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Topics - Willkilla

#1
Requests / Memory Dumper between maps
April 16, 2025, 12:06:00 PM
In SWBF2 for PC, it seems many modded maps have mempools that over allocate, and when you play several of these maps the engine runs out of memory and crashes. This does not seem to affect mod tools client or dedicated server client. This makes Instant Action unreliable when queuing modded maps, and even multiplayer clients will crash as the ram usage goes up from map to map. Is it possible to create a script that dumps memory between maps, or forces the engine to send you to the main menu and dump memory like the mod tools client?
#2
SWBF2 Modding / Need a full sound writeup
March 26, 2025, 06:50:42 AM
Hello I have been working on my mod lately and I've hit a big roadblock. I've been adding full custom sounds for all weapons and vehicles. Along the way, sounds stopped working. I have read in several locations that there is a sound memory limit in BF2. However, I do not know how to tell this limit or how it works. Some documentation said if you write MEM in the mod tools exe it shows available sound memory. I did so and there seemed to be a lot of sound memory left, unless that value is displayed in bytes or some small unit. I rewrote my sounds to no longer use any stock level sounds and fully recreated a .sfx file so I could be efficient with my sound use, but I still find myself hitting a limit. Do .sfx files factor into the sound memory or is it is the .snd files? I assume .asfx files do heavily cut into the memory. Basically I'm looking for a method to know the sound memory limit and how to efficiently use sounds. Hopefully this is something addressed in the 64 bit classic collection, because just having 1 hover vehicle with fully custom sounds seems to put me at the limit.
#3
SWBF2 Modding / AI doesnt use ground vehicles in MP
March 08, 2025, 08:27:35 AM
I'm having an issue with AI not entering ground vehicles in either Lan or Internet games. They still enter the flyers, but none of the hovers, speeders, or the MTT. I wanted my map to be primarily for coop MP, so this feature is critical to me. I noticed on Geonosis and Hoth LAN/Internet the AI still enter all vehicles, it just takes a little longer than in Instant action. I went through the Geo and Hot Lua, but couldn't find anything obvious that would prevent the ai. I am really unsure what to look for, has anyone ever seen this issue? Seems like a pretty niche problem
#4
SWBF2 Modding / Can hover be a commandwalker?
March 04, 2025, 05:26:16 PM
Hello all, still working on my map. Im having trouble making an MTT a command post like the ATAT. It seems the game doesnt have a good classification for a hover command vehicle. When I set it to a commandwalker the map crashes and when I set it to a commandflyer it spawns correctly, but has flyer characteristics. Do I have to create a fake walker and would that be difficult? I'm not sure what exactly the commandwalker class is looking for. Here is an early version of the wip map
https://mega.nz/file/C1YGQRYY#ESKjv0k2ob7kOoPvT3fkOMEel6wLp_q4rLnYQ-Q1_Hw
#5
SWBF2 Modding / Terrain doesnt munge?
February 16, 2025, 03:11:17 AM
I'm having a strange issue. My terrain height updates are not munging. It's odd because I see a new .terrain file generated when I munge, but when I go into the game the old terrain height values are being used. In zero, all my updates are present. I assume zero is loading the .ter file so Im confused as to how munge is getting old data to use when generating the .terrain file. My .wld file is referencing the correct and only .ter file. I've tried cleaning and deleting the .terrain file with no success. Anyone every encounter something like this? Thanks
#6
Requests / MAF (Mechanised Assault Flyer)
February 10, 2025, 03:49:40 PM
Does anyone have a link to this asset? I found a thread but cant find any links. I think this was from SWBF1 but I would like this unit for a Naboo project.

Thanks!  :cheers:
#7
I've been messing around with the roadkill plugin for XSI, but I can't figure out how to cut a uv mesh. I can do it in the standalone program using the keybind C, but XSI has C bound to rotate object and I can't find a cut tool. Anyone know a way?
#8
Is there a hotkey to switch teams? I've seen it in youtube videos but I can't figure out how to do it
#9
Requests / Request: Royal Naboo Security Forces
January 24, 2023, 12:16:46 PM
I would like to make a Naboo mod that takes place during the episode 1 era, but I can't find any assets for the Naboo guards. I found some for Battlefront 1, but I'm unsure if it would work in the newer engine
#10
Hello, I'm working on some custom objects for my map, but I can't get shadowvolumes to work. I have followed a tutorial and also saw notes on this site that match what the tutorial said, yet I cannot get XSIZETools to export with a shadow. I also tested importing/exporting an stock asset and it also doesn't display a shadow. I have the custom parameter named correctly. Can't figure out what I'm doing wrong

#11
Hello, I've nearly finished my map for BF2, but I would like to throw in some custom assets. I have ZE Tools working in both XSI Mod tools 7.5, and in 2013, however, I cannot get objects to appear in game. I'm not sure what I'm doing wrong.

I tried importing an object then exporting it without any changes, and even that will not show up in game. The object does appear in both the object viewer and the ZE Editor. I followed this guide very carefully, but I think it's for BF1 and I'm not having success. Can anyone help me out?




#12
SWBF2 Modding / How to change class names?
February 05, 2022, 04:25:58 PM
I've been busy importing some BFX characters into my modded map, however I can't locate where the ODF is to change the name of the class, so they are appearing with numbers. Any pointers where to update that file?
https://i.imgur.com/omRop5k.png

Here's the beta of the map if you would like to try it out
https://mega.nz/file/7toCGS6Y#45z-Y0-4aJq7sQlJfMYRtvdOmGZ4nxx7VmUW2nef_zc

https://i.imgur.com/cJLiu3D.png
#13
There is a server on the Battlefront 2 MP that names this site as the host. However, it is set to have the default 30 tickrate, which makes the game stutter and run generally poorly. The game engine binds bullets, and even mousemovement to the tickrate, so your mouse will move at 30 frames per second while the game might be running at 80.

Can the admin change the TPS to 60?
#14
I would like to play SWBF multiplayer over LAN, but it seems like the multiplayer has lower FPS than the singleplayer. The blasters shoot at a low fps and my mouse doesn't move smoothly.

Is there a way to increase the tick rate on LAN games? Would I have to set up a LAN dedicated server to do this or is this not even possible?