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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MikeTheBeast55
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by MikeTheBeast55 »

I definitely am liking the videos being made recently El Fabricio, love the continued dedication and work you put into this huge project, hope it will be done soon though much more work is most likely needed to be done.
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by thelegend »

I improved the spaceships for GCW a bit as well as some stock Space textures used in the Star Destroyer Interior: http://www.moddb.com/mods/star-wars-bat ... paceships4
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by AQT »

Looking great! Is there a plan to possibly use shadow regions and vertex lighting so that ship interiors and units in them don't look like they are being lit by the exterior global lighting?
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by thelegend »

I didn't plan to use them, but I already use some darker vertex points to have a better shadow effect.
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by Domino555 »

Will the Lambda-class Shuttle be used for both the Rebellion and the Empire? Or will it just be for the Imperials?
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by thelegend »

Domino555 wrote:Will the Lambda-class Shuttle be used for both the Rebellion and the Empire? Or will it just be for the Imperials?
It will be used by Imperials only.
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by CdtFox »

thelegend wrote:
Domino555 wrote:Will the Lambda-class Shuttle be used for both the Rebellion and the Empire? Or will it just be for the Imperials?
It will be used by Imperials only.
It would be cool if you can use this one for the rebel side :D

http://www.moddb.com/mods/star-wars-sha ... 1#imagebox

It's an awesome model...
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by thelegend »

CdtFox wrote:It would be cool if you can use this one for the rebel side

http://www.moddb.com/mods/star-wars-sha ... 1#imagebox

It's an awesome model...
We already implemented this one.
Hidden/Spoiler:
Image
As well as the B-Wing and a custom Tie Defender:
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by christian2261 »

Can you add the coruscant skin to the background surface

Nice :^)
Last edited by christian2261 on Thu Oct 13, 2016 4:13 pm, edited 1 time in total.
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by suLac »

It looks so amazing, can barely wait to play and enjoy this awesome mod :)
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by CdtFox »

thelegend wrote:
CdtFox wrote:It would be cool if you can use this one for the rebel side

http://www.moddb.com/mods/star-wars-sha ... 1#imagebox

It's an awesome model...
We already implemented this one.
Hidden/Spoiler:
Image
I usually follow the mod at modddb, that's why I didn't heard about that. Just Awesome :D
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by Domino555 »

What is the Rebel Alliance's transport called?
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by giftheck »

Domino555 wrote:What is the Rebel Alliance's transport called?
I don't think it's ever been given an official name, though I could be mistaken. I've never seen this ship outside Battlefront III, so it was probably something created explicitly for the game.

It's probably just called a "Rebel Gunship".
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by CdtFox »

ggctuk wrote:
Domino555 wrote:What is the Rebel Alliance's transport called?
I don't think it's ever been given an official name, though I could be mistaken. I've never seen this ship outside Battlefront III, so it was probably something created explicitly for the game.

It's probably just called a "Rebel Gunship".
According to this picture It's called HAAT: http://www.moddb.com/mods/star-wars-sha ... 1#imagebox
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by giftheck »

CdtFox wrote:
ggctuk wrote:
Domino555 wrote:What is the Rebel Alliance's transport called?
I don't think it's ever been given an official name, though I could be mistaken. I've never seen this ship outside Battlefront III, so it was probably something created explicitly for the game.

It's probably just called a "Rebel Gunship".
According to this picture It's called HAAT: http://www.moddb.com/mods/star-wars-sha ... 1#imagebox
I think that's a title assigned to it by the guy making that mod, but it would definitely be a suitable name as the Clones have the LAAT, and somewhere in the middle there was an MAAT (the gunship Drexl used in the PS2/Wii versions of TFU)
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by clonetrooper163 »

ggctuk wrote: I think that's a title assigned to it by the guy making that mod, but it would definitely be a suitable name as the Clones have the LAAT, and somewhere in the middle there was an MAAT (the gunship Drexl used in the PS2/Wii versions of TFU)
I'm the creator of that mod and all the the new vehicles i am adding to it that are from SWBF3 that hasn't been in any other game is all based on info i got from a former Dev at Free Radical the vehicle is called a Haat and here is it's full description http://images.akamai.steamusercontent.c ... ED2C85966/

Here is some info on the T5B and the AAC3
The T5B doesn't show up in the campaign until ACT III on the Dathomir, it's in the level in a unplayable area firing off artillery rounds similar to that of the AV-7 found in the clone wars movie, it was firing towards Imperial Remnant forces. The vehicle would of been playable in instant action and multiplayer on bigger maps with the exception of Hoth, The T5b was meant to replace Petroglyph's MPTL-2a (or Mobile Proton Torpedo Launcher-2a) not just as a more easier to design vehicle gameplay wise as we were looking to other star wars games not just past battlefront games to bring vehicles into our game and future titles but the MPTL-2a was a bit to complicated because of it's deployable rockets pods and thought players wouldn't like having to deploy and un-deploy the vehicle every time they wanted to attack and move, but story wise the vehicle was a replacement to the MPTL-2a after the formation of the New Republic and was a medium to long range artillery with 2 front laser cannons for defense but was slow cause of it's heavy armor plating.
The AAC-3 very much like the AAC-1 but like many things we didn't have that many ground vehicles in ACT 2(GCW) other than air vehicles and some ground vehicles in the background but we did have it playable for the Yavin 4 mission but gave it a color schemes(through shaders) of the AAC-1 both are the same model but Rebellion Games working on the PSP version of Battlefront III just decided to use the old Battlefront II model and called it the AAC-2, so we decided to do that ourselves and remake the Battlefront II model but never got a chance to get around to it. But our plans and idea was going to be a hull redesign of the AAC-1 that the Rebels once use and call it the AAC-2 but since Rebellion Games decided to create their own AAC-2 we decided to move ours to it's now name AAC-3 and use it for ACT-3 which as you know is the New Republic era.

Although since we never got around to doing this in the game it can be used either way as the AAC-2 or 3.
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by AnthonyBF2 »

Will a beta be available soon?
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by Teancum »

A couple of things:

1) This is coming along SO nicely. Kudos to the team.

2) Someday I hope to help out with framing out additional maps. I don't really want to take the time to do all the AI pathing and whatnot, but if someone else is willing to do that I'll probably put all the pieces together for an additional map.

3) Just for fun, here's the list of known available maps in the SWBF3 build. There might be one or two more, I can't remember:
-Coruscant
-Bespin
-Dathomir
-Cato Nemoidia
-Mustafar
-Tatooine
-Hoth
-Dantooine
-Invisible Hand
-Endor
-Death Star II
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by CT108 »

One of the best mod ever. Awesome work guys ! ;)
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Re: Battlefront III Legacy [WIP 25/9 - HUD+Open Beta]

Post by Teancum »

Okay, so I took each of the map files Corra_Ashu posted in the SWBF3 Assets thread into Unity, and most of them are perfect to set up for future maps. I can't find textures for them at the moment (I'm at work, so I can't extract them myself) but I'm pretty sure someone posted them.

Here's a breakdown of each file (I kept Corra's spelling for these files):
  • acclimator_hanger -- could not load in Unity (shows up with no polygons)
  • bespin_gas_platform -- an "off-map" prop. Loads fine
  • bespin_map -- loads fine*
  • CATO_map -- loads fine*, is just one of the "boat" cities, no outside props (probably in another file)
  • datho_map -- loads fine*, would need terrain shaped around it (most of the map is a model)
  • death_interior -- could not load in Unity**
  • hoth_map -- loads fine*, would need terrain shaped around it (most of the map is a model)
  • ISD_interiro -- could not load in Unity**
  • munificent_hanger -- could not load in Unity**
  • munificent_hanger2 -- could not load in Unity**
  • mustafar_map -- loads fine*, would need terrain shaped around it (most of the map is a model)
  • tatooine_map -- loads fine*, would need terrain shaped around it (most of the map is a model), has lots of props at 0, 0, 0 coordinates (would be a pain to rebuild)
  • Venator_hanger -- loads fine*, would need terrain shaped around it (most of the map is a model)
*mesh has all the submeshes within it, so those will have to be split out
**no polygons visible
***The download had no map files for Dantooine or Endor. These will have to be extracted on our own.


In order to do these conversions we would need the textures converted, and we'll probably have to root around in the original model files to find some missing pieces per above. Anyone know what tool was used to open up the models?
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