Star Wars Battlefront 3 Assets

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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DylanRocket
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Re: Star Wars Battlefront 3 Assets

Post by DylanRocket »

iamastupid wrote:The future of battlefront modding is bright thanks to Corra_Ashu!
When someone converts the lambda shuttle, could I have a landed one as a prop for a map I'm going to make.
Sereja converted one a while back. It's a vehicle, but you might be able to just use the .msh as a prop.

http://www.swbfgamers.com/index.php?act ... ;down=1283

You'll probably need an account to download it from SWBFGamers however.
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Re: Star Wars Battlefront 3 Assets

Post by giftheck »

DylanRocket wrote:
iamastupid wrote:The future of battlefront modding is bright thanks to Corra_Ashu!
When someone converts the lambda shuttle, could I have a landed one as a prop for a map I'm going to make.
Sereja converted one a while back. It's a vehicle, but you might be able to just use the .msh as a prop.

http://www.swbfgamers.com/index.php?act ... ;down=1283

You'll probably need an account to download it from SWBFGamers however.
That one is truly massive, I might add. It doesn't appear to be the right size at all. Here's in indicator of just how big it is:

Image
Image
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Re: Star Wars Battlefront 3 Assets

Post by iamastupid »

DylanRocket wrote:
iamastupid wrote:The future of battlefront modding is bright thanks to Corra_Ashu!
When someone converts the lambda shuttle, could I have a landed one as a prop for a map I'm going to make.
Sereja converted one a while back. It's a vehicle, but you might be able to just use the .msh as a prop.

http://www.swbfgamers.com/index.php?act ... ;down=1283

You'll probably need an account to download it from SWBFGamers however.
I do have that model on my hardrive, however as its stated above, it's massive and when you scale it down, it's just pure ugly, texture and model.
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

ggctuk wrote: I do have one or two things to point out regarding the layout. It's going to be tricky to have AI on this map with regards to the tower in the centre of the map - either there can be no pathing in the tunnel or in the middle room of the tower (I don't actually know if you can cross paths for vehicles and soldiers). I'm sure it can be done though. At the least it might be doable with the clever use of barriers.
I think you pointed out one of the most tricky things on this map. Indeed it's going to be very interesting when I come into AI pathing. Actually some bridges are not just two floored. They just lead you from Building A to Buidling B. Maybe due to proper Plannings the AI should avoid running into walls if they find to other way. I am not sure. I am sure that there are going to be some bots walking against a wall until they notice an enemy right away (or not). This cannot be prevented in any way. I was thinking about dynamic pathing through a timer which actrivates and deactivates certain connections and barriers so bots *should not* run into walls. For now I am still texturing the Objects. Big thanks to AceMastermind for some ported textures and the converted models used in this video: https://www.youtube.com/watch?v=JjKB51LNW50 I made some progress and also included the large ground. What do you think about it?
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Re: Star Wars Battlefront 3 Assets

Post by Sandtrooper956 »

Wow this is freaking amazing.
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Re: Star Wars Battlefront 3 Assets

Post by Anakin »

are there bump/specular maps for the clones??
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

Anakin wrote:are there bump/specular maps for the clones??
Yes there are. Corra_Ashu released them too as well:
I didn't test them before nor downloaded them. But I think they should do their job.
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Re: Star Wars Battlefront 3 Assets

Post by TheMastermindOfMaom »

They do. We used them for the Clone Trooper in this build: http://www.moddb.com/games/star-warsgal ... 2016-build and he looks cool.
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Re: Star Wars Battlefront 3 Assets

Post by Anakin »

all right, thank you. Haven't seen this update.


==EDIT==

what are these green textures good for??
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Re: Star Wars Battlefront 3 Assets

Post by clonetrooper163 »

Here is most of the maps.

As a reminder the venator hanger (bottom hanger with full interior and bridge) and gas platform are not collision models and are the real 3d models but have no proper uv maps, as for the bespin map there are tons of props at 0,0,0 so don't just run in and port this map straight to SWBF2 thinking it has none.

Also i included Corucants outside as there is a mesh for the bottom of the playable part of the map i think if you guys are ever going to make it into a playable map.

http://www.mediafire.com/download/2rrny ... 3_Maps.rar
Last edited by clonetrooper163 on Tue Mar 15, 2016 7:55 pm, edited 1 time in total.
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Re: Star Wars Battlefront 3 Assets

Post by giftheck »

From first look, the only things I can't see this including are Geonosis, Desolation Station, Death Star II, Dantooine and Kashyyyk, am I right?

Looking through all this, it's very interesting just how much wound up changed in SWBFES. From the smallest thing to the biggest, for instance, having a crashed Venator on Mustafar when it was the remains of an ISD in SWBFIII.
Last edited by giftheck on Mon Mar 21, 2016 3:42 am, edited 1 time in total.
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Re: Star Wars Battlefront 3 Assets

Post by thelegend »

The new maps look really cool and all of them have an interesting concept.

I made some more progress on that Coruscant Map. I am almost done in texturing the models Ace has released here.
There are still many bugs which need to be fixed and some other things also need to be changed. Today I started texturing the Interoirs and so far I finished the two on the far left and right side and also almost finished texturing the "rich man's house" in the middle of the map (Which still has no Normal or Spec. Maps applied).
Hidden/Spoiler:
Image
What is still left to do:
-Fixing holes, UV's, materials
-Fixing Collisions
-Removing unnecessary props

Then I can start with the other map stuff and custom objects.
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Re: Star Wars Battlefront 3 Assets

Post by clonetrooper163 »

thelegend wrote:The new maps look really cool and all of them have an interesting concept.

I made some more progress on that Coruscant Map. I am almost done in texturing the models Ace has released here.
There are still many bugs which need to be fixed and some other things also need to be changed. Today I started texturing the Interoirs and so far I finished the two on the far left and right side and also almost finished texturing the "rich man's house" in the middle of the map (Which still has no Normal or Spec. Maps applied).
Hidden/Spoiler:
Image
What is still left to do:
-Fixing holes, UV's, materials
-Fixing Collisions
-Removing unnecessary props

Then I can start with the other map stuff and custom objects.
In the coruscant outside i released there is a very bottom to the map that you really should/need to add to the map to make it look even more complete.
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Re: Star Wars Battlefront 3 Assets

Post by AceMastermind »

Looking sweet thelegend! :D
clonetrooper163 wrote:In the coruscant outside i released there is a very bottom to the map that you really should/need to add to the map to make it look even more complete.
I actually played around with both Coruscant outside and bg files together when I was setting up the exploration map and they just didn't match up well, there is a bunch of overlapping, duplicate and random geometry. The only part of it I would keep is the border that goes around the bottom of the playable area.
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Re: Star Wars Battlefront 3 Assets

Post by Delta-1035 »

thelegend wrote:The new maps look really cool and all of them have an interesting concept.

I made some more progress on that Coruscant Map. I am almost done in texturing the models Ace has released here.
There are still many bugs which need to be fixed and some other things also need to be changed. Today I started texturing the Interoirs and so far I finished the two on the far left and right side and also almost finished texturing the "rich man's house" in the middle of the map (Which still has no Normal or Spec. Maps applied).
Hidden/Spoiler:
Image
What is still left to do:
-Fixing holes, UV's, materials
-Fixing Collisions
-Removing unnecessary props

Then I can start with the other map stuff and custom objects.
That looks stunning!
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Re: Star Wars Battlefront 3 Assets

Post by Marth8880 »

thelegend wrote:The new maps look really cool and all of them have an interesting concept.

I made some more progress on that Coruscant Map. I am almost done in texturing the models Ace has released here.
There are still many bugs which need to be fixed and some other things also need to be changed. Today I started texturing the Interoirs and so far I finished the two on the far left and right side and also almost finished texturing the "rich man's house" in the middle of the map (Which still has no Normal or Spec. Maps applied).
Hidden/Spoiler:
Image
What is still left to do:
-Fixing holes, UV's, materials
-Fixing Collisions
-Removing unnecessary props

Then I can start with the other map stuff and custom objects.
Image
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Re: Star Wars Battlefront 3 Assets

Post by RevanSithLord »

I want that in my addon folder as soon as possible. lol. Just amazing!
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Re: Star Wars Battlefront 3 Assets

Post by Eaol »

Shadows and lighting! :D
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Re: Star Wars Battlefront 3 Assets

Post by MikeTheBeast55 »

DANG TheLegend, you got right on top of this the minute you heard about it didn't you? That looks fantastic so far and even though I never really keep maps in my addon folder, this one just might earn a spot out of the few I have!
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