The MOD/MAP Idea thread

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Xavious
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Re: The MOD/MAP Idea thread

Post by Xavious »

lucasfart wrote:.....and i advise learning to mod before you try to throw your weight about organizing a modding team.
He isn't trying to organize a mod team, he wants someone(s) to make a map/mod for him.
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Re: The MOD/MAP Idea thread

Post by lucasfart »

Xavious wrote:
lucasfart wrote:.....and i advise learning to mod before you try to throw your weight about organizing a modding team.
He isn't trying to organize a mod team, he wants someone(s) to make a map/mod for him.
Sorry. I just flipped straight over from his other post in the modding forum and wrote this. I didn't really read his new post, assuming it was the same as the other one :oops:
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Starkiller-Schnitzel
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Re: The MOD/MAP Idea thread

Post by Starkiller-Schnitzel »

of course i want the map for me...i want to know what you think about it and where i can learn modding for i make the avatar map/mod with navi and co! :mrgreen:
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Re: The MOD/MAP Idea thread

Post by acryptozoo »

Starkiller-Schnitzel wrote:of course i want the map for me...i want to know what you think about it and where i can learn modding for i make the avatar map/mod with navi and co! :mrgreen:
well for you'll need the Modtools especially Zeroeditor Duh :D if you need help you should read Fierfek's Tutoiral :thumbs:
and for making characters youll's need some sort of modeling program
XSI,Blender etc... waring they can be pretty difficult to learn :cpu: you should read
some tuts. at the everything you need thread (on modding topic)
good luck ;D
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Re: The MOD/MAP Idea thread

Post by Coley »

Erm, what´s about a batman map? I watched "The Dark Knight" and I couldn´t find any map of him. I thinkt it´s not so difficult to make, and even the city shouldn´t be too difficult for an more experienced modder than me...
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Re: The MOD/MAP Idea thread

Post by Sky_216 »

Coley wrote:Erm, what´s about a batman map? I watched "The Dark Knight" and I couldn´t find any map of him. I thinkt it´s not so difficult to make, and even the city shouldn´t be too difficult for an more experienced modder than me...
:funny2:
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Re: The MOD/MAP Idea thread

Post by Eaol »

...*sighs*

By more advanced he may mean godlike.
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Re: The MOD/MAP Idea thread

Post by Coley »

I feel kidded. xD
I´m afraid if I overrated you. :D
Erm, what´s about a batman map? I watched "The Dark Knight" and I couldn´t find any map of him. I thinkt it´s not so difficult to make, and even the city shouldn´t be too difficult for an more experienced modder than me...


:funny2:
Erm. Well. What´s up? Do you think a batman map is funny? Or do you mean it´s difficult?
Hmm, I think a simple batman model shouldn´t be TOO difficult. He has a cape. Thats included in the game, the hardest thing is the mask and the armour. And I saw much more complicated models in battlefront maps.
Well, it´s just an idea...
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Re: The MOD/MAP Idea thread

Post by CressAlbane »

The city would be the hard part, also, correct me if I'm wrong, but the ability to make character animations is hard to find.
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Re: The MOD/MAP Idea thread

Post by Commander_Fett »

Creating a city from scratch and textures to go with it would take a very long time, at least with just one person, and mod teams rarely stay together.
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Re: The MOD/MAP Idea thread

Post by giftheck »

I might make a miniature main Play Mod for the PSP version IF the newest CF comes out for Firmware 6.20. I could test it using an emulator but that might not work the same as the actual PSP version. I'm sure the PSP version uses the same munge process as the PS2, it's just they've lowered the texture resolution (model resolution seems to be the same in most cases unless they had to build custom models). I might even rebuild some maps that fail to work (Like the Death Star) and port some BF1 maps as well.
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Re: The MOD/MAP Idea thread

Post by Teancum »

Actually I've been looking into SWBF2 PSP and there's a number of other obstacles we'll have to tackle. I have it installed on my PSP's memory card and have been able to do little more than script mods thus far.
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Re: The MOD/MAP Idea thread

Post by giftheck »

Which is a bit odd. Obviously the "PS2" switch for the munge doesn't work for the PSP (even though the models are roughly the same with lower-res textures). If the game was released at the same time as the others I doubt that they used different munge tools or even modified ones. There's probably a PSP switch that we don't know about. Either than or the tools we got were upgraded afterwards specifically for the PSP version. Unfortunately we can't ask anybody who was on the Pandemic team if this was the case as we don't have contact details. It's a bit of a shame because we could actually have done with that where we could edit the maps which didn't work with the game (All but Geonosis, Coruscant and Utapau, as well as Rhen Var but that is script-related I think). I also would have liked a full-sized Mustafar (I don't know why that was cut).

It could be that they used some models specifically designed for the PSP as well.

EDIT: I'm also curious as to why the digital download version is about 100MB bigger than the UMD version.
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Re: The MOD/MAP Idea thread

Post by Teancum »

I'll know more when I get to the weekend. It still may work with the PS2 tools, but there aren't any switches in the executables, at least not one that can be found via hex, and it's all little endian, so we should be able to see them. Anyways, I'll try extremely small PS2 images and see if anything works. What will tell us right away though is whether a physical modl chunk from the PSP is the exact same size as the PS2.
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Re: The MOD/MAP Idea thread

Post by Slime615 »

Its not so much a request, but an Idea I wanted to share with you. I was thinking about a space/ground Hybrid map, but always thoght that the ships would just detroy the troopers so I got thinking, and here is my plan.

On the ground there is a force field that acts like a Hanger sheld in space maps. You can't fire in them. there are five cps, in there. Two enemys, not friendlys and one neatruel in the middle.

Above the shild are two Capatle ships, and four frieghters. like in a space map. However, the frieghters and capatail ships are not destroy able, but captureable. This means you ave two batles. In the air, and in the sky.

I have also made designs for a para trooper. It takes no damage from falling. A Para Trooper has t ojump out of the capatile ship, land in the ground, and start taking command posts.

Like a proper invasion. Attacker start int the air, and they have a few fighters to assisst. To combat the fighters, the defenders have ANTI-AIR TURRETS. Basicky a chargeing devise that can lock. The more you charge the more missles you luanch. In My Mind, it looks like the missles of a Hailfire tanks, on a pillar.

This is noot a request, Just some ideas you may want to use. Just make sure to credit me.
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Re: The MOD/MAP Idea thread

Post by CressAlbane »

The whole space-air hybrid thing has been tried and (generally) failed many times.
Mainly, because the AI bots are VERY stupid and the air fighters would follow the paths on the ground.
EDIT:
Oh, you'd also need a model for the shield.
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Re: The MOD/MAP Idea thread

Post by giftheck »

Teancum wrote:I'll know more when I get to the weekend. It still may work with the PS2 tools, but there aren't any switches in the executables, at least not one that can be found via hex, and it's all little endian, so we should be able to see them. Anyways, I'll try extremely small PS2 images and see if anything works. What will tell us right away though is whether a physical modl chunk from the PSP is the exact same size as the PS2.
You can't even script mod the EBOOT version (the digital download bought off the PSN) because it's all scrambled. Shame. If we had an eboot opener we might be able to do something about it. As I understand it, it is indeed the PSP's "missionlist.lua" that removes certain maps but the coding of it is a bit different to the PC version. The fact the LVL Extractor program works on the PSP version's LVL files (to an extent) has helped a little to understand what scripts are in the game. Of course, to recompile these (shell.lvl and mission.lvl) you'd need all munged files ripped from the LVL files themselves.

I've also thought about making a Terminator map, with HKs and T-800s. People have actually built models (and the T-800 one is better than any found in a game) and released them for free, so all they'd need is porting and rigging.
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Re: The MOD/MAP Idea thread

Post by Teancum »

Doing script mods will be easy. I've already extracted existing scripts, I'll just put them in the _BUILD folder like I did with the Xbox stuff. Shame about the download version, but then again that would have been a lot more overhead for someone to install the mod to EBOOT anyways.
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Re: The MOD/MAP Idea thread

Post by bobfinkl »

CressAlbane wrote:The whole space-air hybrid thing has been tried and (generally) failed many times.
Mainly, because the AI bots are VERY stupid and the air fighters would follow the paths on the ground.
EDIT:
Oh, you'd also need a model for the shield.
Flyers in BF2 don't follow standard pathing and barriers, they follow flyer splines. The issue I believe you are trying to get at is that the AI in the hangars would be clueless, which also should be no problem unless of course when flying you ascend and descend vertically.
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Re: The MOD/MAP Idea thread

Post by Commander_Fett »

CressAlbane wrote:The whole space-air hybrid thing has been tried and (generally) failed many times.
Mainly, because the AI bots are VERY stupid and the air fighters would follow the paths on the ground.
EDIT:
Oh, you'd also need a model for the shield.
Why would you need a model for the shield?
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