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 HERE (http://z7.invisionfree.com/SWBF_GR_Discussion/index.php?showtopic=14)
I 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 with updates already installed.
You can download the application HERE. (Click this sentence and you will be directed to the download page.) (http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1219)
which includes BFbuilderPro, BestofPC registry fix (you must run the registry file), 1.2 unit updates, 64 bit munge batch file fix, and Tim Skillmans MSH viewer.
For reference, here is the 64 bit munge instructions if you have trouble with this on windows 7 (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
[/color]
Download the .rar file 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 other drive, do not place it in Program Files, because it the batch files won't work if there are spaces in the folder names.Should look similar to this, not exact but similar.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2FBFBuilder.jpg&hash=d8cbb5b95ec259c9fc6826400df3d26dcb1b5b21)
You got that?
Ok next step.
Should look similar, not exact, to this: (sorry for blurryness, but it should give you the idea)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fbf.jpg&hash=703a91c1037ab5f3a42e527bd8cb4fb1c9482345)
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:
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi261.photobucket.com%2Falbums%2Fii70%2FbreakdownBF%2Fnewprojects.jpg&hash=d4a20b59e3d8301b3c32bd3ab234b149d98af14d)
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:
QuoteMaxHealth = 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 :D
To make the unit faster, go to these lines:
QuoteAcceleraton = 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:
QuoteWeaponName1 = "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 :D (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]
QuoteClassLabel = "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 -- :unsure:
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 (http://z7.invisionfree.com/SWBF_GR_Discussion/index.php?showtopic=14)
---
After your mod is finished, put it in your game Addon folder
see this post for details
http://www.swbfgamers.com/index.php?topic=4668.0
------------------
-Breakdown |
SWBF1 Modder|
BFbuilder pro
Hi Modders,
Since most people are using win 7 these days, can we list the tricks needed to get the mod tools to work with Win 7 ?
:confused:Evrey time i hit "Create New World" Its an error, Is tre a soution to that?
follow the steps exactly, including the installation directory.
Post questions in the mod factory please, and use the search function to help you find answers to your questions.
Hi plz help me every time when i hit edit a error shows it say runtime error :confused: if you can plz help me Thanks
Quote from: {TcF}Recon{BG} on August 14, 2012, 02:02:24 PM
Hi plz help me every time when i hit edit a error shows it say runtime error :confused: if you can plz help me Thanks
This can show you how to make new projects folders manually it is a lot of work but totally doable. http://www.swbfgamers.com/index.php?topic=4692.msg45260#msg45260 (http://www.swbfgamers.com/index.php?topic=4692.msg45260#msg45260)
By any chance do you guys/girls think that this stuff will work on a 2004 Dell computer with Windows XP Professional on it, because I am having some newer games like SWBF2, and other applications also that are not that old, that will not work on this computer.
I am wondering this because my laptops harddrive died, and they are not sure they will be able to recover anything off it. Also my Dad tryed to help get it open to look at it, because he knows how to fix computers, and he said it was like parts of the laptop where melted togather, because he couldn't get it to open.
It works perfectly on XP.
Be sure to follow the installation direction very carefully and precisely.
Am I supposed to extract it from the Program files (BFBuilder)? or what does it mean by extract?
Because I downloaded it to my desktop, I was wondering because I want to make maps, so I got to learn how first.
Also do you really need the empier side fix if I already have SWBF 1.2?
Also I don't have the best of PC SWBF game, I have the original disk, do I then need a different fix for it if something happens then?
Also the fixes should fix up the right folder, the one I made right?
Sorry about the many questions that I have, I am new to this.
The reason I want to learn how to make maps is because I have some great ideas for some maps to make, That and I want to make a special map for some of my friends!
>Am I supposed to extract it from the Program files (BFBuilder)? or what does it mean by extract?
The file is compressed you need to uncompress it.
>Because I downloaded it to my desktop, I was wondering because I want to make maps, so I got to learn
>how first.
Download it to your desktop, but make sure it gets installed in the correct place.
>Also do you really need the empier side fix if I already have SWBF 1.2?
Yes, you need it. The tools come with 1.0 sides, so you will want to get the update.
>Also I don't have the best of PC SWBF game, I have the original disk, do I then need a different fix for it if
>something happens then?
It should work. But it you have trouble let us know.
>Also the fixes should fix up the right folder, the one I made right?
The fixes replace the files that are there.
>Sorry about the many questions that I have, I am new to this.
>The reason I want to learn how to make maps is because I have some great ideas for some maps to make, >That and I want to make a special map for some of my friends!
We are glad to have a new mapper. Remember, this won't be easy, but it will be worth it.
Um yea I got another question yet, I was wondering is it okay if there are more files in there that are compressed?
Will it mess it up?
The other thing is, I am wondering where these following folders are for, and if I need to extract the files, because they are Compressed/Zipped Folders.:
BFBuilderProWIP030605
Boundaries_fix
ParticleEditorUpdate
PremungedSoundConfig
ZeroeditorUpdate012705
Also what kind of file is this supposed to be? Because my Windows XP doesn't reconize what Application, or know what Application is needed to open it.:
IMP_side_builder (Battlebelk's IMP Side Builder).7z
(Thanks so much for helping you guys! I think you guys should get awards for being big help to people!)
All the files except the 7z are zip files inside the main fixes zip you've downloaded.
You must extract the main one (which you did) then extract all of those individually.
They should all have readme.txt with them, but here's directions anyways:
BFBuilderPro (WIP030605): Extract 0 BFbuilder Pro.HTA into /BFBuilder/ Folder. Should be like ../BFBuilder/0 BFBuilder Pro.hta
Boundaries fix: This goes here: ..\BFBuilder\DataTEMPLATE\Editor\Data\Config\editor\boundary
[spoiler=Explanation]
DataTemplate is the template for all BFBuilder made maps (any new map you create is just renamed version of this and modified file references respectively towards your map ID and name), Editor folder is folder that zeroeditor.exe uses to load up and execute stuff. Data/Config/ is the folder containing scripts zeroeditor.exe uses, and boundaries gz editor init script zero editor looks for when you edit boundaries. The old script/file crashes unexpectedly, but the one you download is a replacement that fixes some script inside it, therefor no crash. [/spoiler]
Particle Editor goes here: ..\BFBuilder\ToolsFL\Bin and replaces old one. (Old one crashes)
[spoiler]You won't really need this unless you want to create new effects, which is beyond a lot of people. It's relatively simple in comparison to any other 3rd party editor that you can find on the net..[/spoiler]
Premunged Sound Configuration goes here: BFBuilder\Data\_build_pc\
[spoiler]Not entirely sure what it fixes, it seems it was already covered in the package I download.. I don't work with sound..[/spoiler]
Zeroeditor Update goes here: ..BFBuilder\DataTEMPLATE\ and replaces old one.
[spoiler] Again, not sure what it fixes, but it's good.[/spoiler]
--
*.7z files are 7Zip files. It is a very efficient type of compressed file (better than RAR or zip..), with loads of compression options and quick compression and decompression (fast extraction times).
Its a VERY useful tool to have, and I use it quite a bit myself. You can get the tool here: www.7-Zip.org
One last question and then I will be done getting my BFBuilder updated.
Is the Sound update supposed to go here? Because there was not an existing sound folder there.
Premunged Sound Configuration goes here: BFBuilder\Data\_BUILD_PC\
Spoiler (click to show/hide)
Also where is the Empire sides update supposed to go?
And if you update the zeroeditor, do you then also have to update the SPTEST, and do they go in the same folder?
(Sorry it is taking me so long, but I have been busy latly.)
Correct about the sound config.
Imperial 1.2 updates are /MSH/ and /ODF/ folder that you can find in battlebelks imp side builder (../Sides/IMP/MSH/ and ODF/)
And you will want to copy those two folders (and overwrite) to ../BFBuilder/Assets/Sides/IMP/
[spoiler]When you 'Create a new Side' or 'Import retail Side', the HTML application of BFBuilder takes the side assets from the BFBuilder assets folder to save loads of space instead of putting it in Datatemplate, which would put all the sides in every project you create.[/spoiler]
I doubt the MSH/models change in any game play altering way (from 1.2 at least), but you're copying those just to be safe. The ODF assets are what you really want though, because there are quite a few weapon and unit configurations that are changed with 1.2 update of SWBF.
Okay thanks, I still couldn't figure out where the SPTEST goes thoughdoes it just go in the same folder as the Zeroeditor?
That goes next to battlefront.exe in the GameData folder.
Okay, now I am up to a new problem. How do I open ODF files, and or what program do I need to be able to open ODF files on windows 7, and for XP?
Or for a better question, What all applications will I need to be able to make Mods, and Maps on my computer for SWBF, that are also capable of runing on windows 7, and XP?
ODF files can be opened using any text editor. Like Notepad.
Please check this topic (http://www.swbfgamers.com/index.php?topic=4457.0) for more programs.
Thanks you guys for helping me so much on this! I guess I really owe you guys now, Thanks so much!!
Anyone have like a step-by-step video tutorial using ZeroEditor for those modding super-noobs like me? :D
http://www.youtube.com/watch?v=PtMMfuvULWs Here's one. There are others after it that Youtube should list in the relevant listings.
Quote from: ETW_Modder on May 13, 2014, 05:02:24 PM
http://www.youtube.com/watch?v=PtMMfuvULWs Here's one. There are others after it that Youtube should list in the relevant listings.
Thank you! :tu:
EDIT:Wait, I just got another problem. I can't seem to find any of the texture files in my battlefront files. Probably because I don't particularly know what I'm looking for... *derp*.
Can someone give me the file names for the Floor, Ceiling, Walls, and the Slanted Walls(connecting from ceiling to wall) that are used in Cloud City? These would be all the indoor textures used on the map, the ones that are memorably white and basically make up the "Hallway" area of Cloud City.
By file name I believe I am looking for something like "geo1.tga", as used in the video I watched above.
Thank you for any help! I appreciate it! :,)
Go to the msh for the hallway (I think it's called like bes2_bldg_mall or something) and open it in a word document. In the top section should be every tga associated with that mesh, so you don't have to look everywhere in the msh. Or you can just click search and type in "tga" and it will take you to them.
download swbf msh viewer to look at each msh. If you go into each world's assets with it you can choose which ones you would like. its easiest open up the msh file with notepad and search for tga if you don't know what textures it uses. take the .option files too.
the object's odf file specifies the msh file and this is what you select in zeroeditor to place the object.
Do I have to follow these directions exactly? or can I put the files in a different drive one that I bought its a 3 terabyte drive??? and run it all from there? also are these files in the Imperial 1.2 updates needed to be installed? or just the MSH and ODF folder that Republic Commando said?
Second is there away that we can put BFBuilder, and 0 BFBuilder Pro, and Zero Editor in to the Main Menu for SWBF? if so do you think you can make a mod for that for me and others Please?
If so Thanks!
By the way my Zero Editor is still not working.
Quote from: Samistheone on November 10, 2014, 05:32:26 PM
Do I have to follow these directions exactly? or can I put the files in a different drive one that I bought its a 3 terabyte drive??? and run it all from there? also are these files in the Imperial 1.2 updates needed to be installed? or just the MSH and ODF folder that Republic Commando said?
Second is there away that we can put BFBuilder, and 0 BFBuilder Pro, and Zero Editor in to the Main Menu for SWBF? if so do you think you can make a mod for that for me and others Please?
If so Thanks!
By the way my Zero Editor is still not working.
You should start with following them exactly. If it works then you can try to re-install it on your other drive.
I don't know what RC said. The links in the post are for the 1.2 empire faction updates. If you do not install them, you will have the 1.0 version of this faction for any new emp.lvl mods that you make.
It will not be possible to put those programs into the game menu.
Sam, I will work on making a new mod tools package for you that will have all of the updates already installed. Ideally, you will just have to download it and uncompress it in the right spot.
Please give me through the weekend.
Quote from: RepubliqueCmdr on March 12, 2014, 09:37:44 PM
Correct about the sound config.
Imperial 1.2 updates are /MSH/ and /ODF/ folder that you can find in battlebelks imp side builder (../Sides/IMP/MSH/ and ODF/)
And you will want to copy those two folders (and overwrite) to ../BFBuilder/Assets/Sides/IMP/
[spoiler]When you 'Create a new Side' or 'Import retail Side', the HTML application of BFBuilder takes the side assets from the BFBuilder assets folder to save loads of space instead of putting it in Datatemplate, which would put all the sides in every project you create.[/spoiler]
I doubt the MSH/models change in any game play altering way (from 1.2 at least), but you're copying those just to be safe. The ODF assets are what you really want though, because there are quite a few weapon and unit configurations that are changed with 1.2 update of SWBF.
So just those files no the others that came with it??
Quote from: Led on November 10, 2014, 06:10:03 PM
You should start with following them exactly. If it works then you can try to re-install it on your other drive.
I don't know what RC said. The links in the post are for the 1.2 empire faction updates. If you do not install them, you will have the 1.0 version of this faction for any new emp.lvl mods that you make.
It will not be possible to put those programs into the game menu.
Sam, I will work on making a new mod tools package for you that will have all of the updates already installed. Ideally, you will just have to download it and uncompress it in the right spot.
Please give me through the weekend.
Well I don't have the room on my computer for that my C: Drive it is literally 100% full
So as in I can't put it in the main window like where you hear Darth Vader or the other options it gives you like to click install or uninstall and stuff?
Okay thanks Led, that will be really helpful, mean while I'll try again, maybe I can try it on my Windows 7 computer I am on now but I think either the hard drive is about to go or its a few bad viruses causing the problems to make it look like its my hard drive failing.
Which is why I have the 3 terabyte drive now and a flash drive booter for my computer that the 3 terabyte drive made for me on one of my USB Flash drives x-D, Its a tower computer that would be expensive fix, it used to be my cousins, who worked at a computer place fixing and making computers.
Quote from: Samistheone on November 10, 2014, 06:42:21 PM
So just those files no the others that came with it??
Well I don't have the room on my computer for that my C: Drive it is literally 100% full
So as in I can't put it in the main window like where you hear Darth Vader or the other options it gives you like to click install or uninstall and stuff?
Okay thanks Led, that will be really helpful, mean while I'll try again, maybe I can try it on my Windows 7 computer I am on now but I think either the hard drive is about to go or its a few bad viruses causing the problems to make it look like its my hard drive failing.
Which is why I have the 3 terabyte drive now and a flash drive booter for my computer that the 3 terabyte drive made for me on one of my USB Flash drives x-D, Its a tower computer that would be expensive fix, it used to be my cousins, who worked at a computer place fixing and making computers.
I will check to see if it works in another location.
OK, you can download the new archive with all the updates included.
You can place it on another drive and it will work.
I have included instructions on how to check for TnL issues.
Refer to the first post for a download link.
Thanks Led, I will try it out right now! Well actually right in a few minutes, I got to take my shower I work in a more dirty job at a chicken hatchery.
Thanks Led! I'll try it out right now! Well.... actually in a little bit, I got some things to do first.
Sorry something must have happened so it sent 2 different times when I retried posting.
[EDIT]
Okay I am still having problems with my Zero Editor (That I talked about on this forum page. http://www.swbfgamers.com/index.php?topic=8475.msg91434#msg91434) but now I am trying on my Windows 7 computer, and I tried it with your updates, and it still saying the same thing. Does anyone have suggestions?!?!?! I so want to make these cool maps I have in mind in my head, I think you guys will like them!
If you are reading the file, you have successfully extracted the mod tools folder.
IMPORTANT: It is best to have this extracted to C:LucasArtsBFBuilder.
You can have this on another hard drive, such as F:LucasArtsBFBuilder.
VERY IMPORTANT: You cannot extract this to a folder that contains spaces.
For example C:Program FilesBFBUILDER will not work. <======================
Does that mean that it won't work to save it on the hard drive for my computer because it is named OS (C:)?
If so where would you suggest me to save it to or where should I have LucasArtsBFBuilder located so I can extract it to that location?
I have my laptop working again, so now I want to see if I can save this on my laptop so I can use BFBuilderPRO/Zeroeditor on it.
OS (C:/) isn't the actual name.
If you click on the address bar, 'OS (C:)' turns into "C:/blahblahblah/"
What might not work out is "C:\Program Files (x86)" because of the space between Program and Files, and between files and (x86).
What the file is saying, is that you can have it on any 'disk'/drive (A:/, B:/, C:/, D:/, etc), but spaces in folder names are a no-go.
'C:/BFBuilder/' works for my Windows 7 32bit laptop just fine.
Quote from: -RepubliqueCmdr- on January 31, 2015, 08:36:34 PM
'C:/BFBuilder/' works for my Windows 7 32bit laptop just fine.
thats what i use, and i have seperate SOUND folder in BFBuilder as well for munging custom sounds, but it doesnt work on 64bit yet.
C:/BFBuilder is recommended.
Thanks guys! My zero-editor works this way on my laptop. I have windows 7 home premium service pack 1 on my laptop x86 64-bit yet it can accept a few 32-bit things which is strange, anyways I don't have any special chip for gaming in the laptop and it works just great.
Though my computer tower is windows 7 professional service pack 1 x86 64-bit and I do have a gaming chip and that is NVIDIA and it still doesn't work on that computer.
Though the processor is way different it only has 2 more GB's and 5.1 more GHz's (AMD Athlon(tm) II X4 630 Processor 2.81 GHz) and my laptop is (Intel(R) Core(TM) i5-2410M CPU @ 2.30GHz 2.30GHz).
Well maybe this will help others out for feature terms of problems, maybe even me x-P. But for now I am good with this as long as I have one, and hey at least its on my laptop, because now my work for maps and stuff can be transported with me where I go instead of having to put it on a external hard drive or flash drive/ USB drive excreta....
Anyways thank you all for your help, now to learn to make maps so I can finally make those dream maps I've always wanted to make! YES!!!!!!!!!!!!! WOOOHOOOO!!!!!!!!!!!!!!!
By the way I just saved myself hassle and named it LucasArtsBFBuilder so I don't have to have a BFBuilder folder inside the LucasArts folder.
Quote from: Samistheone on February 04, 2015, 08:42:53 PM
Thanks guys! My zero-editor works this way on my laptop. I have windows 7 home premium service pack 1 on my laptop x86 64-bit yet it can accept a few 32-bit things which is strange.
32bit applications are normally compatible on 64bit operating systems. It just doesn't fly well the other way around.
Note: Don't burn yourself out, or create a million project files, or download a crap ton of assets to use initially.
That, on top of not knowing what the heck you're doing and getting frustrated.. You'll be sick of even seeing the words "mod", "battlefront", or "request" if you do (ask me how I know).
Excellent post! Completely new to modding swbf. I'm using the BoPC edition. I was able to install the tools on windows 8 64bit successfully. I even made it through step one!
I would like to make a suggestion as a beginner, if I may. I know this is a old how-to and not sure if it is updated anymore but could you add a link to a guide describing how to add your newly created mod into swbf since you do not cover that topic in step one. I think that would be very helpful to a beginner. Thanks again for a great how-to!
here you go
http://www.swbfgamers.com/index.php?topic=4668.0
I will put it in the first post too
Does bfbuilder work on windows 8.1?
It's working, It's working... or appears to be. I have 8.1 and so far i have had success modding republic weapons.
Thanks for the link Led!!
Quote from: Hardcore on January 22, 2009, 06:35:13 PM
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 :D (Sorry no mod installation guides here)
I'm having trouble.
First off, when I do the "munge" step, the cmd windows goes aways faster than the clean cmd window and it
doesn't create a "MungeLog.txt" nor does a window of that file pop up. Probably the issue there.
When I go to the BFBuilder folder, I do NOT see an AddOn folder. I have no idea why this is happening. It's pretty frustrating considering I just jumped out of one problem that I've had for about a year and into another problem.
Any ideas on why this is happening?
Quote from: TheGangstarTY on July 25, 2016, 12:23:26 PM
I'm having trouble.
First off, when I do the "munge" step, the cmd windows goes aways faster than the clean cmd window and it doesn't create a "MungeLog.txt" nor does a window of that file pop up. Probably the issue there.
When I go to the BFBuilder folder, I do NOT see an AddOn folder. I have no idea why this is happening. It's pretty frustrating considering I just jumped out of one problem that I've had for about a year and into another problem.
Any ideas on why this is happening?
I think I do. You munged the side, but didn't munge the actual map. You have to do that for the side.lvl to be completed.
So once you've cleaned then munged the side, munge the actual map and see if you then have an AddOn folder with your Mod ID inside.
Quote from: Ascertes on July 26, 2016, 11:55:43 PM
I think I do. You munged the side, but didn't munge the actual map. You have to do that for the side.lvl to be completed.
So once you've cleaned then munged the side, munge the actual map and see if you then have an AddOn folder with your Mod ID inside.
So do I have to put a stock map in there or something? I went through every .bat file in my folder and "clean and munged" them all. So I'm guessing there actually has to be a map? If so, where do I put the stock map?
Quote from: TheGangstarTY on July 27, 2016, 04:00:34 AM
So do I have to put a stock map in there or something? I went through every .bat file in my folder and "clean and munged" them all. So I'm guessing there actually has to be a map? If so, where do I put the stock map?
When you open up Battlefront Builder Pro, hit File and select the dataMod ID that you're working with. You should then have a Munge and clean tab along the top of the BBP interface.
Now, let's go back to the step with the clean and munge batch files. Do those as explained in the guide. After that, hit the Clean then Munge button in the BBP interface. The whole thing will now compile, then you should have your AddOn folder with the lvl file inside.
I hope this make sense?
Quote from: Ascertes on July 27, 2016, 02:39:34 PM
When you open up Battlefront Builder Pro, select the dataMod ID that you're working with. You should then have a Munge and clean tab along the top of the BBP interface.
Now, let's go back to the step with the clean and munge batch files. Do those as explained in the guide. After that, hit the Clean then Munge button in the BBP interface. The whole thing will now compile, then you should have your AddOn folder with the lvl file inside.
I hope this make sense?
I have already tried this but it doesn't seem to do anything :confused: Any other ideas?
I found that munging in BBP tells me this error:
Could Not Find C:\BFBuilder\DataHothTest3\_BUILD_PC\Mungelog.txt
\NVIDIA was unexpected at this time.
I have AMD, not NVIDIA which confuses me.
Quote from: TheGangstarTY on July 27, 2016, 02:42:34 PM
I have already tried this but it doesn't seem to do anything :confused: Any other ideas?
I found that munging in BBP tells me this error:
Could Not Find C:\BFBuilder\DataHothTest3\_BUILD_PC\Mungelog.txt
\NVIDIA was unexpected at this time.
I have AMD, not NVIDIA which confuses me.
In that case I have no idea...I'd recommend seeing NVIDIA fixed the problem if you can get it on your PC but I think that might be highly impractical. I wish I could be of more help :(
Quote from: Ascertes on July 27, 2016, 03:40:17 PM
In that case I have no idea...I'd recommend seeing NVIDIA fixed the problem if you can get it on your PC but I think that might be highly impractical. I wish I could be of more help :(
Like I said though, I have AMD, not NVIDIA. I can't download anything made by NVIDIA without having one of their products. The error message itself makes no sense.
I could put a Gameboy cartridge into my computer and it'd run better than BFBuilder :rofl:
I'll continue to look into it but I feel like I'm trying to teach a dead dog new tricks. If I find a way, I'll post it here.
EDIT: Would it be because I have Star Wars Battlefront on a different drive rather than my C:\?
Quote from: TheGangstarTY on July 27, 2016, 04:03:26 PM
EDIT: Would it be because I have Star Wars Battlefront on a different drive rather than my C:\?
If you're talking about the game, I don't see how that would affect BBP's functionality. If you mean BBP itself, that may be an issue.
I've literally tried everything now. Bamdurs reg fix, changing drives, different locations, running as administrator. I probably have more :censored: projects in the folder than I have mods on my PC. Hell, I bet Jesus and his dog Rufus couldn't even fix this. This is so frustrating.
If anyone has any other ideas and is willing to help it'd be much appreciated. But right now it feels like I'm trying to get an EA product to work.
Has anyone had this issue on Windows XP? I could probably get this thing running through a Windows XP virtual machine... maybe? What is this thing optimized for?
This is about the best that I can give you:
Redownload BFBuilder and the modding tools from here. Extract them just as they are onto your C:\ drive, as C:\BFBuilder2 or something of the like.
Create a new world in the original BFBuilder (don't try Pro yet). Try to just munge it right after you create it and see what happens. If somewhere along the line it hangs or does nothing, try BFBuilderPro and see what happens and then report the findings.
Everyone has their own issues with BFBuilder, I'm hoping we can somehow get yours fixed soon. I believe on my laptop (it's been a while...) I had to create in BFBuilderPro and then munge in the original BFBuilder. How that makes sense, I don't know, but somehow, it worked. Windows XP was what should have worked best, but I use Windows 7 almost exclusively, so I can't personally vouch for it.