Proof of concept - PSP ripped map > SWBF2

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Re: Proof of concept - PSP ripped map > SWBF2

Postby DarthSshylon » Wed Feb 14, 2018 2:17 am

unrelated in every way imaginable, but does anyone know if Kit Fisto(xbox to pc) is available to the public :thinking:

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Wed Feb 14, 2018 11:48 am

He is for modders in the Released Assets section, but he has to be added by a mother's map or mod to work.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby iamastupid » Thu Feb 15, 2018 7:27 am

I'm a bit late on responding, but if you need anyone to do ZE work, I am completely willing since I have literally nothing to do atm.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Thu Feb 15, 2018 7:32 am

Cool. I've got Kashyyyk ripped far enough to allow ggctuk to start doing ZE work. I'll export that and then I can get started on another map. My thought was either Boz Pity or Ord Mantell as they are two totally unique locations. I'll ping you once have enough of a model to put together in ZE.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby CdtFox » Thu Feb 15, 2018 12:25 pm

Wait...I missed really cool stuff here! :) Saleucami has been my all time favorite map! I don't have any working Zeroeditor atm nor I"m experienced but if i can improve or port any other model let me know :D Normal map would looks absolutely gorgeous :)

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Re: Proof of concept - PSP ripped map > SWBF2

Postby MissingTexture » Thu Feb 15, 2018 5:07 pm

Think you could extract Boz Pity from the PSP games?

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Thu Feb 15, 2018 6:15 pm

MissingTexture wrote:Think you could extract Boz Pity from the PSP games?

Oh absolutely. I was holding of on ripping Boz Pity as it's my least favorite, but if anyone volunteers to do the ZE work I'll rip it all to .msh. The Carrion Spat that the rebels can ride wouldn't be worth it though. No similar animal to rig it to and animate, plus it's super low poly. Technically we can rip it (the animal) from Star Wars Galaxies if someone wants to bother.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby MikeTheBeast55 » Thu Feb 15, 2018 11:21 pm

So the main concept to this mod is to rip EVERY map from the PSP game, fix the problems with the maps and add in new custom models so it is playable on Star Wars Battlefront II?

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Fri Feb 16, 2018 2:09 am

Kind of. In all honesty this started out as me just wanting to convert my few favorite maps. I wanted to use them for my SWBF2 Xbox mod. But then I thought that they would be great for SWBF1/SWBF2 on PC, so I plan on releasing any map that gets converted for both. I know AnthonyBF2 wants to use at least a few of these in the PSP mod as well if we can. But in the end I'll rip as many maps as people are willing to help me out on. We could totally do a Renegade Squadron total conversion, campaign and all, but only if we have enough hands to help out. The only thing that I think would be tough to figure out is a customization system.

In the end though it's just me wanting some of these maps, and a few people offering to help. We'll see where it goes.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby RookieOne » Fri Feb 16, 2018 3:21 am

Wouldn't be able to help with this as I don't have any experience with ZE, but just wanted to say I would love to see Renegades Sullust map converted. Also out of curiosity, how hard would it be to get the rebels t4-B tank working?

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Fri Feb 16, 2018 4:47 am

RookieOne wrote:Wouldn't be able to help with this as I don't have any experience with ZE, but just wanted to say I would love to see Renegades Sullust map converted. Also out of curiosity, how hard would it be to get the rebels t4-B tank working?

The PSP tank is super lowrez, but we could always convert the one from Empire At War. I've never done vehicles, but from what I understand it wouldn't be too hard to set up the mesh.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby ggctuk » Fri Feb 16, 2018 5:45 am

Let me know when you are ready for me to start working on Kashyyyk. It's a pretty simple map so pathing should be a doddle.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby DylanRocket » Fri Feb 16, 2018 9:46 am

Teancum wrote:
MissingTexture wrote:Think you could extract Boz Pity from the PSP games?

Oh absolutely. I was holding of on ripping Boz Pity as it's my least favorite, but if anyone volunteers to do the ZE work I'll rip it all to .msh. The Carrion Spat that the rebels can ride wouldn't be worth it though. No similar animal to rig it to and animate, plus it's super low poly. Technically we can rip it (the animal) from Star Wars Galaxies if someone wants to bother.


Hmm, maybe it could work with the Kaadu or Tauntaun skeletons. I might see if I can come up with anything. Any chance you could rip Korriban for me at some point?

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Fri Feb 16, 2018 12:52 pm

Possibly. It's extremely tedious so I may run out of motivation before I get to any more maps.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby TheMastermindOfMaom » Fri Feb 16, 2018 4:19 pm

ggctuk wrote:This would certainly be interesting to see done. The one map I would like to see from Elite Squadron would be Kashyyyk: I don't think that was in the SWBF3 files (at least, I've found no evidence of it).


Kashyyyk exists in Battlefront III, as for the Elite Squadron version, it's pretty different than the III one (night and day difference - literally!).

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Re: Proof of concept - PSP ripped map > SWBF2

Postby ggctuk » Fri Feb 16, 2018 5:00 pm

TheMastermindOfMaom wrote:
ggctuk wrote:This would certainly be interesting to see done. The one map I would like to see from Elite Squadron would be Kashyyyk: I don't think that was in the SWBF3 files (at least, I've found no evidence of it).


Kashyyyk exists in Battlefront III, as for the Elite Squadron version, it's pretty different than the III one (night and day difference - literally!).


Yeah, wasn't that "Stick to the plan, Kenobi" cutscene from the leaked trailer taking place there? However I've never seen anybody play it, nor has it been extracted previously, so I have no idea what it would actually look like.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby TheMastermindOfMaom » Fri Feb 16, 2018 5:26 pm

Mustafar, not Kashyyyk.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Sat Feb 17, 2018 1:13 pm

Moved this to the Work in Progress forum. I'll be updating as progress happens. In the last 24 hours something has gone south and when I export > OBJ from Blender and import > OBJ to XSI Mod Tool my materials are gone, and so I can't export > MSH. I'm not sure what's going on, but things are stalled temporarily.

***EDIT***

FIXED. Apparently you can't export .OBJ files with spaces in the name, otherwise it can't read the materials.

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Teancum » Sat Feb 17, 2018 9:51 pm

First screenshot of Boz Pity in-game. Lots of work to do on this, but it runs!

NEEDS
  • Lighting/colorization (so it matches PSP Boz Pity)
  • Terrain tweaks
  • AI Planning
  • Command post adjustments
  • Vehicles
  • --Possibly conversion of T4-B tank from Empire at War
  • --Possibly conversion of the animal mount from SWG, rigged to Kaadu skeleton
  • Final optimizations

Any takers? I can set this work up for SWBF1 or SWBF2, but I need to move on for now.

Image

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Re: Proof of concept - PSP ripped map > SWBF2

Postby Lorul1 » Sun Feb 18, 2018 12:28 am

This has a lot of potential Teancum ! Keep up the good work (:

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