SWBFGamers

Gaming for the Original SWBF1 and SWBF2/other games => Star Wars Battlefront 2 (2005 Original) => Topic started by: Glitch on February 02, 2013, 08:02:25 AM

Title: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 08:02:25 AM
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi1049.photobucket.com%2Falbums%2Fs385%2FGlitch025%2F544044_407341962682841_1490062614_n.jpg&hash=fa12870b0e6575e15a10e60e9bb2ec0689953efd) (http://www.moddb.com/mods/star-wars-battlefront-united)

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fbutton.moddb.com%2Fpopularity%2Fmedium%2Fmods%2F22067.png&hash=97364fd90470252ae476ee29893e34f535000b3e) (http://www.moddb.com/mods/star-wars-battlefront-united)

Summary:"Star Wars Battlefront United" will feel like it's part of the game, as if Pandemic actually released it. The goal is to convert all Star Wars Battlefront I maps for Star Wars Battlefront II. BFU will be using stock sides, updating the maps graphically, adding the BF1 campaign, and integrating the converted maps into galactic conquest.

Other changes include, proper descriptions for the converted maps, white map names in the instant action menu, BF2 style mini-maps rather than BF1, and new high quality loadscreens for both BF2 and BF1 maps. Everything included will be packed into one addon folder to reduce clutter.

Following the completion of the mod, all final assets will be released to the community for everyone to use, just as Pandemic did for us so many years ago. This enables the community to easily create their own side mods using perfected map conversions.

Following the completion of the mod, all final assets will be released to the community for everyone to use, just as Pandemic did for us so many years ago. This enables the community to easily create their own side mods using perfected map conversions.

http://www.moddb.com/mods/star-wars-battlefront-united
If this looks interesting to you, please track the mod. :D
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 02, 2013, 04:48:04 PM
I'm interested in the exact opposite idea --> converting as many BF2 units, maps, campaigns, and other stuff as possible into BF1, excluding what isn't possible. I'm sure we could make some progress in both of these projects if you are interested PM me. I think it would be great to convert more BF1 stuff to BF2 and vice versa 
:cheers:
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 04:50:38 PM
Quote from: Phobos on February 02, 2013, 04:48:04 PM
I'm interested in the exact opposite idea --> converting as many BF2 units, maps, campaigns, and other stuff as possible into BF1, excluding what isn't possible. I'm sure we could make some progress in both of these projects if you are interested PM me. I think it would be great to convert more BF1 stuff to BF2 and vice versa 
:cheers:
:cheer: HEAR HEAR!!! I support this idea!!
Title: Re: Star Wars Battlefront United
Post by: RepComm on February 02, 2013, 05:05:54 PM
Quote from: Phobos on February 02, 2013, 04:48:04 PM
I'm interested in the exact opposite idea --> converting as many BF2 units, maps, campaigns, and other stuff as possible into BF1, excluding what isn't possible. I'm sure we could make some progress in both of these projects if you are interested PM me. I think it would be great to convert more BF1 stuff to BF2 and vice versa 
:cheers:

I support this idea, and would be glad to help in zeroedit (https://www.swbfgamers.com/Smileys/macx/mf.gif)

Also, if someone can direct me to a tutorial on how to convert units of models, I would learn how to, and assist in that manner as well!
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 05:53:45 PM
Quote from: Phobos on February 02, 2013, 04:48:04 PM
I'm interested in the exact opposite idea --> converting as many BF2 units, maps, campaigns, and other stuff as possible into BF1, excluding what isn't possible. I'm sure we could make some progress in both of these projects if you are interested PM me. I think it would be great to convert more BF1 stuff to BF2 and vice versa 
:cheers:

Hey that's not a bad idea, the mod is called "Star Wars Battlefront United" so why not both Battlefronts? Are you familiar with the BF2 mod tools at all? When we finish converting BF1 -> BF2 we'll move onto BF2 -> BF1. We could realllllyyy use more help converting the maps. Nedarb7 is currently the only experienced converter.

Quote from: -RepublicCommando- on February 02, 2013, 05:05:54 PM
I support this idea, and would be glad to help in zeroedit (https://www.swbfgamers.com/Smileys/macx/mf.gif)

Also, if someone can direct me to a tutorial on how to convert units of models, I would learn how to, and assist in that manner as well!

I'm handling the BF1 side conversion, it's almost done. Later on you can do the BF2 -> BF1 side conversion. :happy: If you know how to use the BF2 mod tools or at least zero editor. Take a look at this tutorial so you know what to do. http://www.gametoast.com/forums/viewtopic.php?f=27&t=3574

I will PM you both the information to get started. Thanks so much! :D
Title: Re: Star Wars Battlefront United
Post by: aeria. on February 02, 2013, 05:56:34 PM
If I'm mistaken, all of the SWBF1 maps were ported to SWBF 2 several years ago.

I can't say for the rest of the content but I do recall all the maps being ported.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 06:00:26 PM
It would be wise to use pre-converted maps. And look here for a lot of SWBFII to SWBFI assets by SK: http://www.swbfgamers.com/index.php?action=downloads;cat=14
Title: Re: Star Wars Battlefront United
Post by: aeria. on February 02, 2013, 06:05:14 PM
Yup I found it:

http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Conversion_Pack;94154

If you can something not shown in this mod, I wouldn't mind checking it out.
Title: Re: Star Wars Battlefront United
Post by: RepComm on February 02, 2013, 06:16:05 PM
Quote from: Glitch on February 02, 2013, 05:53:45 PM
I'm handling the BF1 side conversion, it's almost done.
Good, I have no clue how to convert stuff into BF2, but I know a little bit about BF2 -to- BF1 sides.
QuoteLater on you can do the BF2 -> BF1 side conversion. :happy: If you know how to use the BF2 mod tools or at least zero editor. Take a look at this tutorial so you know what to do. http://www.gametoast.com/forums/viewtopic.php?f=27&t=3574
I love the tutorial! Works quite well actually, I shall practice it a bit, before I do any major errors :P
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 06:17:03 PM
I say use any tutorials for SWBFI modding on this site. Because they are most updated.  ;)
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 06:36:16 PM
Quote from: aeria. on February 02, 2013, 06:05:14 PM
Yup I found it:

http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Conversion_Pack;94154

If you can something not shown in this mod, I wouldn't mind checking it out.

Marve4's BF1 Conversion
-Made way too many changes to the stock sides.
-Too many additional modes were added (Hero assault on all maps)
-Replaced the map description with credits
-Kept the map names yellow
-The maps were all separate making the addon folder that much cluttered
-He has only released conquest mission.lua's

Conversion Pack
-Too many additional modes were added
-Did not use stock sides, instead added custom ones
-Not simply a conversion pack, too many custom maps

None, or not enough of their assets were released, the community did not get the full benefit of these conversions. This mod aims to complete the conversion then release EVERYTHING to the community. We are also doing a few things differently than they did. No side changes to the converted maps, adding BF2 style mini-maps to the conversions, correct map descriptions, white map names in the instant action menu, improving map visuals, adding BF1 campaign, and integrating BF1 maps into galactic conquest.

Quote from: -RepublicCommando- on February 02, 2013, 06:16:05 PM
I love the tutorial! Works quite well actually, I shall practice it a bit, before I do any major errors :P

Great! Let me know when you get the hang of it.
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 02, 2013, 07:17:44 PM
Quote from: Glitch on February 02, 2013, 06:36:16 PM
None, or not enough of their assets were released, the community did not get the full benefit of these conversions. This mod aims to complete the conversion then release EVERYTHING to the community. We are also doing a few things differently than they did. No side changes to the converted maps, adding BF2 style mini-maps to the conversions, correct map descriptions, white map names in the instant action menu, improving map visuals, adding BF1 campaign, and integrating BF1 maps into galactic conquest.

Great! Let me know when you get the hang of it.
I would like to first focus on adding the BF2 exclusive stock maps to BF1 to make them stock (not interfere with addons). Campaigns can be worked on after this with much greater speed. I have already converted the BF2 flechette shotgun to BF1 with some other ODF visual adjustments, see http://www.youtube.com/watch?v=Q__PpWKpTl0&hd=1
Most other bf2 weapons should be portable to bf1 to an extent.

SleepKiller and Sereja have made some excellent ports of BF2 maps which they have granted permission to use. Can someone list every map in BF2 that doesn't appear in BF1?

Getting all the maps centralized into the shell will be a good place to start. Once the BF2 to BF1 port is as completed as possible, we could release the new mod/patch/upgrade along with the assets in a structure similar to BFBuilder but with several new features and LVL builders implemented.

@Mods/Admins
I'm also wondering if we can discuss voiceover briefings and post links to WAVs for them here. I know its not allowed for the stock game music and sound effects because these are taken directly from the movie (with some altered as Fred mentioned). However, the voiceovers are not taken from the movies at all, pandemic had voice actors come to their studio to record the voiceover briefings. Since this is the case it seems like it shouldn't be EULA infringing to release voiceover briefing WAVs from BF1 and BF2 on this forum or modified LVLs containing them. Anyone know for certain about this?

If it is allowed then I will explain my ideas for porting the BF2 campaigns to BF1 and vice versa in greater detail.
Title: Re: Star Wars Battlefront United
Post by: D4R|< $1D3 on February 02, 2013, 07:19:43 PM
This is epic!
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 07:48:12 PM
Quote from: Phobos on February 02, 2013, 07:17:44 PM
I would like to first focus on adding the BF2 exclusive stock maps to BF1 to make them stock (not interfere with addons). Campaigns can be worked on after this with much greater speed.

SleepKiller and Sereja have made some excellent ports of BF2 maps which they have granted permission to use. Can someone list every map in BF2 that doesn't appear in BF1?

I can list the exclusive BF2 maps.

Coruscant: Jedi Temple
Dagobah: Swamp
Felucia: Marshland
Geonosis: Dust Plains (CW Only)
Kamino: Clone Facility
Kashyyyk: Beachhead
Mustafar: Refinery
Mygeeto: War-Torn City
Naboo: Theed (Night, randomization between night and day)
Polis Massa: Medical Facility
Tantive IV: Interior
Utapau: Sinkhole


Would you like to lead the BF2 -> BF1 project? (I'm leading the BF1 -> BF2 project) We could work on both, but BF1 -> BF2 is my highest priority because we started this already.
Title: Re: Star Wars Battlefront United
Post by: RepComm on February 02, 2013, 07:53:35 PM
Quote from: Glitch on February 02, 2013, 07:48:12 PM
I can list the exclusive BF2 maps. Would you like to lead the BF2 -> BF1 project? We could work on both, but BF1 -> BF2 is my highest priority because we started this already.

Phobos would be the best choice leader for that project, IMO.
Title: Re: Star Wars Battlefront United
Post by: Led on February 02, 2013, 07:56:49 PM
Quote from: Phobos on February 02, 2013, 07:17:44 PM
@Mods/Admins
I'm also wondering if we can discuss voiceover briefings and post links to WAVs for them here. I know its not allowed for the stock game music and sound effects because these are taken directly from the movie (with some altered as Fred mentioned). However, the voiceovers are not taken from the movies at all, pandemic had voice actors come to their studio to record the voiceover briefings. Since this is the case it seems like it shouldn't be EULA infringing to release voiceover briefing WAVs from BF1 and BF2 on this forum or modified LVLs containing them. Anyone know for certain about this?

If it is allowed then I will explain my ideas for porting the BF2 campaigns to BF1 and vice versa in greater detail.

I think discussion of sounds of any type is fine, including how players might be able to use their own SWBF2 sounds in SWBF.  The distribution of StarWars sounds should be done elsewhere though.  Of course, I am not a lawyer and if there ever is a problem then that approach may need to change.


Title: Re: Star Wars Battlefront United
Post by: Phobos on February 02, 2013, 07:57:10 PM
Quote from: Glitch on February 02, 2013, 07:48:12 PM
I can list the exclusive BF2 maps. Would you like to lead the BF2 -> BF1 project? We could work on both, but BF1 -> BF2 is my highest priority because we started this already.
Thanks and I will try my best but another co-leader or 2 would help since I have a lot of work going simultaneously with other mod projects which can slow down progress. SleepKiller would be another good person to help with these projects but I'm not sure if he has the time or interest you will have to ask him (or maybe he will reply here).
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 08:12:48 PM
I'm coordinating the BF1 -> BF2 project, not sure if I can help with both. (I'll do what I can) We have time to complete the projects, no deadline is set. See if you can find a few others to help you out, PM SleepKiller if he does not reply here. Check the edit of my last post, added the map list.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 08:17:55 PM
This is quite exciting! Something I have wanted to see in SWBFI for a while.
For the SWBFI part you guys really need to look at all of SK's assests. He ported the CW sides to SWBFI, and half the maps. And as I understand the GCW sides were almost done.

@Phobos: I don't think the SWBFII shotgun had purple blasts with a sniper trail. Was that the elite shotgun? Or whatever its called? Award Shotgun?
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 08:20:53 PM
Quote from: Kit Fisto on February 02, 2013, 08:17:55 PM

@Phobos: I don't think the SWBFII shotgun had purple blasts with a sniper trail. Was that the elite shotgun? Or whatever its called? Award Shotgun?

:XD: Yep, your right Kit Fisto, the award shotgun used purple lasers while the standard one used green. (Can this game support award weapons?) I highly suggest someone who works on the BF2 -> BF1 project purchases BF2 so you know exactly what to do with both the sides and the maps. (Correct me if I'm wrong) It seems like you know very little about the game.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 08:30:12 PM
SWBFI does NOT support award weapons.
Yes I think it is correct for someone who knows SWBFII to work on the conversion.
I know a bit about stock SWBFII. Not the mods, modding or anything like that. But I know almost everything about the stock gameplay ( what hero's on what maps, what award weapons do, all the maps layout etc. ) So if you guys want to run stuff by me that would be cool!
I would LOVE to participate in this project in any way. I can not mod but I can test, advertise, be a stock SWBFII refererancer or anything you need me to do!
Phobos? Could I officially be a part of this project? As a tester or whatever you need me to do? We should make a team sort of!!
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 02, 2013, 08:51:32 PM
Quote from: Kit Fisto on February 02, 2013, 08:30:12 PM
Phobos? Could I officially be a part of this project? As a tester or whatever you need me to do? We should make a team sort of!!
Yes you can help out with as much as you want.

Quote from: Kit Fisto on February 02, 2013, 08:17:55 PM
@Phobos: I don't think the SWBFII shotgun had purple blasts with a sniper trail. Was that the elite shotgun? Or whatever its called? Award Shotgun?
The flechette shotgun from BF2 from what I remember the shots were barely visible at all and didn't know the color. I just brought out the aesthetics more, made the shots purple and easier to see but the spread pattern, salvo, shot delay etc. is exactly the same.

Quote from: Glitch on February 02, 2013, 08:20:53 PM
I highly suggest someone who works on the BF2 -> BF1 project purchases BF2 so you know exactly what to do with both the sides and the maps.


I'll probably get SWBF2 at some point but for now my main focus is on integrating the BF2 exclusive maps into bf1. If someone wants to coordinate side development that would be great as I will be mostly occupied with scripting, sound, and overall structuring of the LVLs.




Coruscant: Jedi Temple
Dagobah: Swamp
Felucia: Marshland
Geonosis: Dust Plains (CW Only)
Kamino: Clone Facility
Kashyyyk: Beachhead
Mustafar: Refinery
Mygeeto: War-Torn City
Naboo: Theed (Night, randomization between night and day)
Polis Massa: Medical Facility
Tantive IV: Interior
Utapau: Sinkhole

Thanks for the list, I think most if not all of these have been converted, although I remember Beachhead has some problems with black terrain. SleepKillers Dagobah is the most stable so next we should assemble a list of all the ports for these maps, who made them, and then figure out which ones are the most stable. Maybe re-port a few if need be.

Also the maps which are single era only will have support added for both eras. Vehicles are up for consideration but I think it would be more fun if Kamino had GCW support, CW for hoth, etc. I can add this support to stock files.

There are also maps that were supposed to be in BF1 but were not developed and/or removed before release. Some of those maps are in the list you posted from BF2. Some aren't, the ones that aren't I would like to include also if possible.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 02, 2013, 09:17:47 PM
Ok! Prepare for a long history on the story of all SWBFII maps ported to SWBFI.
Land maps only :P

Coruscant: most stable port is by SK, with no issues anywhere on the map. 2 other ports were attempted but had bad collision or wrong CP placement.

Dagobah: Sereja's is actually more stable. SK's has a water issue (on some computers) along with the gunship and xwing not changable for each era. Also if you jump over the wall you can walk forever. So use Sereja's Dagobah, no none issues, it actually improves the visual look of Dagobah over stock SWBFII Dagobah! He was kind enough to make a stock sides version.

Death Star: SK's is the best. There a couple AI issues but it has no impact on gameplay. In fact the gameplay is great! Wonderful port. ( Sereja is coming out with another conversion soon I think )

Felucia: Sereja's port. Amazing. There is also no other public port of that map. JK's has no plants and it looks quite plain. So use Sereja's. BUT if you are concerned with The SWBFI port to have the SAME CP placement as the SWBFII version Sereja's falls short of that.

Geonosis: SLeepKiller. The one and only person to port this map. Does't look like you have a choice. But that's not bad because that port is AMAZING!!!

Kamino: Sk's and Sereja's are the stable ones. It is definitely a toss up. I would say SK's ONLY because it runs better on slower computers. But They are equally good. Oh and I think Sereja's Kamino adds an extra CP that isn't their in stock SWBFII kamino.

Kashyyyk: The only one available is ggtuck's. It is pretty good, it has boundry issues and the sea wall wench thing can be destroyed but nothing happens. But it is completely playable.

Mustafar: The scum_strike port is perfect. Just add CP names and you are good to go! Unless you wanted to get the collapsable bridges then you would have to do a re-port.

Mygeeto: Again scum_strikes is the most stable BUT it has no turrents or tanks, which is a major part of that map in SWBFII. So if you were to do a re-port this would be the map to do. So that you could add tanks and turrents.

Naboo: If you want you can convert this. I really don't see a reason to because there is very little difference between SWBFI's and SWBFII's. But Sereja made (as always) an excellent port with no issues. Same as his other ports, it adds an extra CP. (just to make it clear the extra CP's Sereja adds to his maps makes them better than they are in SWBFII. I love his ports and I am in no way trying to make them sound bad.)

Polis Massa: BattleBelk did a port with just 1 issue that pretty much ruins the map. Most of the AI get stuck in one spot and refuse to move. Sereja's is great with no issues so use that one. Same as before it has different CP layout

Tantive IV: SK and Sereja made one. Both are equal in awesomeness. But I say use SK's because the CP placement is the same as in SWBFII and runs better on slower computers. Sereja's has different CP layout as stock SWBFII

Utapau: ported first by scum_srike and then by SK. SK's is the way to go. No pathing issues, perfect collision. Great port.


Refer to this topic to download all SWBFII ports: http://www.swbfgamers.com/index.php?topic=4591.0
NOTE: Sereja's Felucia and Hoth aren't on the list yet. It needs to be updated.
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 02, 2013, 10:15:58 PM
Quote from: Kit Fisto on February 02, 2013, 09:17:47 PM
Dagobah: Sereja's is actually more stable. SK's has a water issue (on some computers) along with the gunship and xwing not changable for each era. Also if you jump over the wall you can walk forever. So use Sereja's Dagobah, no none issues, it actually improves the visual look of Dagobah over stock SWBFII Dagobah! He was kind enough to make a stock sides version.
this is the only review i disagree with i found sleepkillers dagobah more stable overall as the models were not bugged. the trees in serejas are bugged and for me the water looked fine but serejas had a nicer atmosphere. i should be able to set it up so a for maps like this the player can choose which port to use.
I'll let you know later KF about the other planets we need so as to gather everything into a primary archive.
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 02, 2013, 11:43:18 PM
Why don't we try and convert flawless BF2 maps over to BF1? There seem to be tons of errors in these conversions, why is that?
Title: Re: Star Wars Battlefront United
Post by: Sereja on February 03, 2013, 01:27:28 AM
Quote from: Glitch on February 02, 2013, 11:43:18 PM
Why don't we try and convert flawless BF2 maps over to BF1? There seem to be tons of errors in these conversions, why is that?
Probably because, SWBF1 does not support terrain, some of the effects, hintnodes, mixed bump & specularity, and mostly because of collision. Seems, SWBF1, can't handle with complicated collision, of the objects. Still, I believe, if you wish, to make conversions, almost identical with original SWBF2 maps, it's very possible, but it's long work, with lot and lot of testings :sleep:.
It's never was primary target for me. I am always, try to make them better, then they was in SWBF2 (in my vision, of'course). Usualy, when I see a CP, I just feel, I have to move it, or even better: add few new ones... :D So, let's call those maps, a free interpritations ;).
Quote( Sereja is coming out with another conversion soon I think )
Oh, yes, I am realy close to finish Death Star conversion, but unfortunately, I got bad news: I moove CP's  :o.
Well, as Phobos say, my Dagobah trees, look's realy buggy on his PC, but I do not know the reason of those bug (they look's normal, on my PC), and I do not know, how to fix it :(.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 03, 2013, 07:01:07 AM
Quote from: Phobos on February 02, 2013, 10:15:58 PM
this is the only review i disagree with i found sleepkillers dagobah more stable overall as the models were not bugged. the trees in serejas are bugged and for me the water looked fine but serejas had a nicer atmosphere. i should be able to set it up so a for maps like this the player can choose which port to use.
I'll let you know later KF about the other planets we need so as to gather everything into a primary archive.
Hmm. Sereja's collision is fine and the trees also look fine.
SK's has the problem where on certain computers the water is red. Along with the gunship/xwing thing. BUT he did upload the assets to that map so if someone would like to fix those two bugs? That would be 1 map down to re-port!

Sereja, would it be possible for you to upload the assets of your maps thus far so that we can change the CP placement to be like SWBFII? That way we can use your ports because all of them are flawless. (Polis Massa, Naboo, and Felucia? )
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 03, 2013, 07:05:37 AM
i had a screenshot of the tree bug somewhere
Title: Re: Star Wars Battlefront United
Post by: Sereja on February 03, 2013, 04:55:56 PM
Well, here is some of my converted world assets, but do not forget to credit me, if you use it ;).

Felucia:
http://www.mediafire.com/download.php?k44l9dsybpcqe69 (http://www.mediafire.com/download.php?k44l9dsybpcqe69)
Dagobah:
http://www.mediafire.com/download.php?o5q83mmdzyb368k (http://www.mediafire.com/download.php?o5q83mmdzyb368k)
Polis Massa:
http://www.mediafire.com/download.php?q2a1g118ih7113b (http://www.mediafire.com/download.php?q2a1g118ih7113b)
Naboo
http://www.mediafire.com/download.php?xtar62ne32uu49l (http://www.mediafire.com/download.php?xtar62ne32uu49l)
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 03, 2013, 05:28:38 PM
Lets plan on fixing all existing map bugs this time around. Make everything perfect. I'd also suggest using BF1 style mini-maps rather than BF2 ones. Paying attention to little details like that can really make a mod great.

Oh, and would you guys like to keep the name "Star Wars Battlefront United" or name it something different?
Personally i'd love to keep the name, its an incredible project across both Battlefronts.
Title: Re: Star Wars Battlefront United
Post by: aeria. on February 03, 2013, 05:53:06 PM
Quote from: Sereja on February 03, 2013, 01:27:28 AM
Oh, yes, I am realy close to finish Death Star conversion, but unfortunately, I got bad news: I moove CP's  :o.

Aside from the buggy AI path from dea1, why re-do the conversion?
Title: Re: Star Wars Battlefront United
Post by: Sereja on February 03, 2013, 06:54:01 PM
Hmm... Very phylosophic question... Why modders make a mods at all?... I do not have any logical explanation for this... Except... Probably because it's fun! :D
Still, if you asking about exactly Death Star conversion, as all my conversions, it's content:
1 My custom edited sides, with my effects and reticules.
2. Fixed collision (controll room etc.).
3. Correct working brige, doors, with door reflection.
4. Correct adjusted reflection, light, sound and death regions.
5. Added lot  of new spawn points, and CP's, adopted for locals.
6. Adding working shields, to hangers and laser shaft.
7. Fixing turbolaser effects, and lights.
8. Adding sound effects, and voices from SWBF2.
9. Adding movie.
10. Fixing and remade some of the barriers.
11. Adding sky objects

That's all for now, if I did not find the way, how to add magnetic lock...
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 03, 2013, 07:30:43 PM
Thanks for posting the assets Sereja, they will be of great value when we compile the expanded BFbuilders.

SWBF United is a fine name I can't really think of how you would title a project for "converting bf1 to bf2 and vice versa" so that should work.

And Sereja has listed the additions he makes to his ports, which are great improvements. Though I would like to ask if it is ok with Sereja, that we include his maps but not necessarily his modified sides/common for them.
Title: Re: Star Wars Battlefront United
Post by: Led on February 03, 2013, 08:41:35 PM
Quote from: aeria. on February 03, 2013, 05:53:06 PM
Aside from the buggy AI path from dea1, why re-do the conversion?

The scum/strike conversion were very nice.
Sleepkiller's conversions are really really good.
Sereja's are amazing.

If he has the time to make them, then we will be fortunate to get to play them :)
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 03, 2013, 09:11:55 PM
Quote from: Buckler on February 03, 2013, 08:41:35 PM
The scum/strike conversion were very nice.
Sleepkiller's conversions are really really good.
Sereja's are amazing.

If he has the time to make them, then we will be fortunate to get to play them :)
This is very true. VERY TRUE. But in the case of this project I think it is best to modify Sereja's maps to be more like stock SWBFII. We could actually use all of his conversions thus far ( including Death Star if he doesn't mind ). The only thing that would have to be changed would be
1) minimap
2) sides/locals
3) CP placement
4) extra/added props

Then it would be amazing.

Quote from: Glitch on February 03, 2013, 05:28:38 PM
Paying attention to little details like that can really make a mod great.
This is what makes great mods and maps. That statement. This mod NEEDS to embrace that statement or else it will not be successful.

So! Let us make a list of:

What maps are ready to be put in the mod
What maps need to be modified ( Sereja maps, SK's Dagobah and Kamino )
What sides ( stock or SWBFII? I would actually prefer stock sides )

We need to make a new topic for this with an organized first post with everything that needs to be or is already done.  :cheers:
One map at a time everybody. Lets make this great! :cheer:
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 03, 2013, 09:52:56 PM
Ok KF we are thinking along the same lines and I appreciate you taking the time to explain things in a structured way so I think you should be a project co-coordinator. Also, do you ever get on xfire anymore? And glitch do you have xfire?

We need to assemble all the world LVLs that we are going to test into one archive and write down notes from testing them in game on what to change. I've already started adding the new maps into the shell to make them 'stock'. The world lvls will have to follow a specific name format which is 3 letters followed by a number
example:
dag1.lvl

something like corus1 would have to be renamed cor1 for complete integration into the shell (the scripts are picky this way). And we still have to locate the planet textures in bf2 lvl i mentioned here
http://www.swbfgamers.com/index.php?topic=6011.0

The stuff Kit mentioned maybe sereja sk or someone else would want to make the 'adjustments' to the world LVLs and when they're all updated we can start localizing, scripting, and everything else.

As far as using bf1 stock units or some ported bf2 units, we could go either way with that. It would be fun to port some weapons but maybe not practical to port everything. Vehicles are another thing to discuss at some point.
Title: Re: Star Wars Battlefront United
Post by: Glitch on February 04, 2013, 03:15:58 AM
I suggest doing this for the BF1 "Star Wars Battlefront United" we're doing the same sort of thing for BF2. The more effort you put into it the better the outcome will be. But then again this is up to you guys, its your choice on what you'd like to do for this BF1 mod.

-Stock BF1 Sides on all converted maps
-Visual improvements on BF2 maps (No moved props)
-BF2 Campaign Conversion (Use BF2 Sides)
-BF1 Mini-maps on Converted maps
-Create new side named BFU, add BF2 vehicles and sides to it.
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 04, 2013, 03:21:20 AM
Quote from: Glitch on February 04, 2013, 03:15:58 AM
I suggest doing this for the BF1 "Star Wars Battlefront United" we're doing the same sort of thing for BF2. But then again this is up to you guys, your choice on what you'd like to do for this BF1 mod.

-Stock BF1 Sides on all converted maps
-Visual improvements on BF2 maps (No moved props)
-BF2 Campaign Conversion (Use BF2 Sides)
-BF1 Mini-maps on Converted maps
-Create new side named BFU, add BF2 vehicles and sides to it.
Good idea, I can easily script in new eras to control which sides are used for each of the stock maps. BF1 GCW, BF1 CW, BF2 GCW, and BF2 CW can be the selectable eras for maps on instant action mode (and hosting too). Anyone good with mission LUA can help with those and I should be able to set up the shell easily to utilize the sides for each map. The side LVLS can be stock for BF1 gcw/cw, and for BF2 gcw/cw we can introduce some of the BF2 exclusive vehicles. I fear the acklay is still not playable in BF1, the most we have is an Acklay starship by Bamdur.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 04, 2013, 08:23:41 AM
Ok! I'm glad this is moving along so well!

I like Glitch's idea. The thing is SWBFII sides are hard to port. And as I understand from SK, there is an extra ODF which is hard to implement into SWBFI. So are we all SURE we want to do SWBFII sides this time. Or maybe we can do a 1.0 with all maps implemented but with stock sides ( just skin mods for certain maps for canon purposes :P ), then after we tidy it up and make the maps PERFECT.  And it works well we could do a 2.0 with new sides and possibly hunt missions, hero assult etc.
I think that will make this project more managable and we can put our resources purely into making the maps great.
Please tell me what you think of that.


In the meantime lets get started on the first map! Coruscant (cor1)  ( http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=494 ) by SK. He released the mission lua here ( http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=681 ) and only a couple things need to be changed on that map. The mission objectives and the rebel clothes ( urban instead of desert ).
Then that map is ready to go!

So who wants to do that?

@Phobos: my current situation does not allow for me to use xfire for extended periods of time which renders it useless. But I make it a point to check this site daily.
Title: Re: Star Wars Battlefront United
Post by: -=(212) Nixo=- on February 04, 2013, 09:47:58 AM
Quote from: Sereja on February 03, 2013, 01:27:28 AM
Probably because, SWBF1 does not support terrain, some of the effects, hintnodes, mixed bump & specularity, and mostly because of collision. Seems, SWBF1, can't handle with complicated collision, of the objects. Still, I believe, if you wish, to make conversions, almost identical with original SWBF2 maps, it's very possible, but it's long work, with lot and lot of testings :sleep:.
It's never was primary target for me. I am always, try to make them better, then they was in SWBF2 (in my vision, of'course). Usualy, when I see a CP, I just feel, I have to move it, or even better: add few new ones... :D So, let's call those maps, a free interpritations ;).Oh, yes, I am realy close to finish Death Star conversion, but unfortunately, I got bad news: I moove CP's  :o.
Well, as Phobos say, my Dagobah trees, look's realy buggy on his PC, but I do not know the reason of those bug (they look's normal, on my PC), and I do not know, how to fix it :(.
It would be great if you could get it done. But it doesnt look easy :/
Title: Re: Star Wars Battlefront United
Post by: RepComm on February 04, 2013, 10:52:45 AM
Quote from: Sereja on February 03, 2013, 06:54:01 PM
Hmm... Very phylosophic question... Why modders make a mods at all?... I do not have any logical explanation for this..
Lol, I like most of your maps better than stock maps, even though Pandemic was "professional."
Quote from: Sereja
I did not find the way, how to add magnetic lock...
What exactly IS a magnetic lock?
Title: Re: Star Wars Battlefront United
Post by: Led on February 04, 2013, 11:33:34 AM
Quote from: Glitch on February 03, 2013, 05:28:38 PM
Lets plan on fixing all existing map bugs this time around.

Easy to say, hard to do!

We had to wait 8 years for a working Tantive IV conversion.  The engine differences between SWBF and SWBF2 make it a challenge, particularly with regard to collision.  It is not impossible, as we have seen, but be prepared to spend some time and effort if you are doing your own conversion.
Title: Re: Star Wars Battlefront United
Post by: Sereja on February 04, 2013, 12:51:57 PM
Quote from: Buckler on February 03, 2013, 08:41:35 PM
The scum/strike conversion were very nice.
Sleepkiller's conversions are really really good.
Sereja's are amazing.

If he has the time to make them, then we will be fortunate to get to play them :)
Thank's! :)
Hope, you also will have some time, to upload my big maps, to SWBFGamers, or am I just have to create topcs, with mediafire links?
Quote from: -RepublicCommando- on February 04, 2013, 10:52:45 AM
"What exactly IS a magnetic lock?
Oh, maybe I make incorrect translation... It is a wall deflection effect, from ep IV. If you remember the movie, Han Solo make a shot, in garbage room, and blast bolt, start to deflect from the walls. SWBF1, support this effect, but only for melee weapons. I still did not found the way, how it cud be done for walls...
Quote from: {212} Nixo on February 04, 2013, 09:47:58 AM
It would be great if you could get it done. But it doesnt look easy :/
Heh, it's done already! :P
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 04, 2013, 03:54:35 PM
Quote from: Sereja on February 04, 2013, 12:51:57 PM
Oh, maybe I make incorrect translation... It is a wall deflection effect, from ep IV. If you remember the movie, Han Solo make a shot, in garbage room, and blast bolt, start to deflect from the walls.
No you have the correct translation. Leia says "It's magnetically sealed" and that makes the bolts bounce off the wall. Sereja and I know our Star Wars! :friend:
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 04, 2013, 06:05:04 PM
If this mod gets big enough it might be worthy of its own sub-board  8)

There were originally going to be 20 planets featured in SWBF1, but half of them were but dropped for whatever reasons during development.The stock 10 planets are: Naboo, Kashyyyk, Geonosis, Kamino, Rhen Var, Tatooine, Yavin IV, Hoth, Bespin, and Endor.

I have confirmed that the following planets were also supposed to be playable in SWBF1 during earlier stages of development:
Coruscant
Dagobah
Death Star
Felucia
Mustafar
Mygeeto
Polis Massa
Space Map (Five different space maps were planned, no indication as to which planets)
Tantive IV
Utapau

Most of these are in BF2
BF2 exclusive maps:
Coruscant: Jedi Temple
Dagobah: Swamp
Felucia: Marshland
Geonosis: Dust Plains
Kamino: Clone Facility
Kashyyyk: Beachhead
Mustafar: Refinery
Mygeeto: War-Torn City
Polis Massa: Medical Facility
Tantive IV: Interior
Utapau: Sinkhole

The complete list of the 12 maps we need to use for this mod would be as follows:
Coruscant: Jedi Temple
Dagobah: Swamps
Death Star: Interior
Felucia: Marshland
Geonosis: Dust Plains
Kamino: Cloning Facility
Kashyyyk: Beachhead
Mustafar: Refinery
Mygeeto: War-Torn City
Polis Massa: Medical Facility
Tantive IV: Interior
Utapau: Sinkhole

As for Space Maps, we could try using some of the existing ports, but they might be difficult to set up properly, so these are a maybe for now.

Next we will test the existing ports for each of these maps and then decide which port will be used; and whether or not it must be re-ported or otherwise modified.

Also I didn't include Naboo Theed because you said it was just a different sky (night time). If the buildings are not moved then it shouldn't be included. If the layout was different however, I will add it to the list. I think SleepKiller made a Theed at Night skin for BF1 (a nab2.lvl replacement).
Title: Re: Star Wars Battlefront United
Post by: Ltin on February 04, 2013, 06:14:07 PM
Quote from: Kit Fisto on February 04, 2013, 08:23:41 AM
And only a couple things need to be changed on that map. The mission objectives and the rebel clothes ( urban instead of desert ).
iv notcied that the stairs in the lirbrary on sides near the hallway are able to be glitched through as well, unless it has been fixed.
Title: Re: Star Wars Battlefront United
Post by: Led on February 04, 2013, 06:45:32 PM
Quote from: Kit Fisto on February 04, 2013, 03:54:35 PM
No you have the correct translation. Leia says "It's magnetically sealed" and that makes the bolts bounce off the wall. Sereja and I know our Star Wars! :friend:

Maybe you can put an invisible jedi AI attached to each wall!
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 04, 2013, 06:50:13 PM
Quote from: Ltin on February 04, 2013, 06:14:07 PM
iv notcied that the stairs in the lirbrary on sides near the hallway are able to be glitched through as well, unless it has been fixed.
You must be using the wrong version. Try this version: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=494
Title: Re: Star Wars Battlefront United
Post by: Led on February 04, 2013, 07:07:35 PM
Here is our list of SWBF2 conversions and ratings
http://www.swbfgamers.com/index.php?topic=4591.0

It has not been updated in a while though.
Title: Re: Star Wars Battlefront United
Post by: Kit Fisto on February 04, 2013, 08:14:02 PM
The only thing that needs to be updated is Sereja's Felucia, Hoth and Death Star. Those are the only ones that need to be added.
Title: Re: Star Wars Battlefront United
Post by: Unit 33 on February 09, 2013, 02:51:04 AM
Woah woah, I'm gone for 5 days and I miss this? Is the anything left I can help with? This sounds like fun!
Title: Re: Star Wars Battlefront United
Post by: Dark_Phantom on February 10, 2013, 10:17:32 AM
Quote from: Buckler on February 04, 2013, 06:45:32 PM
Maybe you can put an invisible jedi AI attached to each wall!

LoL!  If only that would work that easily
Title: Re: Star Wars Battlefront United
Post by: RepComm on February 10, 2013, 11:14:05 AM
Quote from: UNIT 33 on February 09, 2013, 02:51:04 AM
Woah woah, I'm gone for 5 days and I miss this? Is the anything left I can help with? This sounds like fun!

Lol..
I think we could use a few more Unit33s if you know what I mean^^
Title: Re: Star Wars Battlefront United
Post by: Dark_Phantom on February 11, 2013, 06:47:00 PM
I'm willing to help with this project.  I have experience in .lua scripting and other mods for Battlefront 1 (have helped with reconstruction process) and have played it for a long time, as well as Battlefront 2 (which I do play, just never online).  I even already started making .lua scripts to integrate once I get the time to try to make a good imitation of the BF2 sides.
Notice the word "imitation".  Somebody could probably make actual sides if they wanted to. :)
:cheers:
Title: Re: Star Wars Battlefront United
Post by: Phobos on February 11, 2013, 07:19:09 PM
Good it will be great to have another LUA scripter helping out with the shell and mission because that is a very important aspect of this project. Still looking for those planet textures, I've hard localized as much as possible but we will have to modify the core.lvl eventually
Title: Re: Star Wars Battlefront United
Post by: jdee-barc on February 11, 2013, 10:23:29 PM
If you need an extra dude to do kind of anything I'm totally down  :P
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