How did rebel_scum and imp_strikeforce get the BF2 maps into BF1? There were a few they'd done but were not all finished? I'd much like to add some maps to my mod (sounds like hexwork a little, or did they modify the maps in BF2's ZeroEdit?)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
#2372
SWBF1 Modding / Re: Now we can edit the main core.lvl!
March 24, 2009, 01:46:59 AM
EVERYTHING in the new core.lvl is already pre-munged so the only real thing that can be added would be localization. Here was the core.req posted:
It only contains fonts, shaders, and localizations, and menu sounds, nothing too heavy. And TBH if LA wanted no main-game-modding, or, indeed, BF2->BF1 porting (since if we're going by what The_Pi said, could be considered illegal since it modifies a BF2 level to work with BF1) we'd already be shut down here. Other sites would also be closed because of the BF2 hex-edit hacks to allow different players, before BF2 mod tools were released. So I think LA overlooks it. And besides, they're too busy with BF3 right now.
I believe about shell.lvl, Psych0Fred made his own a long time ago, with 7 units and everything.
Code Select
ucft
{
REQN
{
"bnk"
"align=2048"
"global"
}
REQN
{
"config"
"global"
}
REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"gamefont_tiny"
"starwars_small"
"gamefont_super_tiny"
}
REQN
{
"loc"
"english"
"spanish"
"italian"
"french"
"german"
"uk_english"
}
REQN
{
"texture"
"cube_normalizationmap"
"hemisphere_normalizationmap"
"specularspot"
"attenuation_volume"
"linear_ramp"
"specularcubemap"
}
REQN
{
"shader"
"normal_shader"
"interface_shader"
"particle_shader"
"terrain_shader"
"sprite_shader"
"skyfog_shader"
"foliage_shader"
"lightbeam_shader"
"scroll_shader"
"flare_shader"
"sample_shader"
"rain_shader"
"normalmapadder_shader"
"prereflection_shader"
"water_shader"
"stencilshadow_shader"
"shadowquad_shader"
"specular_shader"
"detail_shader"
"ocean_shader"
"refraction_shader"
"decal_shader"
"filtercopy_shader"
"shield_shader"
"bump_shader"
"zprepass_shader"
}
}
It only contains fonts, shaders, and localizations, and menu sounds, nothing too heavy. And TBH if LA wanted no main-game-modding, or, indeed, BF2->BF1 porting (since if we're going by what The_Pi said, could be considered illegal since it modifies a BF2 level to work with BF1) we'd already be shut down here. Other sites would also be closed because of the BF2 hex-edit hacks to allow different players, before BF2 mod tools were released. So I think LA overlooks it. And besides, they're too busy with BF3 right now.
I believe about shell.lvl, Psych0Fred made his own a long time ago, with 7 units and everything.
#2373
SWBF1 Modding / Now we can edit the main core.lvl!
March 23, 2009, 02:55:36 PM
http://www.gametoast.com/forums/viewtop ... =1&t=17595
Brilliant or what? BattleBelk extracted "chunks" from core.lvl and made it work properly!
Brilliant or what? BattleBelk extracted "chunks" from core.lvl and made it work properly!
#2374
Requests / Re: Clones vs Empire mod
March 23, 2009, 04:10:20 AM
It should warn you, nonetheless.
#2375
Star Wars Battlefront (2004 Original) / Re: List of portable/non-portable units from BF2
March 22, 2009, 12:43:45 PM
I've tested a few new units and vehicles since, including the AT-RT. Check the list.
#2376
Requests / Clones vs Empire mod
March 20, 2009, 01:34:37 PM
I recall a "Clones vs Empire" mod (possibly by Napseeker?), but none of the links posted in the map reviews topics work. Could somebody upload them?
#2377
Star Wars Battlefront (2004 Original) / Re: SWBF Custom Map Review (W/links)
March 16, 2009, 02:37:15 PM
The "Empire vs Clones" maps are down.
#2378
SWBF1 Modding / Re: 3rd era for maps
March 13, 2009, 03:41:28 PM
LVLs and LUAs can be decompiled? The only tool I knew that could do that was the LVL extractor, but that was never finished...
#2379
SWBF1 Modding / Re: 3rd era for maps
March 13, 2009, 04:09:08 AM
And yet Psych0Fred never told us how he did it...
#2380
SWBF1 Modding / Re: Making skirts appear on BF2 units in Battlefront I
March 07, 2009, 01:18:01 PM
Ah, so I can hex-edit the BF1 Arc's skirt in to the BF2 character. Nice.
BTW, stop that download, there were a few glaring errors with it (bad mission.lvl that makes wrong units appear etc) and a mistake in the rep.lvl. I'm reuploading it now.
BTW, stop that download, there were a few glaring errors with it (bad mission.lvl that makes wrong units appear etc) and a mistake in the rep.lvl. I'm reuploading it now.
#2381
SWBF1 Modding / Re: Making skirts appear on BF2 units in Battlefront I
March 07, 2009, 12:59:45 PM
So could I hex-edit the BF1 ARC Trooper Cape onto a BF2 character?
#2383
SWBF1 Modding / Making skirts appear on BF2 units in Battlefront I
March 07, 2009, 10:05:29 AM
I did not get the answer I was looking for on GameToast. I noticed that Napseeker has skirts on his Clone Commanders in his Jedi vs Clones mod, I was wondering how I might get the skirts to appear on characters I imported to BF1 from BF2.
#2384
Star Wars Battlefront (2004 Original) / Re: SWBF III News
March 07, 2009, 01:46:55 AM
I think Pandemic should include three IA modes - BF1 style, BF2 style and whatever new style they'll do in BF3. And they should keep the ships on ground levels as well as space levels. Biggest disappointment of BF2 was the removal of Platforms and Dune Sea - good examples of where spaceships worked on ground battles.
#2385
Star Wars Battlefront (2004 Original) / Re: SWBF III News
March 05, 2009, 03:18:58 AMQuoteWe're so amped up about Project X that it's hard for us not to tell everyone everything about it today. But we can't. When we can talk about this project, we'll have all the exciting news here on this site.
Doesn't mention LucasArts, since I guess that would give it away. They want to tell you, but obviously can't.