I'm not speaking for the author, but I'd say it's exactly for that reason. The map is too small for barrel rolls, innelmans, etc to be of any effect.Lagomorphia wrote:Why? They're not exactly heavy gunships and could do with the agility, especially seeing as they're going very fast on a small (relatively) map.Yes, I removed the tricks.
Marvel4's BF1 Conversion Pack
Moderator: Moderators
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
- Marvel4
- Rebel Colonel
- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Yes, Teancum is right. I noticed also they will crash more often when using tricks.
UPDATE: Added the yellow clone commander to Geonosis: Spire
UPDATE: Added the yellow clone commander to Geonosis: Spire
- Eggman
- Master Bounty Hunter
- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
I just tried out the Bespin maps and they were both well-done. I only have extremely minor criticisms:
For Cloud City, I would recommend changing the color of the lighting to match the sky a bit better. If I remember correctly, your lighting is pretty close to the original BF1 lighting, but it just doesn't look right with the color of the sky.
For Platforms, I would have liked to see edited sides for the fighters and gunships for a couple of reasons: 1.) to have weapons more similar to BF1 (personal preference - I just don't like the LAAT's weapons in BF2), and 2.) to fix an actual problem - vehicle chunks have their gravity values set to 0 in the current sides, so they just float away like they would in space maps. Also, it might be a good idea to loosen up the map boundaries. I didn't have too many problems with the current boundaries, but I did have the "leaving battlefield" message flashing on my screen a lot, and at one point I was a passenger in a gunship when the AI pilot flew outside the boundaries long enough to kill me.
Like I said, extremely minor criticisms. I don't have the Conversion Pack or any other BF1 conversions installed at the moment, so I'll probably give the rest of your maps a try.
For Cloud City, I would recommend changing the color of the lighting to match the sky a bit better. If I remember correctly, your lighting is pretty close to the original BF1 lighting, but it just doesn't look right with the color of the sky.
For Platforms, I would have liked to see edited sides for the fighters and gunships for a couple of reasons: 1.) to have weapons more similar to BF1 (personal preference - I just don't like the LAAT's weapons in BF2), and 2.) to fix an actual problem - vehicle chunks have their gravity values set to 0 in the current sides, so they just float away like they would in space maps. Also, it might be a good idea to loosen up the map boundaries. I didn't have too many problems with the current boundaries, but I did have the "leaving battlefield" message flashing on my screen a lot, and at one point I was a passenger in a gunship when the AI pilot flew outside the boundaries long enough to kill me.
Like I said, extremely minor criticisms. I don't have the Conversion Pack or any other BF1 conversions installed at the moment, so I'll probably give the rest of your maps a try.

- Lagomorphia
- Major
- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Clone Commander looks good, but it might be a good idea to use underarm chainguns as, unlike the Marine and ARC commander, his shoulders are lower and thus the only thing supporting the gun is his hand. If you like I'll compile a red ARC commander for you tomorrow.
Still can't take off in the LAAT.
Still can't take off in the LAAT.
- Marvel4
- Rebel Colonel
- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
No, thanks, I think he looks okay now.Lagomorphia wrote:Clone Commander looks good, but it might be a good idea to use underarm chainguns as, unlike the Marine and ARC commander, his shoulders are lower and thus the only thing supporting the gun is his hand. If you like I'll compile a red ARC commander for you tomorrow.

Try the jump-key.Still can't take off in the LAAT.
- Lagomorphia
- Major
- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
I'll try that. Can't you change the label/type to starfighter? It would simplify things.
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
How do you know the ClassLabel isn't already flyer? It has to be otherwise the AI can't take off and fly with the gunships. I haven't tried the map yet, but if the gunships are similar to the ones from SWBF1, if I can recall, you'll have to hold the jump (space bar) key in order for it to take off.
- Eggman
- Master Bounty Hunter
- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Are you sure you aren't in the co-pilot seat (fires guided missiles)? I haven't tried out Geonosis yet, but I didn't have any problems with the gunships on Bespin and I imagine Marvel4 is using the same vehicles for both maps.Lagomorphia wrote:Clone Commander looks good, but it might be a good idea to use underarm chainguns as, unlike the Marine and ARC commander, his shoulders are lower and thus the only thing supporting the gun is his hand. If you like I'll compile a red ARC commander for you tomorrow.
Still can't take off in the LAAT.
Edit: Played through Geonosis and the gunship definitely works fine (although I was mistaken about it being the same as Bespin's).
A bit of feedback for Marvel4: another solid conversion, the only criticisms I have involve the flyers. The only actual bug was with the planning/flyer splines - every now and then AI-piloted gunships would stop near the spire and spin around in midair until they bumped into something and exploded. I think this is either an issue with their planning, or they were trying to capture the command posts near the spire (this always happened near cp4). Other than that, I just have my own personal preferences for what might make a better map: the gunship's y-axis controls aren't inverted like they would be for other flyers, so the controls are very counter-intuitive. I'm pretty sure there's a line you can edit in the vehicle's .odf file to change this. Also, the Geonosian fighter's lasers seemed underpowered, considering they are the vehicle's only weapons.
- Lagomorphia
- Major
- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
I've discovered the problem. I change my controls from the stock ones, and being used to BF1 when I got BF2 I made Droideka deploy space rather a letter key. I have no idea why they changed it.
Basically the LAAT has all the responses of a starfighter, right up to the 'Follow Me' command appearing when you tell it to wait for you, but has the controls of a vehicle. Somewhere in the odf you should be able to switch it to starfighter, which would fix that, although if not I can put up with having to remember a different button to take off. If you post the LAAT odf I'll see if I can find it (and stop the rolling.)
Also, if the Geonosian starfighters are deprived of tricks it might be a good idea to slow them down so they can turn around effectively without landing. If the AI crashing is the problem with giving them tricks you said you could tell the AI not to with an odf line like you did with the LAATs, which might (in an atrocious pun) do the trick.
Basically the LAAT has all the responses of a starfighter, right up to the 'Follow Me' command appearing when you tell it to wait for you, but has the controls of a vehicle. Somewhere in the odf you should be able to switch it to starfighter, which would fix that, although if not I can put up with having to remember a different button to take off. If you post the LAAT odf I'll see if I can find it (and stop the rolling.)
Also, if the Geonosian starfighters are deprived of tricks it might be a good idea to slow them down so they can turn around effectively without landing. If the AI crashing is the problem with giving them tricks you said you could tell the AI not to with an odf line like you did with the LAATs, which might (in an atrocious pun) do the trick.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
The LAAT is already classified as a flyer, I check the side's LVL file in a hex editor.
- Marvel4
- Rebel Colonel
- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
No, I think the problem is because the base speed is 0.Eggman wrote: A bit of feedback for Marvel4: another solid conversion, the only criticisms I have involve the flyers. The only actual bug was with the planning/flyer splines - every now and then AI-piloted gunships would stop near the spire and spin around in midair until they bumped into something and exploded. I think this is either an issue with their planning, or they were trying to capture the command posts near the spire (this always happened near cp4).
Yes, I noticed that, but the gunships weapons are a bit weak, too.Other than that, I just have my own personal preferences for what might make a better map: the gunship's y-axis controls aren't inverted like they would be for other flyers, so the controls are very counter-intuitive. I'm pretty sure there's a line you can edit in the vehicle's .odf file to change this. Also, the Geonosian fighter's lasers seemed underpowered, considering they are the vehicle's only weapons.
I will think about it...
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
I'm curious as to how you got the vehicle repair droids to work on Bespin: Platforms. Did you just copy them into the /msh and /odf folders of your /World1 directory? I never bothered to try since the repair droids don't exist in SWBF2 by default.
-
- Imperial Systems Expert
- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Since I'm not him, idk how he did it, but yes that way works.
- Marvel4
- Rebel Colonel
- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Yes, thats exactly how I did it.Teancum wrote:I'm curious as to how you got the vehicle repair droids to work on Bespin: Platforms. Did you just copy them into the /msh and /odf folders of your /World1 directory? I never bothered to try since the repair droids don't exist in SWBF2 by default.
- Lagomorphia
- Major
- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Which might be why the game gives them vehicle controls. Perhaps try setting the base speed to 0.000001 or something? Also, do you know if it is possible to set the roll speed to 0 so they can't fly upside down?No, I think the problem is because the base speed is 0.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
The AI can still pitch the ship up and down, so that wouldn't help much.
- Lagomorphia
- Major
- Posts: 502
- Joined: Sun Dec 13, 2009 10:02 am
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
In Bf1 when a ship turned upside down something made it automatically spin back to an upright position. Can that still be done?
- Eggman
- Master Bounty Hunter
- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
Oh yeah, that's kind of what I was getting at - something with their planning takes them to that spot near the cp, so they stop and hover over it to try to capture it. You could prevent the AI hovering by raising the base speed, and maybe set the minimum speed to 0 so players can still hover. You'd still have issues with the gunships crashing into the spires though, so you should still edit the planning/flyer splines (whichever one the map uses, I don't know how you have it set up) to prevent that from happening.Marvel4 wrote:No, I think the problem is because the base speed is 0.Eggman wrote: A bit of feedback for Marvel4: another solid conversion, the only criticisms I have involve the flyers. The only actual bug was with the planning/flyer splines - every now and then AI-piloted gunships would stop near the spire and spin around in midair until they bumped into something and exploded. I think this is either an issue with their planning, or they were trying to capture the command posts near the spire (this always happened near cp4).
- Marvel4
- Rebel Colonel
- Posts: 556
- Joined: Mon Jun 21, 2010 12:57 pm
- Projects :: Marvel4s BF1 Conversion Pack + Era Mod
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
About the crashing gunships: It's very weird, because sometimes they fly right and sometimes they just crash... 

- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Marvel4's BF1 Conversions (New: Geonosis: Spire)
No, I think the problem is because the base speed is 0.Eggman wrote:Hidden/Spoiler:
[/quote][/hide]
Oh yeah, that's kind of what I was getting at - something with their planning takes them to that spot near the cp, so they stop and hover over it to try to capture it. You could prevent the AI hovering by raising the base speed, and maybe set the minimum speed to 0 so players can still hover. You'd still have issues with the gunships crashing into the spires though, so you should still edit the planning/flyer splines (whichever one the map uses, I don't know how you have it set up) to prevent that from happening.[/quote]
That's not a bad idea, set the minimum speed to 0, then the base speed to whatever. That gives players the hover ability, but AI will rarely stop. There's also a special region type to tell flyers to stay away from it. Can't recall what it is off hand, but it might be useful to put around the top of the spire.