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Is it possible to convert maps from star wars battlefront 2 to Jedi academy?


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Posted

I don't think anybody's created a tool for it (although that would probably be possible, with enough work); have you checked out Sith-j-Culley's Mustafar map for JKA?

Posted

Yes ,but i don't like it much.

 The lava looks like very false.

Compare this picture with the other one:

Mus.jpg

And this map is small compared with the other one

Posted

i see a realistc lava in the lava temple map. However,, mmm well, there is only a way but is not exactlry legal because is a porting, so if you use, make only for personal use: you can use 3D reaper and rip the map itself by the game. the second step is imnport the FBX format to 3Dmax, the third path is to export by 3d max to blender in some format readable. after you can export by blender in quake 3 map if you have the correct plug in. at this point if radiant not explode because need an hours of loading for load all this polygons and brushes HD definition, you need to retexture all map, and remake all shader, and all lighting and effect.

O.o

mmm, that's is not really a good idea. the work for make it is... hard >.<

Posted

Yes ,but i don't like it much. The lava looks like very false....And this map is small compared with the other one

 

Battlefront 2 maps are great, but porting them would be risky, and if someone would create a look-a-like for JA,

it would take so much time and effort, that it wouldn't probably even be worth it, atleast not anymore... it's an old subject.

 

 

SJC's maps aren't perfect, but he did a great job on EP III mapping. We should get a lot of sleep before EP VII (2015)

because there's gona be many new fresh locations to create and new player models to request... belive you me :D

BruceJohnJenner and Tempust85 like this
Posted

I loved the SJC maps back then even though they are badly optimized. If your problem is the lava shader you could try to write a new one. Porting shaders from one engine to another might be impossible anyway.

Posted

I love all of SJC maps but they are unplayable for me because my FPS drop into the 20's and lower anyone else have this trouble.

Posted (edited)

, have yout tried these maps yet? 

 

http://jediknight3.filefront.com/file/Episode_3_Mustafar;86585

 

http://jediknight3.filefront.com/file/Mustafar;97206

 

 

 

 

Didn't he make that map before even seeing the movie? Or was that a myth? Can't remember.

SJC made 2 mustafar maps; one before EP III 's premiere,  and one after he had actually seen the movie.

 

Mustafar Duel/FFA  (2004) http://jediknight3.filefront.com/file/Episode_III_Mustafar_DuelFFA;31653

EP III Map Pack - Part 2 (2005)  http://jediknight3.filefront.com/file/Star_Wars_Episode_III_JKA_Map_Pack_Part_2;44558

 

I prefer the one he made first.

 

 

 

 

edit:    oh my god I just realized how little JJ.Abrams is compared to the Duel of the Fates.

Edited by zeƒilus
Posted

Well a lot of the map stuctures in swbf2 are models.

You can download the modtools and get the swbf viewwer, export the models with it and then convert them to md3's.

I've done this with blender.

I am guessing a bit of the terrain is made in the level editor so you'll have to build the rest of the map in gtkradiant.

Also the map will run terribly i think, because it will have to many md3's in it.

I have had a framerate drop before from only having a few corridors of the tantive level converted to jka

  • 3 weeks later...
Posted

I used to mod Battlefront 2 and it would definitely take a lot of work, they don't use brushes in that game, it uses a terrain system where you can adjust the height (ex mountains) of the floor and add things like lava and water but anything with any detail was modeled in Softimage.

 

That entire map minus the lava and mountains is a huge collection of 3d models imported into the mapping program, Zero Editor. It's not even 1 big model, they'd all have to be converted and pretty much assembled like a lego set.

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