Battlefront III Legacy [? - Apr, 28th, 2017]

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby CdtFox » Tue Aug 30, 2016 1:57 pm

MikeTheBeast55 wrote:
thelegend wrote:
Hidden/Spoiler:
Image

Chewy looks pretty awesome but the bowcaster looks really huge comparing it to Chewy...


http://www.moddb.com/mods/star-wars-bat ... a#imagebox ;) I'm not the only one!

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby AQT » Tue Aug 30, 2016 9:59 pm

Yeah, the proportions are way off.
Hidden/Spoiler:
Image

Free Radical's assets are nice and all, but that doesn't mean they can't be improved upon. :)

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby thelegend » Fri Sep 02, 2016 1:50 pm

The lenght of the bowcaster is actually identical to the stock model. I am also confused why they did make it as large as a clone unit...It might also look "huge" because of the bad camera shot. I will take a look at this later.

By the way Jango Fett got a bit updated with new sounds and animations:

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby Domino555 » Sun Sep 04, 2016 10:17 am

While I enjoy the authenticity of the blaster sounds, the way that Jango Fett holds his blasters kind of borders on uncanny valley. Do you think you can fix that?

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby thelegend » Sun Sep 04, 2016 11:52 am

Domino555 wrote:Do you think you can fix that?

How exactly? What's wrong with it?

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby Domino555 » Sun Sep 04, 2016 12:02 pm

It's just how Jango holds one of his blasters.

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby thelegend » Mon Sep 05, 2016 9:15 am

Domino555 wrote:It's just how Jango holds one of his blasters.


He wields two blasters. Which one of them is not "correct"?

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby Domino555 » Mon Sep 05, 2016 10:26 am

I think his right one.

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby RevanSithLord » Wed Sep 07, 2016 11:15 pm

Domino555 wrote:I think his right one.


The game was never meant to handle 'dual wielding' when it comes to firearms and will never truly be able to be implemented other than the use of fancy visual workarounds such as custom animations and addon MSH's to the left hand, with some ordnance/weapon ODF's. That being said, I think they did a wonderful job so far and I imagine they're going to continue to tweak and fix things. With enough demand, I'm sure they'll revisit the animations again, but I don't see much of a problem that you'd notice in-game too incredibly much.

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby Domino555 » Thu Sep 08, 2016 3:30 pm

RevanSithLord wrote:
Domino555 wrote:I think his right one.


The game was never meant to handle 'dual wielding' when it comes to firearms and will never truly be able to be implemented other than the use of fancy visual workarounds such as custom animations and addon MSH's to the left hand, with some ordnance/weapon ODF's. That being said, I think they did a wonderful job so far and I imagine they're going to continue to tweak and fix things. With enough demand, I'm sure they'll revisit the animations again, but I don't see much of a problem that you'd notice in-game too incredibly much.

Well, look at how Battlefront Extreme handles dual wielding.

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Re: Battlefront III Legacy [WIP 8/16 - Clone Wars Trailer]

Postby DylanRocket » Thu Sep 08, 2016 10:00 pm

Pretty sure every mod handles dual wielding the same way.

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby thelegend » Tue Sep 13, 2016 3:20 pm

Dual wielding was never supposed to be in this game. At least it can be "tricked" to give an illusion of two wielding guns. I even had to remove muzzle flash from Jango's Westars. Unless I would create a new effect or model....no way. I am glad that my custom animations worked anyway because I suck at animating soldier animations.
Anyways....

Just wanted to announce a new mode: Turning Point.
The mode is finished already and works functional. It is objective based and works for both teams very well as well as in Multiplayer.
It is slight different than in DICE's game but it still follows its principles.
Here's the original text from ModDB:
Hidden/Spoiler:
Code: Select all
Turning Point focuses on the same mode as in DICE's Battlefront. It has a few differences and minor changes but it keeps to the original base mode.

Republic: Go to the offensive and capture all command posts, which are ordered. You first have to capture the Eastern part of the map, following the bar and the tower in the middle. In the end you have to capture all three, last remaining, command posts, held by the CIS. You can capture them in any order [In the end].

CIS: Defend your bases as long as you can. After you first failed you will receive air-support. Also after failing to keep your areas/zones under your control, you'll keep losing strength. For example: Auto turrets, you owned, will turn against you. The only way to win for your team is by destroying the enemy team. They only have limited reinforcements; you have infinite units. However, after every victory, for the Republic, they will gain additional reinforcements. Which makes it harder to win.

This mode works fine in Singleplayer as well as it does in Multiplayer.

Screenshots of this mode have been uploaded recently.


As stated above Screenshots can be seen here: http://www.moddb.com/mods/star-wars-bat ... acy/images

Actually a Gameplay video was planned but I kept failing at it by dying too often and also failing to show you other things...So...the mode is going to be more surprising than actually known as the other ones.

EDIT..

New HUD+Open Beta Announcement


Hello everyone,
I first want to apologize for the lack of updates during the past. We worked very hard on implementing the new HUD as well as announcing the first playable Beta coming out soon.

The new HUD is based on what we have seen in Free Radical's early builds leaked in YouTube somewhere. Including new icons for weapons, new health and ammo bars, as well as additional objects covering your screen.
The minimap is located at the lower right corner, the weapon info is still at its origin point. Information about the current score, reinforcements will be found at the upper center of the HUD.
We still need to move the texts/fonts as well as by replacing them.

Also we implemented a new feature adopted from Republic Commando: Glass Cracking effects with additional cleaning. Big thanks to jedimoose who successfully scripted this feature for us.

You can watch the new HUD functions/design here: https://www.youtube.com/watch?v=9mHjVCHxK5Y

Now to the Open Beta. The open beta will be released soon including the map, at least three modes and 2-4 playable heroes/villains. The playable beta will be removed from the download until the full mod has been finished. The beta will be available at moddb only.

I hope you like the latest update. Please let me know if you still have questions or suggestions or...

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby willkilla » Wed Sep 28, 2016 8:06 pm

I can't wait!!! :eek:

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby AQT » Thu Sep 29, 2016 8:40 pm

Great work! The HUD looks really awesome. With it, this doesn't look like SWBF2 at all! My only recommendation is to consider going back to using the person icon for the health bar. The new Star Wars medical symbol just has too much going on to be ideal, but I'm sure you can use it somewhere else (possibly on health pickups?).

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby i2Bros » Fri Sep 30, 2016 4:02 am

It looks like another game, impressive! Could this be made Skin Changer compatible some how? That way it would become the ultimate mod xD

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby Domino555 » Fri Sep 30, 2016 5:26 pm

When can we start doing these open betas?

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby commanderawesome » Sat Oct 01, 2016 12:02 am

i2Bros wrote:It looks like another game, impressive! Could this be made Skin Changer compatible some how? That way it would become the ultimate mod xD

I plan to include support for this mod in a future version of the Skin Changer. I just need to make new skins for those models. Stay tuned. :)

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby thelegend » Sat Oct 01, 2016 2:56 pm

Domino555 wrote:When can we start doing these open betas?


The open beta will come soon and will be downloadable until the release of the final mod.
Anyways a few days ago I started working on some GCW stuff inlcuding soldier models, weapons, sounds and vehicles:


More things will come. My next thing is to fix some bugs, add imperial vehicles and finally some Star Destroyers.

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby Nedarb7 » Sun Oct 02, 2016 2:58 pm

This mod keeps on looking better and better. Keep it up, I look forward to playing the beta.

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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Postby xezene » Mon Oct 03, 2016 5:51 pm

I think the ships look fantastic. Good work. :) If you release the assets for this after release, I'll be glad to use some of them in the mod I am making.

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