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Messages - Ty294

#1
I've tried to get this to work too, also to no avail.

Interestingly I've seen in some .sfx files (I don't remember if it was for BF1 or BF2) where they even pull a path from a Stream sound to use as a sound effect.

I've never looked into the .bats before, but in looking right now, I think I have found at least some of the relevant information; this is in the soundmungedir.bat:

@rem Munge streams

@rem Localization
@rem Setup the extension of localized stream files (if it's english we'll just use the default extension)
@set LANGVERSION=
@for /F %%A in (%FRONTLINE_LANGVERSION%) do @set LANGVERSION=%%~A
@if /i %LANGVERSION%x==Englishx ( @set LOCALIZEEXT= ) else ( @set LOCALIZEEXT=stm_%LANGVERSION% )

@rem Munge localized stream files
@if /i not %LANGVERSION%x==Englishx @for /R %%A in (*.%LOCALIZEEXT%) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\%%~nA.str -stream %CHECKDATE% -resample -checkid noabort %SOUNDOPT% %STREAMOPT% 2>>%LOGDIR%\MungeLog.txt 1>>%SOUNDLOGOUT%

@set MUNGE2SUBSTREAMS=0
@if /i %4==xbox @set MUNGE2SUBSTREAMS=1
@if /i %4==pc   @set MUNGE2SUBSTREAMS=1

@rem Build up a list of 1 substream streams to munge,
@rem Filtering the localize streams and if on xbox 4 channel streams
@set MUNGESUBSTREAM1=
@for /R %%A in (*.stm) do @if /i %%~xA==.stm ( @if not EXIST %%~dA%%~pA%%~nA.%LOCALIZEEXT% ( @if /i %MUNGE2SUBSTREAMS%==1 ( @if not EXIST %%~dA%%~pA%%~nA.st4 @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) else ( @set MUNGESUBSTREAM1=!MUNGESUBSTREAM1! %%A ) ) )

@rem Munge 1 substream streams
@for %%A in (%MUNGESUBSTREAM1%) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample -checkid noabort %SOUNDOPT% %STREAMOPT% 2>>%LOGDIR%\MungeLog.txt 1>>%SOUNDLOGOUT%

@rem Munge 2 substream streams
@if %MUNGE2SUBSTREAMS%==1 @for /R %%A in (*.st4) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ -stream %CHECKDATE% -resample -checkid noabort %SOUNDOPT% %STREAMOPT% -substream 2 2>>%LOGDIR%\MungeLog.txt 1>>%SOUNDLOGOUT%

Contrast that with the comparatively small entry for the other sound files:

@rem Munge configuration files
@rem *.snd - sound library
@rem *.mus - dynamic music configuration
@rem *.ffx - foley effects
@rem *.tsr - sound regions
@configmunge -sourcedir %SOURCEDIR% -platformdir %PLATFORMDIR% -platform %4 -inputfile *.snd *.mus *.ffx *.tsr -outputdir %MUNGEDIR%\ -hashstrings %CHECKDATE% -continue

@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )

@rem Munge sound banks
@for /R %%A in (*.sfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% %BANKOPT% 2>>%LOGDIR%\MungeLog.txt 1>>%SOUNDLOGOUT%
@for /R %%A in (*.asfx) do @echo Munging %%~nA%%~xA & @soundflmunge -platform %4 -banklistinput %%A -bankoutput %MUNGEDIR%\ %CHECKDATE% -resample -checkid noabort %SOUNDOPT% 2>>%LOGDIR%\MungeLog.txt 1>>%SOUNDLOGOUT%

Unfortunately, I do not know this language enough to have a clue what it all really means or if there is a solution that can be fabricated or not. It does seem like there ought to be some way of doing it, since most of the vanilla maps do pull streams from other maps for their music.
#2
SWBF1 Modding / Re: The "Strange things" Thread
August 11, 2025, 05:39:58 PM
I know this thread is a bit old, but here's an odd one that I somehow never noticed until recently. The concussion grenades for the two Clone Wars factions have different ambient colors than the Galactic Civil War ones.

#3
Announcing the 4.0 release of
Europa: Caves

ModDB
Gamefront

Mods can upload it here too if they want.

Technically this was uploaded a few days ago, but I didn't get a chance to put down the release post until just now.



















Classic "Remaster"



==CREDITS==

God            - All
AreWeThereYet?         - For glacier ambient sound. Downloaded with permission from their Youtube channel.
Ginev            - Coverted Jedi Knight Series weapons, misc props and textures
gistech/Giftheck    - PS2 Imperial Pistol
psych0fred        - Misc textures, models and assets
Ravensoft        - Jedi Knight Series weapons models and sounds
Seraja            - Backpack Addon (kitbashed into Clone Minelayer)
tripider        - OTC Imperial AT-AT Officer
Anyone I missed        - if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!



==INSTRUCTIONS==

Extract folder EurCav to your Star Wars Battlefront\GameData\AddOn folder.



==VERSIONS==

//Classic
Version 3.1
- Maintains original map design
- Minor improvements to layout, paths and other elements
- Added minimap
- Added Instant Action screen video
- Various minor tweaks and fixes to polish gameplay

//Remake
Version 4.0
- Completely new map design
- Features brand new textures, models and sounds
- New units, including the Clone Minelayer, Rebel Bothan Spy and revised Imperial Gamma Force faction
- Escaped experiments will attack both sides
- Includes voice overs for Rebel Marksman and Imperial Officer from BF2
#4
Announcing the 4.0 release of
Europa: Bridge

ModDB
Gamefront

Mods can upload it here too if they want.

The second in the Europa map series and the 4th in my sequence of remakes. Europa: Bridge had been one of my favorites of my own mod maps back in the day. I find the gameplay a bit too linear now, but I nonetheless tried to stay true to the spirit of the original with my remake.

Wanna shout-out to Ginev who contributed significantly to both this and the Ground Assault map with a variety of props, most prominently the wonderful ice spire models.







Classic "Remaster"



==CREDITS==

God            - All
AreWeThereYet?         - For glacier ambient sound. Downloaded with permission from their Youtube channel.
Ginev            - Coverted Jedi Knight Series weapons, Ice Spire props, misc props and textures
gistech/Giftheck    - PS2 Imperial Pistol
psych0fred        - Hovernaut, AT-XT, Speederbike Platform, misc textures, models and assets
Ravensoft        - Jedi Knight Series weapons models and sounds
Seraja            - Backpack Addon (kitbashed into Clone Minelayer)
tripider        - OTC Imperial AT-AT Officer
Anyone I missed        - if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!



==INSTRUCTIONS==

Extract folder EurBdg to your Star Wars Battlefront\GameData\AddOn folder.



==VERSIONS==

//Classic
Version 3.1
- Maintains original map design
- Fixed bright terrain bug
- Added AI paths
- Added Instant Action screen video
- Updated sky file
- Various minor tweaks and fixes to polish gameplay

//Remake
Version 4.0
- Completely new map design
- Features brand new textures, models and sounds
- New units, including the Clone Minelayer, Rebel Medic and Imperial Officer
- Voice overs for Imperial Officer and Rebel Marksman from Battlefront 2
#5
Announcing the 2.1 release of
Europa: Ground Assault

ModDB
Gamefront

Mods can upload it here too if they want.

See the readme for changes below. This release now also includes a remaster of my original release of the map from the late-2000s.

This map was released previously, but I have made a number of changes, mainly to the sides to make them consistent with my other maps that are upcoming.







2008 "Remaster"



==CREDITS==

God            - All
AreWeThereYet?         - For glacier ambient sound. Downloaded with permission from their Youtube channel.
Ginev            - Coverted Jedi Knight Series weapons, Ice Spire props, misc props and textures
gistech/Giftheck    - PS2 Imperial Pistol
psych0fred        - Hovernaut, AT-XT, Speederbike Platform, misc textures, models and assets
Ravensoft        - Jedi Knight Series weapons models and sounds
Seraja            - Backpack Addon (kitbashed into Clone Minelayer)
tripider        - OTC Imperial AT-AT Officer
wsa30h            - AT-XT chunks
Anyone I missed        - if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!



==INSTRUCTIONS==

Extract folder EurGnd to your Star Wars Battlefront\GameData\AddOn folder.



==VERSIONS==

//Classic
Version 1.1
- Maintains original map design
- Fixed bright terrain bug
- Added AI paths
- Added Instant Action screen video
- Updated sky file
- Various minor tweaks and fixes to polish gameplay

//Remake
Version 2.0
- Completely new map design
- Features brand new textures, models and sounds
- New units, including the Clone Minelayer, Rebel Medic and Imperial Officer
- New vehicle types, in addition to the models seen in the original map

Version 2.1
- Voice overs for Imperial Officer and Rebel Marksman from Battlefront 2
- Improved models for various weapons
- Minor tweaks to map for optimization
- Improvements to music files
- Rebalancing of heroes
#6
Thanks man, really appreciate it! Glad you are enjoying the maps!

It's always kind of been a small player base, even during my first run of modding from 2008 to 2011 (most people had moved over to Battlefront 2), but Battlefront 1 was always my first love, so to speak. Admittedly, I will probably move on at some point, but I'd first like to release remakes/updates on all of my old maps and mods for SWBF1 from my original run, if for nothing else than to feel like I actually completed something and left no loose ends.
#7
Announcing the 3.0 release of
Tatooine: Desert Alliance

ModDB
Gamefront

Mods can upload it here too if they want.

See the readme for changes below. This release now also includes a remaster of my original release of the map from the late-2000s.









2008 "Remaster"



==INSTALLATION==

Place TatDes in your Gamedata/Addon folder.



==DESCRIPTION==

A new take on the Tatooine: Desert Alliance map that was my second-ever map release back in 2008.
I used the 2.0 as the template and kept the same basic map layout, but with more stuff in it. I also revised the sides.



==CHANGES==

- Uses my Vanilla+ Imperial side now, and I reworked the Tusken side
- Local militia assists the Empire while Jawas assist the Tuskens
- Astromech droids patrol the map, repairing turrets and vehicles
- Added the Gian Speeder and Land Speeder to the map
- Reworked the map itself to add more points of interest
- Added a functional minimap
- Added menu preview video

==CREDITS==

God            All
DarthD.U.C.K        for Universal Dead Units
Giftheck        PS2 Imperial Pistol
Ginev            Coverted Jedi Knight Series weapons
Ravensoft        Jedi Knight Series weapons
tirpider        OTC Tusken Raider
Anyone I missed        if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!
#8
SWBF1 Modding / Re: Battlefront team colors change
July 14, 2025, 03:24:07 PM
So, this can be done on a map-to-map basis without the need to hack the game EXE, or is this being done to the game EXE? Sorry if I missed something, but I am wondering what file is being hex-edited to get this effect.

Very nice work regardless though!
#9
Announcing the 4.0 release of
Geonosis: Canyon

ModDB
Gamefront

Mods can upload it here too if they want.

See the readme for changes below. This release now also includes remasters of my original two releases of the map from the late-2000s.





2008 "Remasters"



==INSTALLATION==

Place GeoCan in your Gamedata/Addon folder.



==DESCRIPTION==

This is a significant edit of the Geonosis: Canyon remake I released four years ago upon my return to Battlefront modding.
In the previous version, I tried to recreate a more DICE Battlefront-style of gameplay, I have now returned to the Vanilla+ style that I have employed in most of my other maps.
Once again, this map still does not function the way I wish it would, but I am so sick of tinkering with it that I am releasing it to get it over with.



==CHANGES==

- Replaced sides with the standardized Vanilla+ sides I will be using on all my mod maps
- Player can now play as the droids
- Removed the catacomb area at the back of the map, since it was almost impossible to get to
- Reworked the CPs to make the map smaller
- Made it so the Geonosians spawn at the hive entrances; the hive entrances can also be destroyed
- Replaced the indoor mainfrom console with an outdoor Shield Generator for the CIS/Geonosian faction
- Reworked the models for the Imperial Army troopers with my own custom kitbashes
- Used the classic BF1 Imperial Officer model
- Added some of my remastered cut-content weapon models

==CREDITS==

God because all things are his assets
DarthD.U.C.K for Universal Dead Units
gistech/Giftheck for original PS2 Imperial Pistol
Miraak49 for Geonosis Battledroid textures
Pysch0fred for the Vehicle Pad texture and miscellaneous assets and information
tirpider for Imperial ATAT Commander model
Anyone I missed if you find something of yours in here, please let me know and I will update the credits!

And the good folks at SWBFGamers and Gametoast for all the help on various other matters!
#10
SWBF1 Modding / Re: lua4dec - Lua 4.0 Decompiler
May 16, 2025, 10:53:25 AM
The BAD_AL tool did the trick! Thanks much!
#11
SWBF1 Modding / Re: lua4dec - Lua 4.0 Decompiler
May 15, 2025, 03:54:27 PM
Sorry for the bump, but how difficult would this be to convert into LUA5? I was trying to use it to access some LUA scripts for Battlefront 2 Addon maps, but it told me 5 was out of range.
#12
Very interesting! As someone who is always eager to find ways to incorporate old or cut content into my future mods, I'll be very eager to see if any of the assets can be extracted and released from this.
#13
Quote from: Dark_Phantom on April 11, 2024, 05:18:25 AMHovernaut and MTT both exist in the stock game assets but I believe the Hovernaut has collision issues.

I think just the Hovernaut weapon ODFs are in the stock assets, however the MSH, textures and the main vehicle ODF will also need to be downloaded from secretsociety.com.

Oh, and I found that the collision problem is due to the SpringBody functions in the ODF. I have all of mine commented out when I use the Hovernaut and the collision works much better then.
#14
Released Assets / Re: Unit 33's Rebel Marksman
April 02, 2024, 05:21:46 PM
Very nice job!

Out of curiosity, did you test to see how many render in-game at once?
#15
Requests / Re: Some SWBF1 beta assets
March 29, 2024, 12:21:25 PM
Quote from: Miraak49 on March 29, 2024, 08:24:11 AMNah i didn't released them yet but i plan to do so
but here are 2 ones that could interest you (haven't checked all of them yet)
-pilot with white boots/glove (nice for snow maps)
-reddish (geonosis) B1 texture (maybe u noticed that in the final game, the first person model for B1 is still incorrectly using the reddish texture)

That Battledroid texture is a great find! I just found that I apparently did have that rebel pilot texture already, but that Battledroid one I have never seen before. I figured there had to have been one, since like you said, the first person model has the Geonosis coloring, but I'd never seen a trace of the original. Great find.

Looking forward to when you release the rest!