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#2
SWBF1 Modding / Re: Battle of Hoth (Formerly Hoth: Battle Of Echo Base)
February 04, 2026, 10:50:12 AM
It's been over five years since I made this map, and I have decided to return to it and give it a few new touches, including some new modular corridor pieces, additional trenches, balancing and planning tweaks, and a couple of nice new surprises too. I'm also including a 'classic sides' version for those who want to experience this map with the stock sides instead of my own. I have no ETA on this upgrade, but it's coming along nicely so far.
#3
Other Games / Re: Optimizing SWBF Gameplay with an Opteron Hexa-Core 2.60GHz Processor?
February 03, 2026, 12:45:10 AM
Also that last post is very much an AI-generated response made by dumping this thread into ChatGPT, looking at it. The botscammers think they're being crafty.
#5
SWBF1 Modding Tutorials / Re: Sound for the opposite era
January 01, 2026, 01:13:26 AM
You can't load two stock sound LVLs in like that as it will try to load samples from both into memory - and since stock sound calls imndividually take up a lot of the allocated sound memory, the result is an overload which results in no sounds playing.
#6
Star Wars Battlefront (2004 Original) / Re: Custom Maps without Custom Units
November 28, 2025, 12:13:02 AMQuote from: Cyber on November 27, 2025, 04:12:43 PMElite Squadron Map Pack (not all maps)
https://www.moddb.com/mods/star-wars-battlefront-elite-squadron-for-star-wars-battlefront/downloads/star-wars-battlefront-elite-squadron-map-packs-1-and-2
> Cato Neimoidia: Hanging City
> Coruscant: Federal District
> Mustafar: Hidden Base
> Vjun: Bast Castle
Sullust Garrison
https://www.moddb.com/mods/star-wars-battlefront-playstation-portable-maps/downloads/sullust-garrison-v1
I'd rather you didn't. Especially with Elite Squadron - the entire thing is intended to be played with those custom classes.
#7
Requests / Re: BF1 ClassReference from psych0fred's site
October 24, 2025, 03:25:27 AM
That does have it. Thank you
#8
Requests / BF1 ClassReference from psych0fred's site
October 21, 2025, 06:26:32 AM
Does anybody have the BF1 ClassReference stuff from psych0fred's site? It's temporarily removed from his site while the bot problem is dealt with. I had an idea for a dispensible scanner or a Scan Dart-like weapon but I want to check to see if it would work.
#9
Forum News and Forum Rules / Re: post for spammers
October 17, 2025, 10:11:05 AM
I'm just going to bump this so that they see this topic instead of using the PSA about downloads topic.
#10
General / Secret Society currently not hosting Battlefront files or forum backup
October 12, 2025, 07:01:39 AM
Continuing the trend of Battlefront's apparent dying days, it looks like Secret Society has removed the forum archive and downloads pages entirely from their site.
Between this and Gametoast going, it really feels like we've reached the end of an era, but it doesn't quite feel like it should be given all the new things that are still happening in the modding space for these games.
EDIT: it has been brought to my attention that Secret Society was suffering a bot attack and the pages have been taken offline temporarily while they look for a solution.
Between this and Gametoast going, it really feels like we've reached the end of an era, but it doesn't quite feel like it should be given all the new things that are still happening in the modding space for these games.
EDIT: it has been brought to my attention that Secret Society was suffering a bot attack and the pages have been taken offline temporarily while they look for a solution.
#11
3D-Modeling, Animation and Texturing / Re: XSI ZETools
October 06, 2025, 09:02:33 AM
ZETools works with both, so I'd assume this update should also work with the Mod Tool version of XSI.
#12
General / Re: GameToast has been suspended
October 06, 2025, 06:14:29 AM
As of the end of September 2025, GameToast is officially closed. The url simply shows this message:
QuoteThis website bulletin board is not live. Use the Discord for Gametoast Star Wars related community.
#13
3D-Modeling, Animation and Texturing / Re: XSI ZETools (now supports shadowvolumes)
October 06, 2025, 01:12:19 AM
Heck of a bump, but a very important one:
Thanks to mrcluster on the GameToast Discord, who had been inspired by looking at the leaked Mercenaries source code, importing of the shadowvolume chunks, which previously imported as broken nulls, has been figured out and they now import as models. And once that had been figured out, Ande was able to fix up the export to work as well.
These are images of the stock Cantina, imported into Softimage, and then re-exported.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
You can have multiple shadowvolumes for buildings, so no more having to rely on the old sv_ method (which only allowed for one shadowvolume). All you need to do is have each shadowvolume named as 'shadowvolume' - same system as collision and terraincutters, so you can have shadowvolume, shadowvolume1 etc. Unlike collision they do not need to be hidden on export as they are converted into SHDW chunks automatically.
Currently the main release is still last year's but the repo itself has been updated - you'll need to download the Core and Modules folders from the repo and replace those same folders in your xsizetools/Application folder, wherever it is stored.
https://github.com/Schlechtwetterfront/xsizetools
Thanks to mrcluster on the GameToast Discord, who had been inspired by looking at the leaked Mercenaries source code, importing of the shadowvolume chunks, which previously imported as broken nulls, has been figured out and they now import as models. And once that had been figured out, Ande was able to fix up the export to work as well.
These are images of the stock Cantina, imported into Softimage, and then re-exported.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
You can have multiple shadowvolumes for buildings, so no more having to rely on the old sv_ method (which only allowed for one shadowvolume). All you need to do is have each shadowvolume named as 'shadowvolume' - same system as collision and terraincutters, so you can have shadowvolume, shadowvolume1 etc. Unlike collision they do not need to be hidden on export as they are converted into SHDW chunks automatically.
Currently the main release is still last year's but the repo itself has been updated - you'll need to download the Core and Modules folders from the repo and replace those same folders in your xsizetools/Application folder, wherever it is stored.
https://github.com/Schlechtwetterfront/xsizetools
#14
SWBF1 Modding / Re: What Games/Places We Can Use Assets From and What We Can't
September 06, 2025, 01:03:33 AM
EA now allows for the use of their assets so long as the usual rules are followed (no profiting, no claiming affiliation etc). There is a section that states that any third-party content (IE Star Wars) is not directly included in this but is at the discretion of the copyright holder - in this case, Disney.
https://help.ea.com/en/articles/security-and-rules/ea-content-policy/
https://help.ea.com/en/articles/security-and-rules/ea-content-policy/
#15
Released Maps and Mods / Lord_Bandu's Jedi Temple Training Hall (SWBF1) - Updated by me
August 19, 2025, 01:17:26 PM
As the title says. Earlier this year, in an effort to get back into modding, I decided to try a small project. I decided to take on doing some updates to Lord_Bandu's Jedi Temple Training Hall, which never left beta in SWBF1 before he moved onto SWBF2 and then eventually vanished.
This is realased as-is. I have made changes to the map itself to try and add detail, I have also redone the sides. This was a fun little project to help me get back into the swing of things. balance is probably off but I could spend forever tweaking that. I may go back and make further changes to the sides later down the line though. For instance the Droideka's not too useful on this map as it can't climb the. stairs properly.
Unlike Bandu's original version, which only had Clone Wars Era, I have included a 'Galactic Civil War' option which is 501st vs Jedi.
DOWNLOAD
This is for SWBF1 only. I will not be publicly releasing the assets for the map at this time, but I would be willing to pass the Data folder on to anyone who would like to convert the map to SWBF2.
Credits:
This is realased as-is. I have made changes to the map itself to try and add detail, I have also redone the sides. This was a fun little project to help me get back into the swing of things. balance is probably off but I could spend forever tweaking that. I may go back and make further changes to the sides later down the line though. For instance the Droideka's not too useful on this map as it can't climb the. stairs properly.
Unlike Bandu's original version, which only had Clone Wars Era, I have included a 'Galactic Civil War' option which is 501st vs Jedi.
DOWNLOAD
This is for SWBF1 only. I will not be publicly releasing the assets for the map at this time, but I would be willing to pass the Data folder on to anyone who would like to convert the map to SWBF2.
Credits:
Quote-Lord Bandu - original map
-Pandemic Studios - Mod Tools, unit models, parts from Jedi Temple map
-Sereja - Darth Maul doublesaber, lightsabers, Clone Commando port
-LucasArts - Republic Commando models (Clone Commando, DC17M)
-EACG - map model parts, Jedi Temple Guardian model
-EA DICE - weapon models