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Messages - Dark_Phantom

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1
SWBF1 Modding / Re: editing jumping on the odf?
« on: February 07, 2018, 07:44:34 PM »
You would have to give them a faux jetpack or something like that.  Jump height is .exe controlled.

2
Welcome Center / Re: New player here.
« on: January 31, 2018, 11:54:10 AM »
Welcome to SWBFGamers!

3
Released Assets / Re: Serejas_Naboo_City_of_Theed_assets.rar
« on: January 24, 2018, 02:04:27 PM »
I'm going to say this now - Sereja in the past has said that he has no issue with other people converting it when assets come, but you can't expect much from him for conversion help, especially considering he doesn't use SWBF2.  His mods are specifically made with SWBF1 in mind and using its limitations.

4
SWBF1 Modding / Re: Sound files?
« on: January 23, 2018, 11:50:20 AM »
This is what I wrote on it a while ago: http://www.swbfgamers.com/index.php?topic=6176.0

5
General / Re: Does anyone have Renegade Squadron, and Elite Squadron?
« on: January 22, 2018, 06:00:14 PM »
Porting a game is much, much harder than you make it out to be.  And you aren't going to find the source code anywhere, which will make it nigh impossible.

6
SWBF1 Modding / Re: Sound files?
« on: January 22, 2018, 05:58:00 PM »
Example:  If you wanted a rebel rifle sound in your side to the republic, you would add this line to your mission.lua (bes1a is platforms).
Code: Lua
  1. ReadDataFile("sound\\bes.lvl;bes1gcw");
You would then call corresponding code in your rifle's code (add something like this to rep_inf_rifle in place of the Republic Rifle Sounds).
Code: Lua
  1. //******************************************************
  2. //***************       SOUND           ****************
  3. //******************************************************
  4.  
  5. FireSound               = "all_weap_inf_rifle_fire"
  6. ReloadSound             = "all_weap_inf_reload_med"

7
General / Re: SWBF2 PSP Mods
« on: January 22, 2018, 05:52:50 PM »
UMDGen can easily generate an ISO for PSP.

Dylan just told you exactly what program to use.  There are many, many programs that can burn ISO images.

8
Star Wars Battlefront II / Re: I need binkw32.dll
« on: January 19, 2018, 08:03:04 PM »
In SWBF1 at least, you need to have run the game at least once.  Having the exe does not help you.  In BF2, it may be the same type of situation, or you need to redownload the BF2 modtools.

9
Star Wars Battlefront / Re: Kashyyyk Islands Night Time PS2
« on: January 19, 2018, 07:23:31 AM »
If you take a look throughout other levels, there are small edits that are not really explained at all - the ones I think of right away are Cloud City (glowing bars underneath all the steps and something else I can't remember), the fact that there are planes on Naboo: Plains (I seriously was walking around and wondering "Where's the Jedi Starfighter?" then in sadness remembered that planes are in PS2, not PC).  Also, some mines have geometry and can be used for wall climbing. :wizard:

10
I had a copy of the cd version of 1.2 that had no mods installed that I used for Legacy.

12
Videos and Screen Shots / Old Videos by Phantom
« on: January 04, 2018, 11:01:16 AM »
These are some old videos that I posted on another website - not this one.  It's almost been 5 years, so I finally made them public and re-watched them.
https://youtu.be/jJdKTqIpUek - Kamikaze Drop Trooper - this has to be my favorite of the three
https://youtu.be/-3km2Hztvvo - Log trap on a test map Battlefront 1 (this one showed up on this website one other time I believe)

https://youtu.be/c-CvvFDheks - Phantom's extra era standard maps (Endor, Hoth, Kamino)
-->Longest video by far.  I intended to do a series, but then there wasn't a whole lot of interest and I quit recording videos for a long stretch.  There is a description underneath.  And you get to listen to my not-so-beautiful voice.
-->Kamino was a dummy map for a different project and I didn't want to re-record it at the time.  That building is a munged asset from Earth: Egypt that I successfully added in place of other objects.  Bespin Sky is also included for a brighter feel (even though Kamino is supposed to be dark and dreary).

13
Welcome Center / Re: SWBF Player Awards
« on: January 04, 2018, 10:05:16 AM »
Like a ghost, Phantom saved the day like 15 minutes ago.  ;)

14
.lvl files can only be edited using hex editors.  This is very rudimentary editing and generally you only want to do something like mission files, or adding special attributes to side.lvl files with .msh files (like adding glassy effects or specularity).

There are also ways to manually add other compiled stuff to .lvl files - but when you have builders, this is unnecessary and not well explored anyway.

This is why we recommend you don't edit the .lvl files directly unless you have a very specific purpose in mind.  Otherwise, use builders and create new ones.

15
For "editing" lvl files, you need the SWBF2 mod tools.  I think they are floating around here somewhere on the downloads page.  Hex editing is really the only other way - and its tough to put your own stuff in using hex.

I'm also not sure on your selection of download locations - someone would have to re-upload the tools again, when they are already out there on reputable websites (like this one).

Edit: here be them - please note these are for PC, and you will have to do digging for the correct settings for PS2.  http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=436

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