Battlefront I Main Play Expansion -1 reply

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ggctuk

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12th October 2005

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#1 10 years ago

I recently posted the "Clone Wars 0.1" mod on SWBFFiles. I claimed it was a demo to a much larger expansion. I will now reveal the details of said expansion: Alliance:Nothing all too major. There will be Han Solo as a hero on some maps. Imperials:Again, nothing major - Boba Fett on some maps, including on the Campaign Tatooine (to fill a plot hole - Vader was on board the Death Star at the time). I will also add the troopers from "The Force Unleashed" as infantry on Kashyyyk. The Dark Trooper will also get a jet pack instead of a jump pack. CIS:MagnaGuard as the primary assault droid. The Vulture Droid will have its standard BF2 animation. Darth Sidious may also appear in some maps. Republic:The most changes - BF2 skins for different maps - desert, snow, ep3, ep2, and arc. For Kamino I will include a Kamino Guard. Will also add V-Wings and ARC-170s. Maps could be done too, I'll see what I can do about that. THINGS TO DO: Relocalization. However, I am aware that the core.lvl file compiled only contains localization, and none of the images etc.Re-editing of mission LUAs. Still can't get it to work, though. These are the main things I need assistance with. Is it possible to replace vehicles in maps? I believe it is in the LUA what vehicles appear on what maps.




Guest

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#2 10 years ago

yes, it is possible, but you can't just change the lua, you have to go into zeroedit, select the GCW-Ships (or CW ships), then look into a hangar, it will have little arrows on the floor, click them and a menu will appear to your right, change the ship names in there to the ones in the lua. Munge and test. Done.




ggctuk

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12th October 2005

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#3 10 years ago

Some maps are locked, so for some reason I cannot edit them directly without adding new stuff - CPs and vehicle spawn positions mainly. Some maps are even worse - they don't even have CPs (like Bespin Platforms) when I open them in ZeroEdit. It seems there is more to the mission.lvl than the level scripts. I guess perhaps, the actual req files have to be the same name as the lua themselves, like in BF2 (I have those tools, but personally I think BF1 has better graphics, and I'm not sure I can run BF2 off this laptop anyway, otherwise I may not have even started the project) This leaves localization as the main problem. I know there is more in the core.lvl file but I don't know what exactly or where to put it - i.e. HUD layout, fonts etc. I am also trying to figure out how to give the fighters their own animations - IE Vulture Droid, Jedi Interceptor etc from BF2.




vonfrank

...waiting for new ships...

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17th September 2007

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#4 10 years ago

how are you adding heroes to BF1 maps? are you just replacing the non-player hero or are they playable?




ggctuk

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12th October 2005

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#5 10 years ago

It will replace the NPC heroes, but it would be cool if I could find a way to script in BF2-styled hero play. Since it's roughly the same engine it might be scripted. It would be cool to do that for Battlefront 2 BETA, and BF1 BETA.




MileHighGuy

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22nd October 2008

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#6 10 years ago

heroes for bf1 would be impossible because you can only have 5 units in unit select, unless you want to replace for example the wookie, but it would be very unbalaced/ weird to see 5 hans running around(so i would replace npc hero).Heres an idea for saber throw, make a gun with no msh and have it shoot projectiles with the lightsaber msh and lightsaberblade as the rocketrail effect, im pretty sure you can do that.




MasterFang

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20th August 2008

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#7 10 years ago

yeah, but it wouldn't spin like in BF2. It would look really cheesy and you would be shooting a lightsaber at someone and you would still have it in your hand..




ggctuk

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12th October 2005

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#8 10 years ago

Yeah, it wouldn't quite work. I'm having three or four main troubles, aside from lack of localization. I wanted to add natives to Kamino (The Kamino Guard based off the BF2 Anti-Troopers) but they don't want to work. Do I have to add separate spawn paths for them in the main Kamino map too? If so, I might as well change it into the map shown in beta trailers. First, the new Red ARC Skin I made does not want to work properly. It will not show on the model. The Red ARC pack will, though. Second, Boba Fett makes the map crash as soon as he is spawned. I'll try using the Jango model with Boba's textures for now. Third... animations for starfighters. I wanted to have the Vulture droid animating properly...




MileHighGuy

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22nd October 2008

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#9 10 years ago

well, you could make it a main weapon and call it force impale and overheat very quickly... but im kinda getting off topic arent i edit: oh and make ut use the force push animations(i think there are some because i remember seeing them in elite sides mod).




ggctuk

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12th October 2005

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#10 10 years ago

Yeah, the Jedi will use force powers. Hoth: Echo base does not work any more with this sides mod, sadly. So I will see if I can mod a new map, or perhaps suggest an alternative... And I think I figured out Boba's problem. It's nothing to do with models or animations. I tried to make him use Clone Trooper sounds. I tested with the Dark Trooper with CIS droid sounds and it crashed the map then. :Puzzled: I also figured out how to alter the textures without having to rely on the "OverrideTexture" command - that doesn't always work. And yes, IMPERIAL OFFICER is in the game too!




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