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Topics - Phobos

#301
Here is Dedicated Server Standalone 1.2 Modded. Simple server mods for hosting, such as no cp and no bleeding and stuff. swbf must be installed or registry hacked to work. A very minimal setup, 60mb to download and host dedicated. Changes via INI file. remember to forward ports 3658 and 3659 to fix 9999 pong.
Download http://www.mediafire.com/?gx2k42u6ik12gg3
#302
SWBF1 Modding / SWBF1 PS2 Modding Tools
May 24, 2011, 12:01:12 PM
Hi does anyone know the download link for ps2 unsupported bfbuilder modding tools for swbf1? There used to be a link but its broken.
#303
Following the release of triple twilight map packs http://www.swbfgamers.com/index.php?topic=3694.0
Which contains twilight skins for Cloud City, Mos Eisley, and Kamino, I wanted to start a poll for what everyone wants the most for the 4th twilight map. This poll will run for a month because I will be busy doing other things before making the 4th twilight map. You may post any ideas you have about this.

Bugged Stock Maps that won't be made into twilight until fixed:
Kashyyyk: Islands
Kashyyyk: Docks
Naboo: Theed
Yavin 4: Temple
Tatooine: Jabba's Palace
#304
Download: http://www.mediafire.com/?acb656vl8qmomwd
This is the server host edition. The client (normal player) version should be downloaded here: http://www.swbfgamers.com/index.php?topic=3694.0

Readme
QuoteThis is Kamino Twilight but meant for use with the dedicated server hosting tools. It disables capturing on all posts except the lowest one (the alpha) and the inside cloning facility large post. The 2 front posts are given to clones and the bottom 3 to the droids, these are the ones you cannot capture. I recommend using the official release for Kamino Twilight City for playing and this one for hosting.

As a side note, the mission.lvl included in the client download only need be used for the host if you don't know how to increase the height limit using battlebelk's mission.lvl builder. Otherwise it makes no difference other than disabled bleeding.
#305
Yes, Kamino: Twilight City is now ready for download! In the readme I forgot to mention the height limits are also removed for all 3 maps!
Download: http://www.mediafire.com/?9pxv7upjgx67hut
Preview Video: http://www.xfire.com/video/46d6af/

Readme:
QuoteTriple Twilight Maps Pack
Made and released by: [FC]Rage, aka Phobos Developer
May 16 2011

Contains:
Cloud City Twilight v1.5
Mos Eisley Twilight v1.0
Kamino Twilight v1.0
Twilight Mission.lvl v3.0

This is a triple map pack to replace Bespin: Cloud City, Tatooine: Mos Eisley, and Kamino: Tipoca City with online compatible twilight re-skins. The mission.lvl included will enable thunder ambience for all 3 maps. It is also patched for Hoth crash, and can be used in place of normal mission.lvl. I highly recommend using this mission.lvl instead of the previous ones shipped with Mos Eisley and CC Twilight releases. The twilight maps are just like the stock maps except for different building skins and atmospheric/sound effects. I intentionally removed all visual obscurements such as fog, rain, or any other particles that caused lag or made sniping and spotting landmines more difficult.

There was some unexpected difficulty in creating the Kamino skin. I had to combine two sky domes, which caused problems with the water. The blue sun also was distorted and looked like a frisbee, so I just completely removed it. My explanation being that Kamino is heated by natural random electricity shocks (lightning) rather than sunlight.

The next pack to be released will include these 3 twilight maps plus 2 new ones, Bespin: Platforms and Yavin 4: Arena. I have also released a Twilight rebel skin mod. You can download it here: http://www.mediafire.com/?38a4y39tahwyd9d
#306
You can see I am building kamino twilight city right now
http://www.xfire.com/video/46d563/

In this video you see water bugs. After many tests I found out the cause of the water turning white. It is easier than it seems.

The cause of this problem is actually in the sky file for the map you are editing. In the world1 folder find kamino1.sky here are the stock settings
   Texture("SKY_kam1.tga");
   Angle(-90.000000);
   Ambient(255.000000, 255.000000, 255.000000);
   Filter(1);
   Threshold(50);   
   Intensity(50);

   Softness(1);
   SoftnessParam(60);
   TerrainEnable(0);


When you look in other sky files such as Citadel you see it is very similar but missing terrainenable. I suspect this allows the sky dome to wrap it's texture under the map as you see with most stock maps, and so the default setting is probably TerrainEnable(1);. This means that for editing stock and/or modded maps, if you have a lot of water and want it to stay transparent without the sky messing it up, you have to add this code underneath softnessparam
   TerrainEnable(0);

Before


After
#307
Download: http://www.mediafire.com/?vu3lvcp6se9jefs

QuoteAlien Model Assets Pack Version 3.0
Contains 30 Alien Models for SWBF1, also includes some beta assets for the upcoming Zombie Hotel map.

Acklay (does not work in swbf1)
Aqualish (Type A)
Aqualish (Type B)
Bith
Bothan
Cad Bane
Cerean
Chistori
Duros
Falleen
Gran
Gran (old version) (visible bone_ribcage)
Ithorian (does not work in swbf1)
Mon Calamarian
Nautolan (visible bone_pelvis)
Neimoidian
Quermian
Rakata
Rancor
Rancorian Pharoh
Rodian
Togruta
Trandoshan Karniss
Trandoshan Mercenary
Twi'Lek
Vong
Vurk
Wampa
Yoda
Zabrak Cybermaul

-Zombie Hotel Model Assets-
Aayla Secura Zombie
Conehead Zombie
Duke Nukem
Gordon Freeman
Han Solo Zombie
Helkaan Zombie
Imperial Officer Zombie
Shadow Trooper
Swamp Trooper
Zombie Hunter Commando

The "!Under Construction" folder contains various models in GLM format which need to be converted to XSI before being enveloped and exported as a mesh to be included in Alien Model Assets Version 4:
- Boc Aseca
- Boltrunian
- Marka Ragnos
- Pitdroid
- Skakoan

Credits:
Pandemic/LucasArts - Acklay, Cerean, Rancor, Imperial Officer Zombie, Twi'Lek, Wampa, & Yoda Models
Ravensoft - Basemodels for Gran, Rodian, and Desann
Rage - Compiling, Converting Yoda to BF1, Aayla Secura Zombie, Conehead Zombie, Duke Nukem, Gordon Freeman, Han Solo Zombie ODFs
Bamdur - Chistori, Cultist, Gran, Mon Calamarian, Quermian, Rakata, Togruta, Vurk, Zombie Hunter Commando
Rends - Aqualish (Type A), Bith, & Ithorian
Helkaan - Helkaan Zombie
Dean Betton - Bothan
Deviss - ShadowTrooper
Andes - Aqualish (Type B)
Hirman - Cad Bane
Caleb1117 - Duros
Darth Spiderpig & Fang - Gran (old version) (visible bone_ribcage)
Toonces - Nautolan
NeoMarz - SwampTrooper
Icemember - Neimoidian
MetalcoreRancor - Rancor Anims
Cull - Rancorian Pharoh
Skelltor, Deviss, & Acemastermind - Trandoshan Mercenary
Kento - Vong
Hoodz & Wazmol - Zabrak Cybermaul
#308
SWBF1 Modding LVL Builders Toolbox 2.0
Download: http://www.mediafire.com/?81dbbp5bl9vdxcc

This combines all known LVL builders for SWBF1 with the exception of the BFbuilder custom world builder utilities. This toolbox is a great way to get started with SWBF1 modding if you are new to it, and is also a useful addition to any advanced modders as well.

Includes:
QuoteCore.lvl Builder v1.3.1 - by Bamdur
Core.lvl Builder - by BattleBelk
Core.lvl Builder - by SleepKiller
Common.lvl Builder - by BattleBelk
Mission.lvl Builder - by BattleBelk
Shell.lvl Builder - by BattleBelk
Shell.lvl Builder - By Sleepkiller
ALL.lvl Builder - By Phobos Developer
CIS.lvl Builder - By Phobos Developer
IMP.lvl Builder - By BattleBelk
REP.lvl Builder - By Phobos Developer
Sound.lvl Builder - By Phobos Developer & Phazon Elite
Extracted Size: 425mb
#309
QuoteNote: This mod is also included in this download http://www.swbfgamers.com/index.php?topic=3685
Download: http://www.mediafire.com/?ph2sn9cx14mx6f0

This is a stand-alone builder tool for munging custom sides in SWBF1, specifically the 4 main playable  factions: Empire (IMP), Rebels (ALL), Droids (CIS), and Clones (REP).

The design for this builder was inspired by Battlebelk's IMP side builder, it includes the side source  assets from BFbuilder modding tools along with modified batch files to support 32bit and 64bit munging. The  empire has 1.2 settings for the both jet units' jetpack charge and the darktrooper's lowered shotgun  spread.

Credits:
- Phobos Developer
- BattleBelk
- LucasArts and/or Pandemic

Tips:
To modify ODF files, go into one of the side folders such as IMP\Sides\IMP\ODF folder and open the ODF or .Option file with notepad. Certain changes are online compatible. Most are not. For more details look up ODF modding tutorials. ODF changes to the host's side file will override most ODF settings for clients. There are some settings which  are client based, such as loading a custom mesh (i.e. trandoshan for pilot), or modifying interface variables such as the crosshair (although this may require additional modification in the common.lvl).

TGA files can be edited with photoshop/gimp/paint.net (make sure they are saved with RLE compression off).  All skins are client based. This applies to maps as well as sides and common. There is a mesh viewer  available for download which lets you preview changes without having to munge first.

After changes are done, run the munge batch. The LVL for your side will be in _LVL_PC. Copy it into your  LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE folder, but first rename your original file to  something like impSTOCK.lvl
#310
Requests / Playable Rakata Conversion Help
May 12, 2011, 12:34:08 PM
Hello I am looking for people who can help envelope the rakata basemodel and convert from obj to MSH format. I have uploaded the OBJ and it's TGA the work must be done to envelope and attach the skin to the mesh but if anyone here is capable of doing so and willing to help make it to RELEASE THE RAKATA ASSETS PUBLICLY I would greatly appreciate it. There was a modder who at first acted like he wanted to help, but decided to keep the model for himself and not release it. This is unacceptable. The aliens must be released and shared so OTHER modders can use them.

I plan to include the Rakata in alien side mods version 4. Here are the assets download if you can convert this to a playable mesh please post the release either in this thread or released asset. PM me if you want me to bug test the mesh in game first.

Download: http://www.mediafire.com/?r3n2t02lk73db72
#311
General / Show us a cool music video Thread
May 10, 2011, 05:22:58 PM
You can post one or two of your favorite music video here. I like this one Echoes by Pink Floyd:
http://vimeo.com/5255919

QuoteSimilar to the Dark Side of the Rainbow effect, some listeners suggested that "Echoes" synchronizes with Stanley Kubrick's 1968 film 2001: A Space Odyssey when played concurrently with the final segment (titled "Jupiter and Beyond the Infinite").

"Echoes" was released three years after the film's production and is 23 minutes and 31 seconds in length, quite similar to the "Infinite" segment. Sound effects in the middle section of the song suggest to some listeners the feeling of travelling through, or flying over, an alien world. The drone vocalizations heard in the final scenes of 2001 seem to match with the discordant bass vibrations in the middle of "Echoes" as well as the choral glissandos of its finale. Some[who?] argue that there are moments when the song and film soundtrack are nearly indistinguishable. Another notable link occurs during a change in scene at precisely the moment when guitar and keyboards crescendo as the lyrics re-enter for the final verse. The early lyrics contain references to planets, which seems entirely suitable for the film's depiction of Jupiter and its moons. Adrian Maben re-created this marriage of music and image in his director's cut of Live at Pompeii using CGI.

The members of the band always denied that the synchronization was intentional. Furthermore, the technology to play back film in a recording studio circa 1971 would have been expensive and difficult for the band to acquire. However, the band had experience with creating film soundtracks by that point, having created the soundtrack to the French art house film More in 1969. Roger Waters is sometimes quoted as saying that the band's failure to contribute music to 2001's official score was his "greatest regret".The director of 2001, Stanley Kubrick, said that his main regret about the movie was not having Pink Floyd do the soundtrack.
#312
SWBF1 Modding / Next Twilight Map
May 04, 2011, 11:51:50 AM
Coming up as the third map in the Twilight reskin series I decided to take a poll to see what people would like to see first. I have already made twilight skins for Cloud City and Mos Eisley and will be making a third soon.

Poll runs for 1 week. Downloadable twilight maps here http://www.swbfgamers.com/index.php?topic=3628.0

Please note I will NOT be making Twilight versions for the following stock bugged maps until a fix is made for alt-tab:
QuoteKashyyyk: Islands
Kashyyyk: Docks
Naboo: Theed
Yavin 4: Temple
Tatooine: Jabba's Palace
#313
This file http://www.gamefront.com/files/16648375/Century_Name_zip

is just like the swbf nick changer made by battlebelk except german. I do not know what program was used to make century name or nick changer mod I am wondering.

But when you scan it with this http://virusscan.jotti.org

It comes up as Trojan.Win32.Buzus.etbf!A2
While battlebelk's nick changer scans clean.

That must mean then, that Deagle has uploaded a virus disguised as a nick changer. BE CAREFUL DO NOT DOWNLOAD THIS MALICIOUS FILE.
#314
Released Assets / SWBF1 Hovernaut Assets
April 27, 2011, 09:21:40 PM
Name: SWBF1 Hovernaut Assets
Type:  Vehicle Assets
This contains: .MSH, .TGA, .ODF
Compatible with: SWBF1
Download Size: 220KB

Download Link: http://www.mediafire.com/?vwgso3klwy62ef2

Pics:

Description: This is the beta source and assets provided by psych0fred and further modified/tweaked by Phobos Developer.
Credits: Most of the credits for this goes to psych0fred.

Readme
QuoteSWBF1 Hovernaut Assets

Here are the Hovernaut assets directly from Phobos. It took me over a month of ODF editing to get this vehicle working and stable in a multiplayer server for SWBF1. This is a truly special vehicle that unfortunately was cut before release.Psych0fred created this vehicle in XSI so he deserves all the credit. I made several changes to his original, unstable ODF. The most important difference I should point out is that instead of being commandhover, I changed it to a normal hover. It is easy to change back if you want to.

-Phobos Developer
The previous release thread for these assets was deleted from GT so I decided to re-upload it here to share with the SWBF1 Modding Community.

Note: There is a collision glitch with the mesh see http://www.xfire.com/video/44166a/
#315
This list is for reference:
bes1 = Platforms
bes2 = Cloud City
end1 = Endor Bunker
geo1 = Geonosis Spires
hot1 = Hoth Echo Base
kam1 = Kamino Tipoca City
kas1 = Islands
kas2 = Docks
nab1 = Plains
nab2 = Theed
rhn1 = Harbor
rhn2 = Citadel
tat1 = Dune Sea
tat2 = Mos Eisley
yav1 = Temple
yav2 = Arena
tat3 = Jabba

Bugged Stock Maps:
Kashyyyk: Islands
Kashyyyk: Docks
Naboo: Theed
Yavin 4: Temple
Tatooine: Jabba's Palace

This is a list of stock maps that ALWAYS crash swbf when you alt tab out of game, preventing you from alt tabbing back in. You might notice that all of these maps have water, the only map which has water that isn't on the list is Kamino. My suspision therefore is that Kamino is the only stable water map in swbf. All other water maps are bugged and the pc/dedicated host cannot alt tab out of game during these maps or the server will crash because the host can't get back in and has to restart swbf to restart the server. The only solution is to create a shortcut to the battlefront.exe and add /win to make swbf run in a windowed mode. If anyone knows another way or theory of how to fix this please post. I am looking for a way to restart the dedicated server with swbf already running but have not discovered anything yet.

Update: I have confirmed water tiles are the cause of this problem. Kamino doesn't use tiles and it also has terrainenable 0. My theory is that using 64 bit PC and running belk's custom resolution launcher will cause the water tile bug.
#316
Requests / Selkath Alien Model Request
April 20, 2011, 05:48:50 PM
http://starwars.wikia.com/wiki/Selkath

QuoteThe Selkath were a sentient aquatic species, native to the ocean-covered planet of Manaan. Since Manaan was the only naturally occurring source of kolto, the Selkath held great diplomatic sway during the Jedi Civil War. At that time, they held tightly to their neutrality; however, a few farsighted Selkath occasionally broke their neutrality in secret, and arranged deals to help their preferred side. Eventually, the kolto market disappeared and the galaxy abandoned the Selkath. It was not until the rise of the Galactic Empire that the Selkath would have interaction with the galaxy again. They were later conquered by the Galactic Empire.

If anyone is interested in helping port this model to swbf1 let me know and I will try to find an xsi basemodel or something.
#317
Released Maps and Mods / Alien Side Mods 3.1
April 19, 2011, 05:40:36 PM
Online Compatible Sides Replacement Mod
Download: http://www.mediafire.com/?bfjmxs4sgj1xcia

This replaces rebels, empire, and clones with aliens. The clones have a few minor bugs such as blackfoot, and as of now no aliens have been made for droids.

Readme
Quote
-Alien Sides Mod 3.1-
To play as aliens in online SWBF1, rename or backup your all.lvl, imp.lvl, and rep.lvl in the SIDE folder, then copy and paste in the alien LVL side files.

*Hoth is fixed for imp.lvl

-Creatures & Credits-

Alliance:
Bith - Rends
Gran - Bamdur
Duros - Caleb1117
Rodian - RavenSoft
Wampa - Pandemic

Empire:
Aqualish - Rends
Desann - Bamdur
Trandoshan Mercenary - Skelltor & Acemastermind
ShadowTrooper - Deviss
CyberMaul - Hoodz & Wazmol

Clones:
Nautolan - Toonces (visible bone_pelvis aka 'blackfoot' bug)
Vurk - Bamdur
Mon Calamarian - Bamdur
Swamp Trooper - NeoMarz
Boba Fett - Pandemic

Low Mesh Credits:
Duke Nukem Rebel Trooper Skin - Rage
Blaine Bloody Scientist Skin - Rage
Gordon Freeman Skin - Rage
Rancorian Pharoh Lizard Man - Cull
Karniss - RavenSoft

A quote:
"Having swbf fun is not illegal." - Mike, a cull night friend
Preview:
#318
Star Wars Battlefront (2004 Original) / 1.1 Style
April 19, 2011, 04:16:08 PM
Everyone is familiar with 1.0 and 1.2 style. I want to propose my new mod for 1.1 style. Let me define the differences.

1.2 style is all units available, including jets.
1.0 style is trooper, missile, and sniper units. No pilot or specials allowed.

1.1 style is trooper, missile, pilot, and sniper, no specials. The pilots have been server-side modded to remove health packs, and the sniper has been server-side modded to remove recons. This way you can host with or without /unlimitedammo and no units will be overpowered.

How is 1.1 enabled? A simple mod to the sides which disables health packs and recons. A simple mission mod that disables specials. No download required for clients who join the server using these mods. If anyone wants these 1.1 GCW mods for hosting let me know and I will upload them.
#319
Mission.lvl Modding - Basics Tutorial
Written by: Phobos Developer
This guide was written with the intentions of helping modders who are somewhat new to modding SWBF, and as a reference page for server hosts who want to spice things up a bit.

The following modification techniques outlined are online compatible, meaning that players who join your modded server will not need to download anything in order to play. First you will need to download BattleBelk's mission builder. I have included this in a "BattleBelk Toolbox" for download here: http://www.mediafire.com/?i7vx4j53kagybpy

Once this is extracted open the readme and follow the instructions as well as this guide for reference. I will describe some simple, practical mods that can be made with this global mission builder.

-Removing Height Limits-
First we will start with removing height limits from maps. Start with platforms, which is bes1. Notice there are usually 2, sometimes even 3 scripts for each map.
bes1a = galactic civil war
bes1r = clone wars
bes1a_h = single player campaign

It is usually safe to ignore the _h scripts (unless you are modifying single player), and only modify the multiplayer ones. So let's say we are going to remove the height limit from platforms. Open up bes1a and bes1r and make the following changes:
SetMaxPlayerFlyHeight(220)
SetMaxFlyHeight(220)

Can be raised to something like:
SetMaxPlayerFlyHeight(2000)
SetMaxFlyHeight(2000)


It is also safe to ignore the MinFlyHeight commands unless you want to be able to fly to the bottom of the map, in which case deleting them sets them to 0. There are many other settings we can change with the mission builder, and we are just getting started.

-Changing Reinforcements-
You can change the values for this simply by editing the number:
SetReinforcementCount(ATT, 200)
SetReinforcementCount(DEF 200)


In this example teams are very unbalanced.
SetReinforcementCount(ATT, 500)
SetReinforcementCount(DEF, 30)


-Switching CPs For Teams-
The default values for cloud city are:
function ScriptInit()
--  Attacker is always #1
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2


You can switch these values so that empire spawns on rebel's side, and vice versa:
function ScriptInit()
--  Attacker is always #1
    local ALL = 2
    local IMP = 1
--  These variables do not change
    local ATT = 1
    local DEF = 2

-Removing Reinforcements Bleed-
Wherever you see lines such as:
AddBleedThreshold(ATT, 31, 0.0)
AddBleedThreshold(DEF, 31, 0.0)


Either remove them or add -- (-- is a null command for LUA, // is null for ODF) in front of them:
--AddBleedThreshold(DEF, 31, 0.0)

-Removing Spawn Timer-
Change this:
SetSpawnDelay(10.0, 0.25)

To this:
SetSpawnDelay(1.0, 0.25)

-Removing Death Regions-
This is easily done by hex editing the map LVL file, but another way is to null or remove these lines:
AddDeathRegion("DeathRegion");

-Increasing/Decreasing Landmine Limits-

If you've been in big servers like DOC Arena on maps like Jabba, you sometimes will notice that you cannot set landmines every time you try to. The reason why is due to the default total limit, which you can change to your liking:
SetMemoryPoolSize("EntityMine", 40)

This doesn't change how many landmines a player can set at once (default 4). You can modify that by editing the mine dispenser ODF, although anything over 10 often gets buggy and crashes.

-Changing Unit Selection-
Ever want to mod cloud city so that you can only play 1.0 style (no specials or pilots)? Easy. It is simple to modify the lineup for each team. Whatever units are loaded in the script are the ones that can be used. For example, I could modify bes2.lua in such a way as this:
--  Alliance Stats
      SetTeamName(ALL, "Alliance")
      SetTeamIcon(ALL, "all_icon")
      AddUnitClass(ALL, "all_inf_soldierurban",11)
      AddUnitClass(ALL, "all_inf_vanguard",5)
      AddUnitClass(ALL, "all_inf_lukeskywalker",5)
      AddUnitClass(ALL, "all_inf_marksman",4)
      AddUnitClass(ALL, "imp_inf_dark_trooper",3)
    SetHeroClass(ALL, "all_inf_lukeskywalker")


This would replace pilot with Skywalker (it is recommended you lower his health by modifying your SIDE files first), and replace wookie with jet. You can switch units between teams, but you cannot switch units between eras. No clones or droids in GCW, and vice versa for CW. You can also limit it to just 3 units (for 1.0), and there are 2 ways to do this:

The Shortcut Method:
      AddUnitClass(IMP, "imp_inf_storm_trooper",11)
      AddUnitClass(IMP, "imp_inf_shock_trooper",5)
--      AddUnitClass(IMP, "imp_inf_pilottie",5)
      AddUnitClass(IMP, "imp_inf_scout_trooper",4)
--      AddUnitClass(IMP, "imp_inf_dark_trooper",3)


The reason I do not advocate the "shortcut" method of simply adding nulls to pilot and jet is because it makes it so that players who join have to choose pilot to spawn as a sniper, and if they pick sniper or jet they will spawn as trooper (first unit). Remember, their spawn screen still looks the same as the shipped one and not your modified version. Therefore, the correct way to make this mod is as follows:
      AddUnitClass(IMP, "imp_inf_storm_trooper",11)
      AddUnitClass(IMP, "imp_inf_shock_trooper",5)
      AddUnitClass(IMP, "imp_inf_shock_trooper",5)
      AddUnitClass(IMP, "imp_inf_scout_trooper",4)
      AddUnitClass(IMP, "imp_inf_scout_trooper",3)


This way, they will spawn as sniper if they choose sniper or special, and vanguard if they choose pilot or vanguard. Here is my favorite way to make 1.0 style servers:
      AddUnitClass(ALL, "all_inf_soldierurban",11)
      AddUnitClass(ALL, "all_inf_vanguard",5)
      AddUnitClass(ALL, "imp_inf_shock_trooper",5)
      AddUnitClass(ALL, "all_inf_marksman",4)
      AddUnitClass(ALL, "imp_inf_scout_trooper",3)

      AddUnitClass(IMP, "imp_inf_storm_trooper",11)
      AddUnitClass(IMP, "imp_inf_shock_trooper",5)
      AddUnitClass(IMP, "all_inf_vanguard",5)
      AddUnitClass(IMP, "imp_inf_scout_trooper",4)
      AddUnitClass(IMP, "all_inf_marksman",3)


Also remember the numbers after each unit have to add up to the same amount as this value:
SetUnitCount(ATT, 28)
So if your totals only add up to 18, you have to change the SetUnitCount value to 18, or increase the numbers for each unit. This is designed as ratios for how many AI of each unit should spawn per team. The minimum amount for SetUnitCount is 1.

Note: You can also mix up natives, and have native wars. Here is some code for a survival-type game on Jabba with 300 Gammoreans vs. 24 Humans:
--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "gam_inf_gamorreanguard",32)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid",0)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",0)
    AddUnitClass(CIS, "rep_inf_jet_trooper",0)
    AddUnitClass(CIS, "rep_inf_arc_trooper",0)

SetReinforcementCount(ATT, 300)
SetReinforcementCount(DEF, 24)


-Removing or Limiting Vehicles-
Let's take a look at tat1i.lua, the GCW script for Dune Sea. Normally you could just remove the "com_item_vehicle_spawn" values out of the map.lvl with hex editor, but modifying the script allows more precision as to WHAT vehicles you want removed much more quickly. I'll begin by identifying what values correspond to vehicles in LUAs.

SetMemoryPoolSize("EntityHover", 12)

This one is for the basic vehicles that "hover", such as speeder bikes, combatspeeders, STAPs, skiffs, and the other tanks. If you set this to 0 then no tanks can spawn. If you set it to 3 then only 3 tanks will spawn, but you do not get to pick whether they are skiffs, bikes or tanks (although this is possible through hex editing, one at a time and testing).

SetMemoryPoolSize("EntityFlyer", 5)
This controls how many ships can be loaded at once. I'm not sure why it is set to 5 on Dune Sea, considering there's only 4 ships. Maybe this allows one to respawn while another is flying around?

ClearWalkers()
This part seems confusing at first but it's really quite simple. For easier understanding, I've loaded the first section from the hot1i (Hoth) LUA, and the second from geo1r (Geonosis):

Hoth:
    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(1, 10) -- 6 atsts with 1 leg pairs each
    AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)


Geo:
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)


The first value before the comma is how many PAIRS OF LEGS the vehicle has. How many legs does an ATST have? It has 2 legs, which is 1 leg pair. How many ATSTs are on Hoth? 6, but you could add 4 more before reaching the limit. The tricky part is command walkers, which are ATATs and ATTEs. Since there are two ATTEs specified as "AddWalkerType(3, 2)", you also have to set a memory pool for Command Walkers.

In a case where you wanted to add 3 Spiderwalkers and 2 ATATs, you would have to make it look like this:
    AddWalkerType(2, 5) -- 3 spider walkers and 2 atats with 2 leg pairs each
    SetMemoryPoolSize("CommandWalker", 2)


-Other settings to play around with-
SetStayInTurrets(1)
1 enables and 0 disables.


SetAllowBlindJetJumps(0)
I think when this is set to 1 (0 is default), it will make enemy jet AI more likely to randomly jet jump as soon as their fuel recharges.

SetTeamAggressiveness(ALL, 1.0)
I think that increasing this makes AI follow paths better, but I'm not sure about min/max values.

SetDenseEnvironment("false")
No idea what this does, I assume it has something to do with textures or texture.option files.

Birds and Fish, taken from yav1i.lua. I think you need additional req or tga files for these to work.
--  Birdies
    SetNumBirdTypes(2);
    SetBirdType(0,1.0,"bird");
    SetBirdType(1,1.5,"bird2");

--  Fishies
    SetNumFishTypes(1);
    SetFishType(0,0.8,"fish");


Camera Shots:
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
These settings tells the camera what views to show you when the spawn timer is counting down (not very useful if you have made the spawntime instant). You can set your own camera coordinates by opening the map in SPtest, then using Freecam and Fake Console.
#320
SWBF1 Modding Tutorials / Hex Editing Tutorial
April 19, 2011, 03:25:14 PM
Hex Editing Tutorial     
Written By: Phobos Developer

Hex Editing
Here will be tutorials and guides on how to hex edit LVL files. There are different things you can change by hex editing. MISSION.lvl isn't usually hex edited much because of the builder for it. CORE.lvl can be hex edited to change the F5 commands. Boundaries, capture regions, and vehicles can be removed. The common, shell, and side files aren't usually edited often.


Basics - Removing Boundaries
To start hex editing, you need a hex editor. I use this one.
Download that and load any LVL file to get a basic understanding. There are several LVL files you can modify, but for the basic tutorial I will be showing you how to remove boundaries from any map, in this example we will use cloud city.

Open bes2.lvl from the bes folder in your hex editor. It should look like this:


Now click Find and type "boundary" without quotes and hit ok. You should see this:


The last step is simple. Just click on the "62" on the left column, where the number hex values correspond with boundary, and replace them all with "00". In the end it should look like this:


Congratulations you have just removed boundaries. No more deaths out of bounds. Now before you save, make sure your original bes2.lvl is backed up or copied somewhere else, because you always want to have the original files without any mods.


Removing CPs (Command Posts) and Vehicles
Removing CP - Tutorial
Load the hex editor and in find type "capture" until you see this:


Removing Vehicles
Certain maps have ships or tanks, and often times we find this inhibits the fun of the map. All vehicles are referenced in LVL files as "com_item_vehicle_spawn". Only by testing one at a time is it possible to determine which vehicles are which since they all have the same name, but by individually removing one at a time you can determine how to remove, for example, only cloud cars and not regular planes on platforms. Here is an example:

Replace the 63 to 6e for this one, and then go through the rest of the vehicle_spawns to remove all tanks.


Custom Team Commands
This guide teaches you how to mod the CORE.lvl so that you can use custom commands instead of the default "Enemy Sighted!" commands. Modding the CORE.lvl is very delicate and you must not make any mistakes or it could ruin your file. It is very important to make a backup copy of this file just in case you do mess up.

The first step is finding the commands you wish to edit. This is a tricky process but it is easy once you know how. We will start with "PICK ME UP!" and change that to something else. First step is load core.lvl in hexeditor. Then type PICK make sure it is in caps. It should look like this:


Don't click ok because it won't find it. You have to first click the HEX option, next to octal and ascii. It will convert PICK into numbers "50 49 43 4b". Now in between each number put 00 so that it looks like "50 00 49 00 43 00 4b":


Now hit ok. You will see PICK ME UP with a period in between each letter. It can be changed but in between each letter must remain a "00" value. The space value "20" must also be in between two "00" values. You must also stay in the limits of however many characters are allowed per command. Here is an example of a working altered command that says "Enemy Flanker":


I recommend changing only two or three at a time then testing in game, because it doesn't always work correctly. You should back up your CORE every time you go to edit just in case it does mess up.


Advanced Info
under construction

Important Commands:
00   Acts as either a barrier and can replace certain codes in LVL files to null things.
20   Regular Space
0A   Line break in Cheat Engine