SWBFGamers

Modding for the Original SWBF1 and SWBF2 => Requests => Topic started by: Mr. Banthafodder on September 27, 2011, 08:12:36 AM

Title: remaining Swbf 2 maps
Post by: Mr. Banthafodder on September 27, 2011, 08:12:36 AM
I saw the tantive vi map and the dagobah map
weren't converted to swbf 1.
I thought some parts of the tantive vi map were already used
in the behind enemy lines map but that's it.

It's just an idea but maybe some of the experienced modders can work together
to convert the tantive vi map.
I think many swbf players would appreciate that.



Title: Re: remaining Swbf 2 maps
Post by: Led on September 27, 2011, 09:26:00 AM
Several very experienced modders have tried the conversion, but they were not satisfied with the results, and the crude conversion was never publicly released.

My understanding is that it is not so easy, and that is why the conversion has not been done yet.

Title: Re: remaining Swbf 2 maps
Post by: Mr. Banthafodder on September 27, 2011, 10:35:42 AM
yeah ,you're probably right.
But if someone is still interested  :P.






Title: Re: remaining Swbf 2 maps
Post by: Bamdur on September 27, 2011, 12:16:18 PM
i was working on both, i was half way finished with the dagobah conversion, but i abanded that (like my 30 other porjects) and the tantive
had wierd collision that messed up the map
Title: Re: remaining Swbf 2 maps
Post by: SleepKiller on September 27, 2011, 01:50:36 PM
Yeah converting maps requires a lot of time and knowlage with Zero Editor and Hex Editing. And Tantive Iv collision problems steam from tthe fact SWBF1 can not handle such a big models with so many collision points.
Title: Re: remaining Swbf 2 maps
Post by: jdee-barc on September 27, 2011, 03:32:09 PM
BF2's Geonosis was never able to be converted to BF1 because the terrain somehow was incompatible with  the BF1 terrainmunge, always crashing it. One workaround to this is to use DXripper that will capture a frame that gives an out put of all models and the terrain as a model. But this is tedious as you have to export it, import it to xsi, export it tomesh. replace all objects on it. and you can't have ineditor textureblending in models.
Title: Re: remaining Swbf 2 maps
Post by: SleepKiller on September 27, 2011, 05:15:50 PM
That would just lead to collision problems as well. :/
Title: Re: remaining Swbf 2 maps
Post by: Mr. Banthafodder on September 28, 2011, 11:07:20 PM
Ok
But here's a second request.
I've downloaded all the other Swbf II conversions a while ago.
But I asked myself why they didn't add vehicles in the Felucia and Mygeeto map.
So, would it be possible for someone to add  vehicles in these maps ( the ones used in swbf II)?
Title: Re: remaining Swbf 2 maps
Post by: SleepKiller on September 29, 2011, 02:20:18 AM
The authors never released the sources to these maps and once again it is hard as to convert a SWBFII so with out their sources you will find few willing to re-convert and put vehciles in those maps.
Title: Re: remaining Swbf 2 maps
Post by: Led on September 29, 2011, 06:29:36 AM
Jedikiller made a felucia with and without vechicle spawns, and there are versions of mygeeto with and without vehicles.

I can try to find some links, but you should looks at Ryan's mod map list to see if you can find them on your own.


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