 24, 2015, 11:30:47 PM
ATM, Star Wars: Battlefront. Coruscant will prove to be my first non-SWBFII port, indeed my first actual map. There are some issues to try to dance around regarding AI path placement when you consider that in Elite Squadron they placed two command posts above certain locations that are trickier to do in the original games because AI paths are not allowed to overlap. Cato Neimoidia has one like that too.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: 411Remnant on October 25, 2015, 09:02:43 PM
I understand you were wanted better facial textures for x1 and x2 over at that model resource website. You could in theory just take a nice snap shot from one of the beta cutscenes online for Free-radicals BFIII and photoshop onto your head texture.

I also hope you will put those uprising helmets to some exciting use.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 26, 2015, 12:45:42 AM
Quote from: 411Remnant on October 25, 2015, 09:02:43 PM
I understand you were wanted better facial textures for x1 and x2 over at that model resource website. You could in theory just take a nice snap shot from one of the beta cutscenes online for Free-radicals BFIII and photoshop onto your head texture.

I also hope you will put those uprising helmets to some exciting use.

There's nowhere near enough reference shots to do a decent version of x1 and X2's heads, and I have never actually seen pictures of X1 in SWBFIII.

These maps will feature in the Uprising mod. And yes, I am using a couple of the helmets from Uprising:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fpurgetrooper.jpg&hash=2de85dc2225625d227203aa9ff5de3c4e4841340) (http://s23.photobucket.com/user/ggctuk/media/purgetrooper.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FmectrooperPH1.jpg&hash=629718dc8d2e9d72c0a68711973ec257f476d662) (http://s23.photobucket.com/user/ggctuk/media/mectrooperPH1.jpg.html)

(Other unit shots are to be in that thread)
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 27, 2015, 03:19:02 PM
In other news, I have made the models for Imperial X1 and Rebel X2.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX1Imperial.jpg&hash=c3afb6f984340d251ff7fd8d45daad9f0aabc0ee) (http://s23.photobucket.com/user/ggctuk/media/X1Imperial.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX2Rebel.jpg&hash=ea4bfa9a7d7c776ccaecf730a53005e70eb7b897) (http://s23.photobucket.com/user/ggctuk/media/X2Rebel.jpg.html)

The Jedi/Sith variants will prove trickier to make.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Ginev on October 27, 2015, 03:57:10 PM
Do you have some pictures from the Coruscant map?Are the textures quality bad like in the psp Elite Sqadron game or they look close to Battlefront 1/2?
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 28, 2015, 12:37:27 AM
Quote from: Ginev on October 27, 2015, 03:57:10 PM
Do you have some pictures from the Coruscant map?Are the textures quality bad like in the psp Elite Sqadron game or they look close to Battlefront 1/2?

Not yet. The textures are from the PSP version but the quality isn't terrible, they just look worse on a small screen. The environment textures are better than the unit textures, anyway. However, I think there are some replacements I could use from SWBFII. I have the assets from Rends Coruscant and Coruscant Modern Warfare so can borrow some of the textures from those.
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: DylanRocket on October 29, 2015, 12:40:07 PM
X1 and X2 look nice.

Are you planning on releasing the maps separately or as a map pack/bigger mod?
Title: Re: IDEA: Star Wars Battlefront: Squadron map ports
Post by: Giftheck on October 29, 2015, 03:07:16 PM
Quote from: DylanRocket on October 29, 2015, 12:40:07 PM
X1 and X2 look nice.

Are you planning on releasing the maps separately or as a map pack/bigger mod?

They'll come as a map pack which will be released separately but they will be worked into my mod.
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