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Messages - drbob76

#16
SWBF2 Modding / Re: Clone Wars for Galactic Civil War maps
September 25, 2022, 07:55:14 PM
Is there a way for me to manually create Clone Wars for Hoth and Endor, and likewise, Galactic Civil War for Geonosis?
#17
SWBF2 Modding / Re: Clone Wars for Galactic Civil War maps
September 25, 2022, 02:28:47 PM
This looks to be for Battlefront 1. Is there a way to do this for Battlefront 2?
#18
SWBF2 Modding / Re: Clone Wars for Galactic Civil War maps
September 25, 2022, 06:56:55 AM
Your mod?
#19
SWBF2 Modding / Clone Wars for Galactic Civil War maps
September 24, 2022, 07:02:58 PM
Is there a way to add Clone Wars mode to Endor and Hoth, and likewise, Galactic Civil War mode for Geonosis?
#20
SWBF1 Modding / Re: How to edit units
September 20, 2022, 06:20:51 PM
Were you still planning on making that video?
#21
SWBF1 Modding / Re: How to edit units
August 31, 2022, 07:17:33 PM
Windows 10.
#22
SWBF1 Modding / Re: How to edit units
August 31, 2022, 03:46:30 AM
Yes, I did extract the files in the download. I even just created a new file called mbuilder to put them in, but when I click munge.bat, I still have the same problem. Is it supposed to be a specific folder where I have to place them?

I did create a _lvl_pc folder, thinking that might solve the directory problem, but it still won't munge.
#23
SWBF1 Modding / Re: How to edit units
August 30, 2022, 05:48:25 AM
Okay, I edited the scripts, but then when I clicked the munge.bat, nothing happened except for the black screen which tells me "no such file or directory". Am I missing something?
#24
SWBF1 Modding / How to edit units
August 29, 2022, 05:54:40 PM
I'm trying to figure out how to edit the factions in the maps for SWBF1, choosing which classes to have on the field.

I managed to figure out how to do this for SWBF2. Mostly following the advice of a post by Anyder, the process for that was by downloading BF2 Mod Tools, then went to C:\BF2_ModTools\data\_BUILD and run Modtools VisualMunge.exe to create a new world. I then copied the maps from the script folder from BF2_ModTools\assets and placed the maps in the script folder in the common folder inside the new world folder. After editing the maps, I went back to the common folder to open mission.req and place the code Anyder had written, replacing the previous text. Afterwards (after having to use vistamungefix to fix the visual munge) I ran the visual munge, which successfully created a LVL_PC folder in both the new world folder and in the addon folder of Star Wars Battlefront II Classic (This is on Steam by the way), both of which contained a new mission.lvl file which I then used to replace the original mission.lvl file (after having the original copied and back up)

So, is there a way to do this with SWBF1 as well? What is the process? What tools will I need and how do I use these tools, step by step?