Hello, fellow modders!
Wolf and I are proud to introduce a new modding project taking place in the Stargate universe: Stargate: Battlefront!
It shows the battle between Tau'ri and Wraith.
You can fight in huge space battles which we want to make as varied as possible, so you as player have to gain different goals to earn the victory for your faction. The base ship of the Tau'ri will be a heavily armed battle carrier: The E.S.F. SOL. In its huge hangar bay it carries a massive number of fighters and bombers. The Wraith base ship is nothing less than the giant Hive itself.
Other than in vanilla Battlefront II you will be able to fly not only small fighters and bombers but also you get also the chance to command an escort ship to support your fleet with massive firepower.
As the WIP section implies it's pretty much all WIP.
But now: Pics!
Hidden/Spoiler:
Soldiers are still using stock models for now.
Make sure to select GCW space assault when you play, the others won't work.
This map is still pre-beta, so keep that in mind. The AI is lacking planning and a lot of stuff is not complete yet.
You can also control big frigate ships. If you want to do that go back in control room close to the seats. The following screenshots shows the regions that will get you into the frigates: http://abload.de/img/bild12hpoe.jpg
To leave, simply fire their secondary weapon.
The timer signals the arrival of a second Wraith destroyer. Note that will not see it in the final version. Again, a lot of stuff is WIP, the frigates tend to move very unnatural etc.
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1. About
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This mod lets you dive into the Stargate universe.
You can fly around with several Stargate units. Soldiers are still using stock
models for now.
Make sure to select GCW space assault when you play, the others won't work.
This map is still pre-beta, so keep that in mind. The AI is lacking planning
and a lot of stuff is not complete yet.
Modes: Currently GCW space assault only.
Do not attempt to use other modes or eras.
You can also control big frigate ships. If you want to do that go back in control room
close to the seats. The following screenshots shows the regions that will get you into
the frigates: http://abload.de/img/bild12hpoe.jpg
To leave, simply fire their secondary weapon.
The timer signals the arrival of a second Wraith destroyer. Note that will not see it in the
final version. Again, a lot of stuff is WIP, the friagtes tend to move very unnatural etc.
Put the SG1 folder (which includes this ReadMe) in your Addon
folder in your Star Wars Battlefront II\GameData directory.
If you don't have an Addon folder simply create one.
By default it should look like this:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\Addon\SG1
To uninstall simply delete the SG1 folder.
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3. Known Issues/Bugs
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The map is still pre-beta so a lot of stuff needs to be done.
If you want to use this mod or parts of it for whatever purpose
(redestribution etc) please contact us first.
Do not use anything without permission. Thank you.
THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS,
A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM
& (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
Last edited by Locutus on Mon Sep 29, 2014 2:26 pm, edited 1 time in total.
@Mav: Yup, the SOL is a custom ship invented and created by Wolf. It's meant to be the last defensive line between earth and possible invaders. It made it's first appearance in the Stargate Pegasus Chronicles mod for EaW/FoC and now found it's way to Battlefront.
@Marth8880: I'm sorry, we haven't included many sounds in this demo yet - only background music if I remember correctly. But be assured, it's the next thing on my to-do list. Thanks to you I can finally get all the sound effects ingame.
I do have to say though, things would look a lot more amazing if they had detail maps or normal maps. Glowing sections would be good as well, glowmaps or just separate materials work.
Lots of amazing potential that hasn't hit its apex.
You're probably right, it would indeed look better.
It's definitely planned for the hangar section of the Hive (the Sol hangar has glow, too). The Hive is already using a 65MB texture for the organic parts and requires a lot of polys due to its organic nature. We have to see how much the engine can handle when all the other models are in.
65 megabytes? What, so...4096x4096, correct? You sure you can't just use multiple smaller textures or something? Also, know that you'd be safe using a normal map (for example) that's only 2048x or 1024x - the lower resolution wouldn't really be noticeable.
Yup, 4096^2.
The UV map is as good as it can be, I'd say. Yet again the organic nature is what makes so difficult. The tech texture (black parts with window) is waaay smaller.
The main reason that only one organic texture is being used is that the model was originally made for TPC. Model and texture where improved for SWBF2 but making a new UV map and texture for each part of the hive (we cut it in 13 parts) ... there are things that are more fun than that^^
Thanks for the hint with the normal map - never considered that it could have a different size. I'll talk to Wolf about it.
Obviously it's never fun doing more work, but you'd have a lot more efficiency if you went with the "base texture + detail texture" setup that stock SWBF2 ships use. For all the size you're giving that texture, it doesn't look all that spectacular up close. You'll get a better look switching down to a 1024^2 base with another 512^2 or 1024^2 detail, and you'll save half the space. You don't even need to re-UV, since as long as your model is wrapped well (and yours looks that way), detail textures can just sort've do their thing. They're basically texture greebles.
My first time back on this site in like a year, and this is what pops up! you guys never stop impressing, even after all these years... Who needs new games when we new content from you every week or so? First download in two years, aaaand... GO!