Star Wars Battlefront 3 Assets
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Re: Star Wars Battlefront 3 Assets
[quote="Anakin"] could you make a mod for battlefront 2 with alot of assests from free radicals battlefront and maps ?
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Re: Star Wars Battlefront 3 Assets
I think you're asking for too much at the moment. Maps can't be extracted right now so it'd be impossible to port the maps unless someone plans on completely recreating the models/textures for the maps.skleidar wrote:Anakin wrote: could you make a mod for battlefront 2 with alot of assests from free radicals battlefront and maps ?
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Re: Star Wars Battlefront 3 Assets
[quote="DylanRocket"][quote="skleidar"][quote="Anakin"] how about the assets that cora released for battlefront 2 why not use them to make a conversion mod or something ?
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Re: Star Wars Battlefront 3 Assets
You spoke to soon sir lol.DylanRocket wrote:I think you're asking for too much at the moment. Maps can't be extracted right now so it'd be impossible to port the maps unless someone plans on completely recreating the models/textures for the maps.skleidar wrote:Anakin wrote: could you make a mod for battlefront 2 with alot of assests from free radicals battlefront and maps ?

Coruscant but sadly it has no UV maps on any of the meshes.

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Re: Star Wars Battlefront 3 Assets
[quote="clonetrooper163"][quote="DylanRocket"][quote="skleidar"][quote="Anakin"] do you have pc build for free radical battlefront because all of the models you have from the game
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Re: Star Wars Battlefront 3 Assets
lolclonetrooper163 wrote:You spoke to soon sir lol.DylanRocket wrote:I think you're asking for too much at the moment. Maps can't be extracted right now so it'd be impossible to port the maps unless someone plans on completely recreating the models/textures for the maps.skleidar wrote:Anakin wrote: could you make a mod for battlefront 2 with alot of assests from free radicals battlefront and maps ?![]()
Coruscant but sadly it has no UV maps on any of the meshes.
Nice! Even without UV maps, it's a good start!

- giftheck
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Re: Star Wars Battlefront 3 Assets
I believe clonetrooper163 confirmed that this was a texture map issue with the plugin so it should hopefully be fixed soon. Can't wait unril it is: the map looks a heck of a lot better than the Elite Squadron version.
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Re: Star Wars Battlefront 3 Assets
Some maps don't just have UV problems just about every prop like say a building on bespin outisde of the map(play area) is at 0,0,0 in 3ds max so you'd need to go in and place them yourself, like for Tatooine all buildings are at 0,0,0 and without proper footage of someone walking around and telling you this building went here..ect you couldn't properly replicate it.ggctuk wrote:I believe clonetrooper163 confirmed that this was a texture map issue with the plugin so it should hopefully be fixed soon. Can't wait unril it is: the map looks a heck of a lot better than the Elite Squadron version.
But i just so happen to have a photo of Tatooine.


Also i noticed on the venator interior i have both side and bottom interiors( bottom has all rooms) that the bridge is on the same level as the rest of the hallways...ect so here is a bit of info on how ships worked and what players could do with said ships in SWBF3.
This here means that while the bridge was on the same level as the rest of the rooms they could take it and have it load with zero load time at the proper point on the ship and you'd be looking out above the rest of the ship.You could control turrets from the interiors of the ships that shot back to the ground plane. Inside the hanger would be doorways which linked via portals to the ships interiors, which I believe were set up like the rest of the level, including control points, etc
Each level had a bunch of ships you could enter
This also says that there was different levels of ships, like in atmosphere, space just above the planet and than ships out a bit farther, if you go back and watch the leaked alpha footage of the eta 2 jedi starfighter flying around the map and he goes into space you'll see the different level of ships.
Last edited by clonetrooper163 on Tue Feb 23, 2016 3:56 am, edited 1 time in total.
- giftheck
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Re: Star Wars Battlefront 3 Assets
Sounds like the levels were set up in the same way as SWBFII, then: terrain with individual buildings placed.
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Re: Star Wars Battlefront 3 Assets
Odd thing is some of them have a bit of terrain on them like the mustafar,dathomir map has like terrain squares under some of the buildings...ectggctuk wrote:Sounds like the levels were set up in the same way as SWBFII, then: terrain with individual buildings placed.
Bespin is pretty cool as well cause it has a tibanna gas platform separate from the main map that has a interior so you could put a cp and fighters...ect on it
- giftheck
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Re: Star Wars Battlefront 3 Assets
Sounds pretty neat. Can't wait until we get all these objects and we can reconstruct the maps. Though I do see a slight problem with doing Coruscant in that you'd have to not have any AI paths through the tunnel under the tower. There's always workarounds for these things though.
Judging by what you were saying about full ship interiors, then "Invisible Hand" wasn't so much a separate map as part of a larger map (maybe Coruscant).
Judging by what you were saying about full ship interiors, then "Invisible Hand" wasn't so much a separate map as part of a larger map (maybe Coruscant).
- Anakin
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Re: Star Wars Battlefront 3 Assets
I think you haven't understand the Quote function. If you useskleidar wrote:clonetrooper163 wrote:DylanRocket wrote:skleidar wrote:Anakin wrote: do you have pc build for free radical battlefront because all of the models you have from the game
Code: Select all
[quote="Username"]....[/quote]
a simply
Username wrote: does nothing except looking wired. Here at the board is no @ to notify someone else to be mentioned. Of cause you can use the @ to speak to someone directly and hope that he read itOr you send a PM
@clonetrooper163: That's great to see that we may can get some maps. Keep it up
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Re: Star Wars Battlefront 3 Assets
All the models from the V1 thread are from a later Pre-Alpha build. V2 is Xbox Pre-Alpha.skleidar wrote:clonetrooper163 wrote:DylanRocket wrote:skleidar wrote:Anakin wrote: do you have pc build for free radical battlefront because all of the models you have from the game
The game didn't get to alpha. Check question 26: http://commindustries.proboards.com/thr ... d-employee
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Re: Star Wars Battlefront 3 Assets
I'm frankly astounded at how quickly this has all been deciphered by the Xentax community. They're truly Hogwarts over there (full of wizards). Bottom line is, if all the meshes can be extracted the rest can be done here. Sounds look to be just standard XMA, and SWBF2's animation system and anims can do 95% of the heavy lifting. There's not even a need to do the SWBF3 interface as it's really superfluous to getting the actual levels and characters going.
Drawing attention
All that being said, it's always possible Disney can hit us with a Cease and Desist order. If that ever happens, we'll of course comply fully. It would probably only get that way if some fool thought it was smart to send out information to the media. If it stuck to here, ModDB, SWBFGamers, places like that -- then it would be enjoyed by those who love it and stay away from prying eyes.
In the end I don't think Disney gives two hoots about a dead game unless it ends up competing with their current Battlefront. If we were to release all maps separately that might help our cause, as separately they don't compete to Battlefront 2015's "whole" game. (yep, quotes are intentional)
Can a community do it?
Here's the biggest problem though: people will want it to be all UBER_HD@!$# and want every single model and texture converted. Right now we need two things: maps and characters/vehicles not in SWBF2. If we're talking remaking these maps then it's a waste of resources at the start to convert things we already have versions of. Once the stuff we don't have is done, then we go back and sweep up SWBF3's weapons/characters/vehicles that we already have in SWBF2. But given the size of our community that would be the only way we could ever pull this of.
Everyone wants the fancy UI, the HD models at 30k polys, the 2028x2048 textures, etc. But there are two problems with that: 1) was stated above -- too much time will be spent on this and not enough on what doesn't exist ... and 2) we have no idea what the texture/model/animation ceiling is for the SWBF2 engine. Yes, you can run a 30k poly model, but what if every model in the whole map -- characters, weapons, vehicles, and objects, were each 30k. This engine has some very strict memory pools and I'd rather not hit them at the beginning of the project and lose steam.
Drawing attention
All that being said, it's always possible Disney can hit us with a Cease and Desist order. If that ever happens, we'll of course comply fully. It would probably only get that way if some fool thought it was smart to send out information to the media. If it stuck to here, ModDB, SWBFGamers, places like that -- then it would be enjoyed by those who love it and stay away from prying eyes.
In the end I don't think Disney gives two hoots about a dead game unless it ends up competing with their current Battlefront. If we were to release all maps separately that might help our cause, as separately they don't compete to Battlefront 2015's "whole" game. (yep, quotes are intentional)
Can a community do it?
Here's the biggest problem though: people will want it to be all UBER_HD@!$# and want every single model and texture converted. Right now we need two things: maps and characters/vehicles not in SWBF2. If we're talking remaking these maps then it's a waste of resources at the start to convert things we already have versions of. Once the stuff we don't have is done, then we go back and sweep up SWBF3's weapons/characters/vehicles that we already have in SWBF2. But given the size of our community that would be the only way we could ever pull this of.
Everyone wants the fancy UI, the HD models at 30k polys, the 2028x2048 textures, etc. But there are two problems with that: 1) was stated above -- too much time will be spent on this and not enough on what doesn't exist ... and 2) we have no idea what the texture/model/animation ceiling is for the SWBF2 engine. Yes, you can run a 30k poly model, but what if every model in the whole map -- characters, weapons, vehicles, and objects, were each 30k. This engine has some very strict memory pools and I'd rather not hit them at the beginning of the project and lose steam.
That's probably so that it was easy to blend an object in with terrain. A few Battlefront 1 and 2 objects are that way.clonetrooper163 wrote:Odd thing is some of them have a bit of terrain on them like the mustafar,dathomir map has like terrain squares under some of the buildings...etcggctuk wrote:Sounds like the levels were set up in the same way as SWBFII, then: terrain with individual buildings placed.
True, but this is how the internet knows it, and what they'll probably always call it. It's just like SWBF1/SWBF2's engine name. Two separate Pandemic devs (Psych0fred and a dev that still updates the Battlezone II engine) say it has no name. But the community calls it Zero since Zero was the name of the Clone Wars engine and it's also the name of the editor for SWBF1/SWBF2. That coupled with the fact that in-game it looks and feels like Clone Wars, we call it Zero.TheMastermindOfMaom wrote:The game didn't get to alpha.
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Re: Star Wars Battlefront 3 Assets
Sounds like a big project. My idea:
One coordinator and sub groups for music/sound, map, units.
All together on a git porject. How wants to organize?? i'd be on the side team.
One coordinator and sub groups for music/sound, map, units.
All together on a git porject. How wants to organize?? i'd be on the side team.
- giftheck
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Re: Star Wars Battlefront 3 Assets
Me myself, I would be interested in something "in the apirit of" SWBFIII which is where my Uprising mod idea originated but I don't want to do a 1-1 conversion nor do I think it is possible to achieve that. Stick to what is doable would be my advice.
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Re: Star Wars Battlefront 3 Assets
Sounds really interesting... I recently started to convert some of the CIS weapons to SWBFII. Maybe this could be usefull?
They're not correct yet and the tri count has to be lowered I a bit guess, but they look nice ingame
They're not correct yet and the tri count has to be lowered I a bit guess, but they look nice ingame
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- giftheck
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Re: Star Wars Battlefront 3 Assets
You shouldn't need to lower the triangle count. I've already shown how much SWBFII can tolerate triangles-wise.
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Re: Star Wars Battlefront 3 Assets
Indeed. But if we read again what Teancum said about having models like these too often at once:ggctuk wrote:You shouldn't need to lower the triangle count. I've already shown how much SWBFII can tolerate triangles-wise.
I am not sure how much polys these weapons have but I recommend halving them by 2 (5000ply. to 2500ply.). In the end it still looks good enough and no difference will be ever noticed then.Teancum wrote:Yes, you can run a 30k poly model, but what if every model in the whole map -- characters, weapons, vehicles, and objects, were each 30k. This engine has some very strict memory pools and I'd rather not hit them at the beginning of the project and lose steam.
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Re: Star Wars Battlefront 3 Assets
What i released was the first person models which are much higher than the third person models, now the first person textures work on the third person so if you guys want i can release them after i'm done with the last of the weapons and all the vehicles i can get out.ggctuk wrote:You shouldn't need to lower the triangle count. I've already shown how much SWBFII can tolerate triangles-wise.