Hello Everyone!..
If you are interested in modifying
Lucas Arts Star Wars: Battlefront video game for the
Personal Computer, you have come to the
right place.

This Modding Guide will be a tutorial for those just starting modding on PC (For
Macintosh users I believe
Jedikiller has a tutorial pinned in this forum). You can find Jedikillers Mac modding tutorial
HEREI will first start off with the basics, ie: installing the correct programs, basic tutorials on ODF editing etc.
Over time I will add more
advanced guides. If you have any questions you need answered and you feel I would be able to asnwer them (

) feel free to post them here, and I will answer to the
best of my abilities, and add it to a FAQ section in this main post apart from the main tutorials.
Guide 1: The BasicsOk! Here is a step by step instructions on all the programs you need or should have, if you are interested.
Step 1Download the
BFBuilder application.
You can download the application HERE. (Click this sentence and you will be directed to the download page.)edit by buckler: also mod tools are now on SWBFgamers.com
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=452
be sure to get the fixes:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=64
which includes BFbuilderPro
You may also need a BestofPC fix (BOPCfix) / registry fix
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=20
You will also want to update your Empire sides to 1.2 version settings. The ODF files are in
BattleBelks Emp Builder:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=306
and if you have trouble with this on windows 7, try these directions (from Bamdur)
To munge on a 64 bit pc:
1. Open Bfbuilder
2. Select Munge
3. Type @set path=C:/windows/system32
4. Type munge
5. Let it munge
6. Get your map out of Bfbuilder/addon folder
Download the BFBuilder .zip or .rar file ( I forgot what type it is) into your main disk drive. Most commonly the drive is C:/
So when it asks you where to download the files onto your computer, select "MyComputer/(C:/)" or whatever your main drive is.
Once it is downloaded (it might take a bit of time, depending on your computer), open up
My Computer , then proceed to Local Disk (C:/), find your BFBuilder .zip or .rar and right click, and select "Extract Files". If I remember this might take a while as well. When it it does extracting make sure:
Make sure that your BFBuilder folder is located in Local Disk (C:) or your main drive, do not place it in Program Files, because it won't read correctly or something.edit by buckler: The mod tools don't seem to like being in a path (folder structure) that has spaces in it (such as Program Files). I strongly suggest that you put it in the folder shown in this tutorial.Should look similar to this, not exact but similar.

You got that?
Ok next step.
Download this into your BFBuilder folder. When it is finished downloading, go into your BFBuilder folder, find the "BFBuilderProWIP030605" file and extract it into your BFBuilder folder.
Then, go into the BFBuilderProWIP030605 folder, Copy the file "0 BFBuilder Pro" and paste it in your BFBuilder folder.
Should look similar, not exact, to this: (sorry for blurryness, but it should give you the idea)

Good! Those are the basic steps to downloading the main BFBuilder applications!
[size=14]Guide 2: Simple SIDE Editing[/size]Hey! This is how to do simple side editing!
Go into your BFBuilder application (refer to guide one for installation help), and double click "0 BFBuilder Pro".
Select the "Project" Tab, and select "New Project"
You should get this:

Enter the map's title (even if it's not going to be a map), and enter a modID. Now select "create new world". Wait a few moments.
When it says done press OK. Instead of hunting for the folder, re-open the BFBuilder window, it should have changed and now have tabs saying "Edit" "Sides" and "Sound", "Edit (ModID)" "Localize (ModID)"..etc.
We're only going to bother with the "Sides" for now. For the sake of the tutorial we will just be making a simple Republic Side edit, which should give you an idea how to make other mods.
Click the "Sides" tab. Then click "Import Retail Side". Select "REP" and wait.
(NOTE:
ALL = Alliance/Rebels
CIS = CIS
DES = Desert Factions (Jawa's, Tuskens)
EWK = Ewoks
GAR = Naboo Guards
GEO = Geonosians
GUN = Gungans
IMP = Imperials/The Empire
REP = Republic
SNW = Don't bother this one, it only contains a REQ for an unfinished side
WOK = Wookies)
When it is done importing, select OK. Now, you can minimize the BFBuilder for now and go into the BFBuilder folder. Find the folder "Data(ModIDhere)"
Double click it, go to "Sides" folder, select "REP" and select "ODF".
Now you'll see a folder full of strange files, these are ODF's, or Object Definition Files. ODF's are almost the base of the game, they are what characters, objects, guns are made in.
Before you begin click happy exploring, right click inside the folder, select Properties, and uncheck "Read Only", so now you can edit the ODF's and save them.
Now, find the ODF "rep_inf_clone_trooper". Double click to open. To some at first this may all look like a jumbled mess of words, don't worry, you'll understand it soon.
We'll be making a few edits to the clone trooper. Editing weapons will be explained in the next tutorial.
Now, in the Clone Trooper ODF, scroll down to a line that says:
MaxHealth = 300.0
This line controls the units health. Let's make him a bit more full of life. change the "300.0" to "500.0". Do not remove he quations or anything else in that line.
Now, the clone troopers health is 200 points higher than average

To make the unit faster, go to these lines:
Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0
And fiddle around with "Max Speed" and "Acceleration". NOTE: Setting these too high will make the units almost slide around instead of walking, if I were you only make adjustments 20 or less for acceleration and 3 or less for speed. You can experiment with it hoever you please.
Now, right below there should be all this:
WeaponName1 = "rep_weap_inf_rifle"
WeaponAmmo1 = 4
WeaponName2 = "rep_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "rep_weap_inf_haywiredetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1
WeaponName4 = "rep_weap_inf_crackgrenade"
WeaponAmmo4 = 2
WeaponChannel4 = 1
These are the Clone troopers weapons. WeaponChannel if set to 1 will set the weapon to be a secondary weapon. Ammo is..well..ammo.
Now, remove the "rep_weap_inf_pistol" line and change it to "rep_weap_inf_torpedo_launcher". Now our clone trooper will have a torpedo launcher. :thumbsup: Set the Ammo to whatever you want.
I think that should be good for now! Save the file, if it doesn't let you do what I said to do before (right click inside the folder, select Properties, and uncheck "Read Only")
Ok, now go back to main "Data(ModIDhere)". The one with the folders "Sides" "Worlds" "Shell", etc.
Double click the "Clean" button. A black window will appear really fast and dissapear. Then select "Munge" and double click it. A black window with text writing in it will appear again. This one should stay for a while. Wait until a "MungeLog.txt" window appears, exit it out, and exit the black window then go back to the BFBuilder Folder.
NOTE: The cleaning and munging procedure is needed everytime you want to compile a mod
In the BFBuilder folder open up AddOn. The only folder in there should be a folder with your modID in it. Double click it.
Then go to Data, _lvl_pc, and side. inside the Side folder there should be a rep.lvl inside. If not..well you did something wrong.
Now copy it, and install like a normal mod, remember to back up original rep.lvl and open the game

(Sorry no mod installation guides here)
If all worked out, you should have a Republic Clone Trooper with more health, slower or faster depending on what you did with speed, and a rocket launcher instead of a pistol!
I hope you understand some basics now!
[size=14]Guide 2.1: Closer Look at ODF's[/size]Hi! In this guide we will look at a character ODF, weapon ODF, and an "ord" ODF, and I will explain what
most of the lines mean.
Taking Apart The Character ODF:
[GameObjectClass]
ClassLabel = "soldier" -- Explains itself 
GeometryName = "rep_inf_arctrooper.msh" -- This is the model of the character
[Properties]
FootWaterSplashEffect = "watersplash_sm" -- These are basically just the effects used while in water
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
UnitType = "assault" -- I don't think this really has a purpose..
IconTexture = "rep_gunner_icon" -- I believe this is the icon that appears near the health bar
MapTexture = "troop_icon" -- This is the "arrow" on the MiniMap
MapScale = 1.4 -- I think this controls the size of the MiniMap arrow
GeometryName = "rep_inf_arctrooper" -- The other part of the model
AnimationName = "all_inf_snowtrooper" -- The characters animation, this includes all the basic motion stuff
FirstPerson = "REP\reparc;rep_1st_arctrooper" -- Selfexplain
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "rep_inf_arctrooper_low1" -- The low resolution model, so this is what it will look like in, well low resolution or far distances
OverrideTexture = "rep_inf_arc_blue" -- Textures/models that go over the model, only some models have Override compatability.
OverrideTexture2 = "rep_inf_arc_pack_blue"
CAMERASECTION = "STAND" -- Camera stuff..never bothered with it really, try for yourself
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"
CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"
CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"
CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"
CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"
HealthType = "person" --Health points
MaxHealth = 300.0
Acceleraton = 70.0 -- Speed, don't make stuff too high or the units will slide
MaxSpeed = 6.0
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0
WeaponName1 = "rep_weap_inf_torpedo_launcher" -- This was explained in Guide 2
WeaponAmmo1 = 4
WeaponName2 = "rep_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1
WeaponName4 = "rep_weap_inf_mine_dispenser"
WeaponAmmo4 = 4
WeaponChannel4 = 1
AimFactorPostureSpecial = 50 -- 
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70
HurtSound = "rep_inf_com_chatter_wound" -- Sounds
DeathSound = "rep_inf_com_chatter_death"
AcquiredTargetSound = "rep_inf_com_chatter_acquired"
HidingSound = "rep_inf_com_chatter_hide"
ApproachingTargetSound = "rep_inf_com_chatter_approach"
FleeSound = "rep_inf_com_chatter_flee"
PreparingForDamageSound = "rep_inf_com_chatter_predamage"
HeardEnemySound = "rep_inf_com_chatter_heard"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
// squad command VO
SCFieldMoveOutSound = "rep_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "rep_inf_com_chatter_tac_hold"
SCFieldFollowSound = "rep_inf_com_chatter_tac_follow"
SCDriverGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "rep_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "rep_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "rep_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "rep_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "rep_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "rep_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "rep_inf_com_chatter_tac_yes"
SCResponseNosirSound = "rep_inf_com_chatter_tac_no"
//ChargeSound = "rep_inf_com_chatter_tac_charge"
// AI squad command VO
AISCFieldMoveOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_rep_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_rep_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_rep_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_rep_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_rep_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_rep_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_rep_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_rep_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_rep_inf_com_chatter_tac_no"
AISCGunnerGetOutSound = "ai_rep_inf_com_chatter_tac_moveout"
AISizeType = "SOLDIER"
DropItemClass = "com_item_powerup_ammo" -- Probability to drop h/a
DropItemProbability = 0.40
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.30
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.10
---------------------------------------------------------------------------------
I will add Guide 3: Simple Weapon Editing Tutorial Soon.
NSFAQ (Not So Frequently Asked Questions)How To Remove Character Arrows on a Mini MapGo into your character ODF, find the line MapTexture = "troop_icon".
and remove the "troop_icon" line or whatever is there so it looks like this MapTexture = ""
(Thanks Dresh for PMing me this question, I hope you don't mind me adding it here!)
---
How to mod on a MacYou can find Jedikillers Mac modding tutorial
HERE---
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-Breakdown |
SWBF1 Modder|