Recent posts

#1
Released Maps and Mods / Re: Star Wars: Battlefront - A...
Last post by Giftheck - March 16, 2025, 02:58:09 PM
I have released a V2 update. Apart from a ffew fixes, it includes a few gameplay changes:

-Snipers now all have unique weapons and remote droids
-Heavy Troopers now move faster, but still not as fast as other unit types

https://www.moddb.com/mods/star-wars-battlefront-anniversary/downloads/star-wars-battlefront-anniversary-edition-20-update

Additional maps, including SWBF2 Geonosis, Kashyyyk and Kamino, will be coming next month.
#2
Requests / Re: Rhen Var: Citadel with the...
Last post by Kirbymasters87 - March 16, 2025, 01:04:39 PM
looks pretty good. Thanks and I'll take a look at BFBuilder and see how that goes.
#3
Requests / Re: Rhen Var: Citadel with the...
Last post by {AR}MetalKiller - March 16, 2025, 03:21:42 AM
As far as I can tell, the PS2 texture are not included in the mod tools.
However, I tried my best to edit the original sky texture to mimic the texture in you video (turned down brightness and saturation).
In addition, I used the ambient color settings from PS2.
Make a copy of your original file and replace it with this lvl file (GameData/Data/_LVL_PC/RHN/Rhn2.lvl): https://mega.nz/file/0ClDQa6R#CSiLUosZ1UoFS-XcrXdW-I5PMxLErrOKicNJ8Jr3R64

You could experiment for yourself if you get the mod tools.
Simply import the stock map and ...
- Locate the file: BFBuilder/DataRhn2/Worlds/Rhn2/world1/RhenVar2.sky
- Find the sections called PS2() and PC() and copy the values (or tune it)
- Locate the file: BFBuilder/DataRhn2/Worlds/Rhn2/world1/RhenVar2_sky.tga
- Edit the texture with an image manimulation program (like GIMP) to your preferences

Attached you find a preview.
#4
Requests / Rhen Var: Citadel with the PS2...
Last post by Kirbymasters87 - March 14, 2025, 05:36:35 PM
Hi everyone.

I barely post here but I was asking if someone has made a downloadable alteration of Rhen Var: Citadel for PC but rather than it being in the daytime like in the PC version, it has the PS2 skybox. Looks something like this https://youtu.be/tmawp5JotVM

Please and thank you.

From, Kirbymasters87
#5
SWBF2 Modding / Re: Using BF1 mod tools for BF...
Last post by Led - March 12, 2025, 07:17:39 PM
Think of a finished mod map as a compiled program.  If you have the source coded (scripts, lua, etc.) then it can be possible to convert from SWBF2 to SWBF1.  However, once compiled into a final map, it is pretty much not possible.

That said, we have many maps from SWBF2 into SWBF1.  Be sure to check out Sereja's maps in our download area, which include SWBF2 conversions. 
#6
SWBF2 Modding / Using BF1 mod tools for BF2 ad...
Last post by drbob76 - March 12, 2025, 12:30:49 PM
Is it possible to use scripts, files, etc. from the SWBF1 mod tools in order to edit the Marvel4's downloadable BF1 maps, like for which factions and which classes to have? If it is possible, how do I do this, what steps do I take?
#7
SWBF2 Modding / Re: AI doesnt use ground vehic...
Last post by Dark_Phantom - March 11, 2025, 07:45:02 AM
Also, are your vehicles sitting too close to barriers? The AI think if any part of a vehicle exists in a barrier that it's inaccessible.  This is a common problem even in the stock game that isn't well noted.
#8
SWBF2 Modding / Re: AI doesnt use ground vehic...
Last post by Led - March 09, 2025, 08:39:34 AM
Ah, not sure why that would make a difference--are you on PC ?  Have you modded your game otherwise?

In any event, thanks for following it up with your solution.
#9
SWBF2 Modding / Re: AI doesnt use ground vehic...
Last post by Willkilla - March 08, 2025, 10:39:39 PM
Found the fix, had to host with a dedicated server. AI seems to have trouble with vehicles on many maps without a dedicated server
#10
SWBF2 Modding / Re: AI doesnt use ground vehic...
Last post by Led - March 08, 2025, 05:35:50 PM
yeah, something like the vehicle spawn needs to be assigned to the team