In Blender, no matter how I modify the unit model or hp_weapons, it is always in the same position in game. My problem is that in my custom unit model any weapon appears above the hand, not inside the hand but i cannot move the spawn point
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#2
Released Assets / Lumind's mapping and modding notes
April 08, 2026, 01:27:26 PM
While making a map, I was making a lot of notes on things I wish I knew. I hope you can find something useful in the attached .doc file. I believe this can be treated as an asset.
You cannot view this attachment.
Contents:
Munging notes 1
VisualMunge 1
ZeroMunge 1
ZeroEditor notes 1
Recommended screen height 1
Camera movement 1
Solving too dark maps in ZE 1
Terrain textures 2
The "Raise" brush 2
Very visible seams/edges between terrain texture layers in SWBF2 (not in ZE) 2
"ReduceTerrainTextureUsage" warning 3
Explosions 3
Placing an object 3
Height imprecision 4
Connections 4
The max number of connections 4
Editing connections 4
Sound notes 4
Restore missing vehicle sounds 4
Loading multiple sound lvls 4
Custom sound lvl 4
Tutorials 5
Stock .wav files 5
.sfx and .asfx 5
Sky notes 6
Reducing map's size 6
Other notes 7
You cannot view this attachment.
Contents:
Munging notes 1
VisualMunge 1
ZeroMunge 1
ZeroEditor notes 1
Recommended screen height 1
Camera movement 1
Solving too dark maps in ZE 1
Terrain textures 2
The "Raise" brush 2
Very visible seams/edges between terrain texture layers in SWBF2 (not in ZE) 2
"ReduceTerrainTextureUsage" warning 3
Explosions 3
Placing an object 3
Height imprecision 4
Connections 4
The max number of connections 4
Editing connections 4
Sound notes 4
Restore missing vehicle sounds 4
Loading multiple sound lvls 4
Custom sound lvl 4
Tutorials 5
Stock .wav files 5
.sfx and .asfx 5
Sky notes 6
Reducing map's size 6
Other notes 7
#3
Released Maps and Mods / SWBF2 Map "Geonosis: Red Plains"
April 08, 2026, 11:10:45 AMGeonosis: Red Plains
The first use of the Grand Army of the Republic against the CIS
2 modes are available: Conquest (300 reinforcements) and XL (64 vs 64 with 600 reinforcements).
The Republic starts in a landed Acclamator supplied with 3 LA-AT/i gunships and 2 buildable laser turrets and can get access to AT-TEs and IFT-X tanks.
The CIS starts with 2 command posts supplied with a droidstarfighter, 3 Geonosian fighters, a Hailfire tank, a Spider droid and a Geonosian turret. They can get access to more of the ground vehicles and turrets as well as to STAP vehicles. The main unit is a B1-series battle droid. In addition to droidekas, the CIS have access to a few powerful but slow B2 super battle droids equipped with a cannon, a missile launcher, capable of melee attack and using a personal shield.
The CIS forces are allied with flying deadly Geonosian melee warriors and troopers.
A large pit and high rocks prevent the 2 armies from immediate contact on these reddish plains of Geonosis.
How to install
The downloaded archive must be extracted in your game folder here:
Star Wars Battlefront II\gamedata\addon\RED
If the "addon" folder does not exist, create it first
Credits
- Fierfek's Mapmaking Guide
- gametoast
- swbfgamers
- https://sites.google.com/site/swbf2modtoolsdocumentation
- The creator of SWBF-msh-Blender-IO addon for Blender
Author
Lumind
Email: quasimodoprograms@gmail.com
Download links:
GameFront
ModDB
Nexus Mods
I've also uploaded it to SWBFGamers' Downloads but it hasn't been approved

But here it is as an attachment:
You cannot view this attachment.
And here is a screenshot:
You cannot view this attachment.
I have also posted a .doc file with my notes for mapmaking/modmaking: https://www.swbfgamers.com/index.php?topic=15147.0
Gameplay:
#4
SWBF2 Modding / [SOLVED]Very visible seams/edges between terrain texture layers in SWBF2 (not in ZE)
December 03, 2025, 01:39:23 PM
I have recreated the original terrain texture tile set (same tgas, same parameters) from the stock SWBF2 Geonosis map. When I paint in ZeroEditor using these textures, it all looks ok. But in the game there are very visible seams in random spots between different layers. Has anyone faced such an issue?
Edit:
This happens if you save your map in ZeroEditor, munge and play it.
Solution:
Step 1: before playing clean your world (no need to clean anything else).
Step 2: munge your world (no need to munge everything else).
(see the 3rd screenshot)
It isn't necessary to clean every time unless you either work exactly with the terrain texture layers or plan to release the map.
Edit:
This happens if you save your map in ZeroEditor, munge and play it.
Solution:
Step 1: before playing clean your world (no need to clean anything else).
Step 2: munge your world (no need to munge everything else).
(see the 3rd screenshot)
It isn't necessary to clean every time unless you either work exactly with the terrain texture layers or plan to release the map.
#5
Welcome Center / Late Hello
November 25, 2025, 12:04:13 PM
Hello! I have just seen this board, but I actually registered in July, even sent a few private messages and even secretly read a lot of topics but have not posted anything until today.
I made a map for SWBF2 in 2011. Someone recovered it in 2024 and messaged me this year. So obviously I got into making my final campaign for SWGB
. And then at the end of April I started making a new map for SWBF2 (and still making it) which was an abandoned raw idea from, again, 2011. I hope to publish it by the end of 2025.
I made a map for SWBF2 in 2011. Someone recovered it in 2024 and messaged me this year. So obviously I got into making my final campaign for SWGB
. And then at the end of April I started making a new map for SWBF2 (and still making it) which was an abandoned raw idea from, again, 2011. I hope to publish it by the end of 2025.
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