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Messages - AnthonyBF2

#76
Try installing the v1.5 r2 patch, this includes some sort of resolution fix for obscured buttons
#77
SWBF2 Modding / Re: BF2 HEX Codes for Bothan?
April 25, 2021, 04:30:18 AM
gitgud
#78
Released Assets / Re: swbf-unmunge - v1.1.1
April 09, 2021, 11:35:30 PM
That's not going to work. Many files that are ripped are not re-usable. You'll need to learn how to use BF2 mod tools and compile a new ingame.lvl from scratch, and if you have 1.3 or 1.5 patch, replacing ingame.lvl will break mod support.
#79
You're lucky, this was an easy edit and I was bored out of my mind. It replaces the rebel's combat speeder with the X-wing and the clone's IFT tank with the jedi fighter.

Link: https://www.mediafire.com/file/orjr515qag06h53/BF1+NAB1+Ships+Mod.zip/file

Install: Find your BF1 game's _LVL_PC folder, backup the mission.lvl and the nab1.lvl located in _LVL_PC\NAB\
Then replace those two files with the same two files from the download.

Undo this mod before you play online because it will crash (host & client loading different things).
If you want to play with others while using this mod, everyone else in the session will need to install it.
#81
Disabling the ability for AI touse saber throw will result in AI heroes blocking a lot more.
#82
The BF1 limit is about 16MB for textures and 6MB or less for models.
#83
I got demo mode working in BF2, specifically the PSP version but it should be possible in other versions, I haven't tried them yet.

What I did:

- Unmunged shell.lvl from the Battlefront 2 PS2 beta
- Took ifs_start.script (munged chunk)
- Used the recovered ifs_start.script in my Battlefront 2 PSP shell
- Wait on the "press start" screen for about a minute and a half

Here is a video I made:


Here is the single munged script if others want to tinker with it:
https://drive.google.com/file/d/1MrsIgLTXLo009e8UxYIMHuWQJVdEF097/view?usp=sharing
#84
Released Assets / Re: swbf-unmunge - v1.1.1
August 10, 2020, 12:06:39 AM
Quote from: BAD_AL on August 09, 2020, 09:48:27 AM
The good news is that it usually works pretty well on the mission files, but the extracted scripts should be examined and possibly modified before you use them.

It has a thread over at gametoast: http://gametoast.com/viewtopic.php?f=64&t=33479

In my experience, it works with most mission scripts. Certain scripts that have more complex bits of code, like Death Star or Tantive don't work.
#85
Released Assets / Re: swbf-unmunge - v1.1.1
August 08, 2020, 06:58:52 PM
Quote from: TheJediMan132 on August 07, 2020, 12:52:07 PM
This is an awesome tool man this looks pretty handy. But what I can't figure out is , I made my own like custom side and all and I want to put it in this custom map (just for fun ofc) what is the actual process of remunging these extracted files? Like instead of .lua all the mission .lvl extracts are .scripts. Do we gotta manually go through the files and copy paste the information on our own new built world etc?

BAD_AL has a couple of tools he made that converts unmunged script chunk files back into source code but it's not a guarantee it will work. It only works on very simple scripts.
#86
I made this for a group I'm in on Facebook but people here should enjoy it:

#87
SWBF1 Modding / Re: Need Help Using ZeroEditor
July 23, 2020, 09:19:39 PM
The mod tools has a documentation folder with instructions on the most important things for making a mod map.
#88
For PS2, there is a series of demo discs called Jam Pack. In the Jam Pack 11 disc, there is a Battlefront 1 demo. The files inside _LVL_PS2 are dated 5/26/2004. The demo only includes one map which is Endor and only two SIDE files are available, being ALL and IMP which feature the rebel spy and the imperial officer.

It would be cool if we could get our hands on the entire thing with all the maps and sides, I'd love to see if there is anything else I could carry over into the retail game.

Lastly, I imported the spy and the officer into the retail version, they're available on every level except Hoth and Cloud City: https://drive.google.com/file/d/1e7YN2OVsOPuY1OoSDPWsh5otsMiQgYxu/view

And if anyone wants the Jam Pack 11 demo, it's here: https://drive.google.com/file/d/1TZqwc5pxSEWkuU9H6bRvQoGVKKmGe3n4/view
#89
SWBF2 Modding / Re: PC Shell interface
July 15, 2020, 04:39:28 PM
In the PC version, ifs_charselect is not used. It uses ifs_pc_spawnselect which ties into hard coded exe stuff. Lots of people have messed with ifs_pc_spawnselect over time and all anyone has accomplished is changing the sizes and locations of things.
#90
Requests / Re: SWBF2 Boosts Removed
June 25, 2020, 06:25:52 PM
You can use the 1.3 fake console to set energy to 0.