SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on October 21, 2015, 12:39:00 AM

Title: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on October 21, 2015, 12:39:00 AM
EDIT 01/11/2015: As of today, this mod has moved beyond theory and into early production.

I must stress that at the moment, this is just an idea. I have very little tangible and want to finish Expanded first. I have started a new mod document for this though and am quite far along with the theory.

That being said, I want to make a new mod once I'm finished with Expanded. It will be titled Star Wars Battlefront Uprising. It will take longer to make, not because of the units, but because I intend to make a custom campaign. At the moment, I'm throwing around ideas for the campaign's storyline, but I have an idea on how a more traditional campaign may be done in SWBF. Ginev's ideas for campaign-style maps in SWBF are what I will be basing mine off, but I also have an idea to make it a little like the campaign for Elite Squadron (IE you don't play as clones, you're essentially the only one on your 'team', clones would essentially spawn as native allies). Much like Ginev's maps, it would essentially be a 'straight line' of command posts that you capture and use as checkpoints (here is where it differs from Elite Squadron due to technical limitations: you get spawn tickets to allow you to change classes a limited number of times as you can't change classes at command posts)

The title isn't entirely a coincidence. The mod has some small inspirations from the mobile game Star Wars Uprising.

As I said, at the moment, this idea of a mod is just an idea.
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Giftheck on October 26, 2015, 12:55:25 AM
I've started working on new unit models for this mod. Nothing much, but you should recognise some of these:

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fclonetrooperph1.jpg&hash=3d89650b8a2f718ceb89785a26a6c7af6754b48f) (http://s23.photobucket.com/user/ggctuk/media/clonetrooperph1.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fclonetrooperph2.jpg&hash=b6cf1d1e3e65ed1daee8fe99160c6469f93db95b) (http://s23.photobucket.com/user/ggctuk/media/clonetrooperph2.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Farctrooperph1.jpg&hash=eb54d626f2fb4d49441b61a8d59433c9e8858c57) (http://s23.photobucket.com/user/ggctuk/media/arctrooperph1.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fheavytrooperph2.jpg&hash=7d21270adbd700e4f68c8c5b53941973dc535aa3) (http://s23.photobucket.com/user/ggctuk/media/heavytrooperph2.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fpilotph1.jpg&hash=405ae71ec096e376bb5b94ebd6e1c817ce457082) (http://s23.photobucket.com/user/ggctuk/media/pilotph1.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2Fpilotph2.jpg&hash=dbdfedc5652f14ee4b0e3becbfa0d70ae378d498) (http://s23.photobucket.com/user/ggctuk/media/pilotph2.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)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FmectrooperPH2.jpg&hash=83b234c8e24a4e0237342df670142757cf3d1324) (http://s23.photobucket.com/user/ggctuk/media/mectrooperPH2.jpg.html)
(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)

Some of these are difficult to see at first glance, but I've made the Clone Trooper helmets more detailed. You do see a MEC Trooper there too but it's not a 100% faithful remake as it uses my Purge Trooper body as a base and much like the Purge Trooper you see here I wanted to do my own spin on it.
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Unit 33 on October 26, 2015, 01:12:17 AM
I had forgotten about the MEC trooper. I remember 90% of online players back in the day used that body painted fluorescent pink. It was very silly.

Great work so far!
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Giftheck on October 26, 2015, 02:53:49 AM
Thanks :)

So far, this mod is pretty much just a lot of theory. But I'm happy with what I'm coming up with so far. I decided the campaign story will be a retelling of the story of Elite Squadron written in a way that fits the new continuity.

I want to port the Elite Squadron maps too, as well as some new maps based on their idea. And I'm very tempted to try out seeing if seamless space-to-ground works in SWBF. Obviously some things won't work IE we can't have Ion Cannons.
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Giftheck on October 30, 2015, 01:47:17 PM
I'm actually liking the idea of this mod a lot more than Expanded. I'm very, very tempted to abandon Expanded and focus on this. So far, I have what I want from the classes sorted out and I'm in the process of writing the map descriptions for the Campaign. This mod will also include maps ported from Elite Squadron, such as Coruscant, Kashyyyk, Dantooine and Tatooine, and a unique campaign mode.
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Ginev on October 31, 2015, 02:11:59 AM
Lol Gistech.It seems we have the same ideas.Before 2 months i starded my own big project and i have plans of making what Free Radical made.I also have some sort of Ground to space transition.Have you seen my pre alpha test map in youtube?If not here is the link:

https://www.youtube.com/watch?v=YunjbYf6tpo
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Giftheck on October 31, 2015, 02:26:41 AM
Yeah, I did see that the ideas are similar. I'm not 100% sure if seamless space-to-ground can be done in SWBF1 though, but my idea isn't so much a remake of Battlefront III (not really possible in the SWBF1 engine) but a reimagining of it designed to fit to the restrictions of the first game's engine, and the story (minimal though it has to be) is retold to fit into the new continuity.

It's interesting that Free Radical believed nobody could replicate the seamless space-to-ground tech they came up with, when a 10-year-old engine clearly can do it, maybe even the first game's engine.
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Gold Man on October 31, 2015, 08:19:49 PM
Quote from: Gistech on October 31, 2015, 02:26:41 AM
Yeah, I did see that the ideas are similar. I'm not 100% sure if seamless space-to-ground can be done in SWBF1 though, but my idea isn't so much a remake of Battlefront III (not really possible in the SWBF1 engine) but a reimagining of it designed to fit to the restrictions of the first game's engine, and the story (minimal though it has to be) is retold to fit into the new continuity.

It's interesting that Free Radical believed nobody could replicate the seamless space-to-ground tech they came up with, when a 10-year-old engine clearly can do it, maybe even the first game's engine.
I'd think ground-to-space would work, however wouldn't the map have to have a massive skybox to hold the ships beyond/within maximum viewing distance of a player on the ground? Or is it more so the transition of the atmosphere from a sunny Tatooine to a dark, star-covered space that makes it difficult?

Naturally I would've thought making such a map would already be possible if you had a large skybox, however I'm guessing there's alot more work underlying this for SWBF1, no?
Title: Re: Star Wars Battlefront Uprising (IDEA THREAD)
Post by: Giftheck on November 01, 2015, 12:28:57 AM
I'm not 100% sure. Large skyboxes would be no problem. The way it looks like these work is the skybox mesh that is to be placed in the map goes over the land portion and the space skybox is defined in the .sky file.

ATM, I'm trying to clean up the Dantooine map from Elite Squadron: I've successfully ripped the meshes but the UVs are all messed up.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 01, 2015, 09:50:47 AM
Okay, so here's what to expect from the classes in this mod. I have five set classes. Owing to the way I have things set up, there won't be any aerial classes (no Dark/Jump Trooper or Jet Trooper) and there won't be a Droideka unit either.

-SOLDIER: Is armed with a Blaster Rifle and Thermal Detonators. Average health. Units: Clone Trooper (REP), Battle Droid (CIS), Stormtrooper (IMP), Rebel Soldier (ALL)
-ENGINEER: Is armed with Light Rifle, Fusion Cutter, Detpacks, Health/Ammo Packs. Less-than-average health. Units: Clone Engineer (REP), Droid Engineer (CIS), Imperial Engineer (IMP), Rebel Engineer (ALL)
-SNIPER: Is armed with Sniper Rifle, Commando Pistol, Recon Droid. Low health. Units: Clone Assassin (REP), Droid Assassin (CIS), Navy Commando (IMP), Rebel Marksman (ALL)
-ASSAULT: Is armed with Missile Launcher, Electrostaff or Force Pike dependant on faction, Shotgun Mines. Higher-than-average health. Units: Assault Trooper (REP), IG Magnaguard (CIS), Heavy Trooper (IMP), Rebel Vanguard (ALL)
-BRUTE: Their armaments are different to the main classes but they all have Tri Shot blasters. High health. Units: MEC Trooper (REP), Super Battle Droid (CIS), Purge Trooper (IMP), Wookie Warrior (ALL).

The unfinished design document reaches about 15 pages thus far.

This mod's design is also meant to be more modular than previous mods I have made, which means I can make the side files smaller as I won't need to include, say, the same MEC Trooper every single time I create a side.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Ginev on November 07, 2015, 02:32:27 PM
Just a little side question.I know that Battlefront 1 and 2 zero editors can make the terrain go to -327 to +327.So is it possible someone somehow to hack the editor so we can increase that number?This will allow us to make even bigger maps in vertical terms.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 07, 2015, 03:20:15 PM
I'm afraid I'm no good when it comes to program hacking. Otherwise, I'd have found out how to extend the memory for both models and sounds in the game for sure.

I've been putting together a few models. I have an AT-MP that needs rigging and animating (it's based off the TFU2 one rather than the Commander one, I got it down from over 11,000 triangles to 5,728 - I'm wondering if it can be made to fit the AT-RT skeleton with the leg bones repositioned). As a joke, and mainly for practice, I rigged a Mickey Mouse model to the Jawa skeleton. Probably won't be included in the mod, but it's ideal for testing de-detailing models.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Ginev on November 07, 2015, 04:21:50 PM
I munge one model which is 30 000 triangles and it worked ingame however the munge process took more than 30 minutes :D  Ingame the model worked fine however some close objects infront of me switched from high to low poly which mean the game can't handle too much polys :D  Only if we knew and how to increase that limit...
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 07, 2015, 11:35:05 PM
The limits are console-based. I've enveloped high-res models so that they work as low_1 models and there's not even a hint of a frame dropout or game slowdown.

BattleBelk made custom launchers for both the main exe and SP_Test, but he stopped modding years ago, he's unreachable now and nobody else seems to want to write their own launcher program to modify the program to get rid of or decrease these limits.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 18, 2015, 03:11:02 PM
Here's a few work in progress shots of units. Some are for Phase IV, the Campaign Phase (in other words they won't be playable), unless I decide to include hunt maps for you to play around with them.

(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FPH2Darkie.jpg&hash=1149a13684cc4cc1583c1a0fd36e2c5a55302e9c) (http://s23.photobucket.com/user/ggctuk/media/PH2Darkie.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FPH3Darkie.jpg&hash=e1e2cfac18c3f94b52fb60ffa0d2e96609c056d0) (http://s23.photobucket.com/user/ggctuk/media/PH3Darkie.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX1Stormie.jpg&hash=3c787050c9afec8eccc1a086743afd7d3ccd356e) (http://s23.photobucket.com/user/ggctuk/media/X1Stormie.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FAT-MP.jpg&hash=0ec0c7f634621ea76832e3edce2c3480fce8a45f) (http://s23.photobucket.com/user/ggctuk/media/AT-MP.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FKotaModel.jpg&hash=54958eebfc61dab9e9966af1e5e6e90c1dab09e3) (http://s23.photobucket.com/user/ggctuk/media/KotaModel.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX2JediModel.jpg&hash=db1f29d0d12b5044651c88c84a8435ce6cbe6ab6) (http://s23.photobucket.com/user/ggctuk/media/X2JediModel.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FX1SithModel.jpg&hash=ddce6aba2dca6df094a5c71b5f6ac939ad2ff13c) (http://s23.photobucket.com/user/ggctuk/media/X1SithModel.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FBenModel.jpg&hash=8066d69763c6cb4ca741b165088dcea84b81cc74) (http://s23.photobucket.com/user/ggctuk/media/BenModel.jpg.html)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi23.photobucket.com%2Falbums%2Fb356%2Fggctuk%2FPalpymodel.jpg&hash=5e8f03df73e207e74571aa49438313cef40c158c) (http://s23.photobucket.com/user/ggctuk/media/Palpymodel.jpg.html)
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: 411Remnant on November 20, 2015, 06:39:20 AM
The purge trooper looks super cool.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 21, 2015, 11:59:35 AM
These days they're Phase II Dark Troopers  :P

Actually, I did have to relocate the wrist blaster to the right wrist (should be on the left) becaue SWBF can't do firepoints on the left arm without recreating the animation bank.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 24, 2015, 12:06:32 AM
Phase I, the 'test' phase for the units, is underway. I'm working today so I won't be able to deidcate my day to working out any kinks in it, but I have so far had to make one minor change before even launching the test (Purge Trooper has had to have an Ion Grenade instead of Cluster Grenades as there's no Spread option for grenades - I remember Napseeker doing cluster grenades but that might have been via a mortar launcher rather than a thrown version)
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on November 26, 2015, 03:35:00 PM
So, after testing Phase I, I came to the following conclusions:

-The Low-Res versions of certain models need fixing. My method otherwise works for replacing low-res with high-res counterparts. If only we had a way of increasing the model memory (I'd like to have it doubled).
-I don't need quite so many new SFX. Sorry, new Rebel Rifle, unique shotgun and unique light rifle sounds, you all gotta go (the CIS lightrifle still uses a 'unique' sound but I just borrowed it from the Wrist Shrapnel weapon, so it's not a new sound - I'm now using stock rifle sounds for the other lightrifles except the Republic lightrifle which uses the new rifle sound and the shotguns all use the SWBF2 sound)
-Got to fix some sounds. I can't get the Explosive Blaster SFX working atm.
-Seems the game hates some custom skeletons. I cannot get the MagnaGuard skeleton in the game without a crash. However, the MagnaGuard skeleton turns out to be very close to the stock Wookie skeleton, so that's what the MagnaGuard uses. I could, however, swear I had gotten the custom Yoda skeleton in the game before, and the skeleton I was using was from Sereja's Otoh Gunga assets. Ah, well, like I said it's no skin off my bones (no pun intended).

Other notes:
-Given what I have been told by Ginev, it should be 100% possible to have seamless ground to space in the first game. You'd create a 'skydome' that appears as your sky on one side and the planet mesh on the other.
-There will be maps based on Elite Squadron in Phase IV, but given my plans to repurpose 10 stock maps for the seamless space-to-ground, Bespin, Yavin IV, Endor, Tatooine and Hoth will not be ported.
-Speaking of Elite Squadron, I sent a letter to LucasArts asking if they could allow me the use of assets from Elite Squadron (the high-resolution ones). I plan on ripping models from the game if this falls through (which I am fully prepared to happen).
-I plan on giving both the AT-AT and AT-ST their proper sounds, mixed from various sources. The Soundboards provide the Heavy Chin cannon blast sound with some mixing from the new SWBF game. The walker footsteps are mixed from the footstep and mechanic sounds from SWBFEA as well.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on December 13, 2015, 12:59:16 PM
In the next few days I shall be moving on to a new laptop with Windows 10 64 bit. Anybody have experience modding 64 bit? From what I gather it's possible, but I have no idea if I can do the mapping I want to do in this mod. At the very least I should be able to create mods and models if not maps, though, right?
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: 411Remnant on December 13, 2015, 05:10:33 PM
Right. Maybe a test map or an edited version of one of the vanilla maps would be a good starting point.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on December 13, 2015, 11:09:39 PM
I'm more or less wondering if Zeroedit works on Windows 10 64bit rather than doubting whetjer I can map or not.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on January 07, 2016, 02:14:13 PM
Okay, so I've done some evaluation and as things get more detailed, I'm starting to wonder if it would be better for my mod to be produced in SWBFII instead of SWBF.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Led on January 07, 2016, 04:10:02 PM
Quote from: Gistech on January 07, 2016, 02:14:13 PM
Okay, so I've done some evaluation and as things get more detailed, I'm starting to wonder if it would be better for my mod to be produced in SWBFII instead of SWBF.

Nooooooooooo!


:P
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: 411Remnant on January 07, 2016, 04:44:09 PM
Quote from: Gistech on January 07, 2016, 02:14:13 PM
Okay, so I've done some evaluation and as things get more detailed, I'm starting to wonder if it would be better for my mod to be produced in SWBFII instead of SWBF.
:tu: Well you could probably get away with more on SWBF2. Then you could port back stuff into SWBf1 later on.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on January 07, 2016, 11:40:45 PM
My thinking exactly. My unit models are getting too detailed to work unaltered in the first game but the second has bigger memory. Plus a few of the things I want to do are very tricky to pull off in the first game if not impossible.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Ginev on January 17, 2016, 08:29:15 AM
Thats why i also moved to Battlefront 2.Because i can't make space battles in Battlefront 1.
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Cdt Fox on January 17, 2016, 08:33:35 AM
Quote from: Gistech on January 07, 2016, 02:14:13 PM
Okay, so I've done some evaluation and as things get more detailed, I'm starting to wonder if it would be better for my mod to be produced in SWBFII instead of SWBF.

I would say the 2nd one....The gameplay is more energetic... :P
Title: Re: Star Wars Battlefront Uprising [Official Production Thread]
Post by: Giftheck on March 04, 2016, 12:07:47 PM
Just in case I haven't made my intentions clear, I will be moving Uprising to SWBFII.

However, that does not mean I will do nothing for SWBF1 any more. I want to pull off one last mod: a movie-accuracy mod.
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