Important SWBF1 Utilities Links

Started by Snake, April 09, 2010, 10:11:11 AM

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April 09, 2010, 10:11:11 AM Last Edit: April 09, 2010, 02:26:42 PM by Snake
Well I don't know if this has been made before. AG if you feel this is unneccessary feel free to delete or sticky if you like it alot  ;). I thought I'd post some utilities that are very important for modding/mapping

1. http://www.fileshack.com/file_download.x/6029 - SWBF1 Mod Tools (Click west coast or east coast mirror)
Download these to be able to make maps and mods for SWBF1. Extract and open.

2. http://download.cnet.com/Star-Wars-Battlefront-mod-tools/3000-7441_4-10350320.html  - A different link to SWBF1 Mod Tools

3. http://secretsociety.com/forum/downloads/BF1/BFBuilderProWIP030605.zip - BFBuilder Pro
This is pretty neccessary for modding. Download this, extract and put in your BFBuilder folder.

4. http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_II_Mod_Tools_PC;57352 - SWBF2 Mod Tools
These are also important for SWBF1 modding and mapping. Make sure you change anything that has to do with SWBF2. Download, extract and open.

5. http://starwarsbattlefront.filefront.com/file/SWBF_MSH_Viewer;94127#Download - This is very good for viewing .MSH files and for CONVERTING .vrml or .vrml97 (There may be others I have not tested) to .msh format. To use, open SWBFViewer and drag your model to it and click File and Save As then save it as an msh file.

Thanks to Phobos for these:

6. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=91 - Comprehensive SWBF Modding Guides Pack - Version 1
Extract, open, and follow the directions.

7. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=64 - Mod Tool Fixes
Open and place them in your BFBuilder folder and/or follow the directions where to put them.

8. http://secretsociety.com/forum/downloads/ - Tons of modder stuff
Several things to use here. Extract open and use the instructions or google a tutorial

Any other you guys think are important post here and I will add them.
=AaTc= Forever

SALLY....

-Retired Modder

Thanks alot Phobos! I will add them.
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Snake on April 09, 2010, 10:11:11 AM
Make sure you change anything that has to do with SWBF2. Download, extract and open.
Snake, anyone, do you think BFBuilder for SWBF1 will recognize SWBF2 assets if we just stick them in the similar locations they have in common?

Quote from: xfire keenmike on April 20, 2010, 02:04:51 AM
Snake, anyone, do you think BFBuilder for SWBF1 will recognize SWBF2 assets if we just stick them in the similar locations they have in common?

no. BFBuilder is hardwired in a way where it does not recognize things in SWBF2. SWBF2 is made different than bf1. It would be the same if you typed random jibberish in the odf file. A crash.
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Snake on April 20, 2010, 10:44:43 AM
no. BFBuilder is hardwired in a way where it does not recognize things in SWBF2. SWBF2 is made different than bf1. It would be the same if you typed random jibberish in the odf file. A crash.

It recognizes the .MSH files and most of the object ODF files, as long as there isn't a SWBF2 exclusive thing in the ODF or such it would work to put the assets into ZE.

Sorry I did not go into detail, thanks BD  :P
=AaTc= Forever

SALLY....

-Retired Modder

Before I start a help topic on this ideas let me ask if you think swbf2 animations could be substituted for swbf1 animations and if the common.lvl was made with similar changes would it work?

You can use swbf2 anims but not combos like jedi combos. And I dont think sprinting is possible either.
=AaTc= Forever

SALLY....

-Retired Modder

From what I've read, you can use any animation for SWBF it just takes a long time consuming process and in the end it's usually not worth it.

Quote from: Phobos Developer on April 20, 2010, 04:53:01 PM
i think theres duel pistol anims for swbf1. a duel bladed saber wouldn't be too hard

Napseeker has made  dual saber in his EaG mod/map pack. It's a bit glitched though, since there is no way to create a dual saber without the other blade going through your own face.

Dual Pistols is only for swbf2. DarthDUCK made a custom skeleton for it. I dont think it can be done in swbf1.
=AaTc= Forever

SALLY....

-Retired Modder

Quote from: Snake on April 20, 2010, 05:19:02 PM
Dual Pistols is only for swbf2. DarthDUCK made a custom skeleton for it. I dont think it can be done in swbf1.

Again, Napseeker sort of created dual pistols, it wasn't actually two pistols, I think one was part of the mesh and the fire stream was just set up so it looked like it was coming from both things...er...pistols

Breakdown is right, the second pistol was built into the left hand of the Jango mesh (and I'm almost certain that someone on GT later on then released a Jango Fett exactly in that same configuration too...). 

In regards to the double-sided lightsaber, the one in EAG1.1 was pretty glitchy and I was unhappy about having to rush it out. HOWEVER I can say that this past weekend I did revisit my EAG map and added a couple of exciting new features including a WAY better swinging saber visual - I think it's safe to say that most people will be very happy to see the new lightstaff in action! 


It will be very cool to release it so we can use it too.In BF2 every modderator can use dual saber why not to be the same here?  :P
none

I'll think about it but I always prefer to see other modders come up with their own solutions first before just asking for an asset release.  The dual saber is not something particularly hard to do, just requires a bit of experimenting... once a modder, any modder, has "shown the way" and at least given other people a working reference to look at, it should never be a problem to replicate (and hopefully improve upon). 

That's been my point of view for a few years now... too many newbie modders just asking for assets and not doing the stuff that innovates and pushes the envelope ahead.