Recent posts
#11
Released Maps and Mods / Re: SWBF1 Museum
Last post by Snake - March 30, 2026, 08:22:16 AMQuote from: (GGR)Ldr.Phoenix{MES} on March 09, 2026, 11:18:43 PMHey snake! Wanted to take a trip down memory lane and check out the map (Might use it for a game night for GGR's 20th anniversary). Is the 2025 version the most recent one still?
Hey Phoenix, good to see you! This is the most up to date version (2.5) https://www.swbfgamers.com/index.php?topic=15118.0
I'd love to attend if I can.
#12
Star Wars Battlefront (2004 Original) / Error Codes when trying to ext...
Last post by Samistheone - March 23, 2026, 02:12:46 AMHi I wasn't sure where exactly to put this so hopefully it's in the right spot but I'm trying to download and extract/move Mod Map files from compressed folders into my downloads or addon folder and I keep getting an error message like access denied is there anything I can do about this because it moves some but not all of the files and because of that it makes the Mod Maps for SWBF unplayable and crash the game I did get the downloads just recently off the website here. Attached is a photo of one of the error codes I do have windows 11 but that shouldn't affect anything because I'm not having issues with all the other compressed Mod Map file folders
Does anyone know what to do in this situation or able to help me figure this problem out I have a Dell Alienware Laptop any help would be much appreciated thanks
Does anyone know what to do in this situation or able to help me figure this problem out I have a Dell Alienware Laptop any help would be much appreciated thanks
#13
SWBF2 Modding / Can’t save changes in core.lvl...
Last post by KASPER01 - March 22, 2026, 04:47:41 AMHello.
I want to localize Star Wars Battlefront II (2005) into my own language.
I tried to edit the game text through core.lvl, but I'm stuck.
What I did:
Opened core.lvl using LVLTool
Found the localization file english.locl
Edited the text (translated it)
Problem:
LVLTool does not properly save the changes.
After editing:
either the file doesn't actually save
or it saves but nothing inside changes
or changes are simply not applied
So basically I cannot get a modified core.lvl with my translation.
Questions:
Is it actually possible to edit english.locl inside core.lvl using LVLTool?
Is LVLTool only for viewing and not for proper editing?
What is the correct way to change localization in this game?
Do I need to use Mod Tools and rebuild (munge) a new .lvl file instead?
Where can I get proper source localization files (not VarBinary)?
Goal:
I want to translate:
menu (Instant Action, Options, etc.)
UI
general in-game text
If anyone has:
a working method
example files
or a step-by-step guide
please share.
Thanks.
I want to localize Star Wars Battlefront II (2005) into my own language.
I tried to edit the game text through core.lvl, but I'm stuck.
What I did:
Opened core.lvl using LVLTool
Found the localization file english.locl
Edited the text (translated it)
Problem:
LVLTool does not properly save the changes.
After editing:
either the file doesn't actually save
or it saves but nothing inside changes
or changes are simply not applied
So basically I cannot get a modified core.lvl with my translation.
Questions:
Is it actually possible to edit english.locl inside core.lvl using LVLTool?
Is LVLTool only for viewing and not for proper editing?
What is the correct way to change localization in this game?
Do I need to use Mod Tools and rebuild (munge) a new .lvl file instead?
Where can I get proper source localization files (not VarBinary)?
Goal:
I want to translate:
menu (Instant Action, Options, etc.)
UI
general in-game text
If anyone has:
a working method
example files
or a step-by-step guide
please share.
Thanks.
#14
Released Maps and Mods / Battlefront, with mustard on t...
Last post by SPS-barbarossa - March 21, 2026, 02:52:27 AMBackstory
Hi all, about 2 months ago I ended up reinstalling battlefront and falling in love with it again. It was the first game that I ever installed mods on (after 14 year old me took 2 months to figure out how de unzip "starfiremodv1.1.rar").
Instead of installing the old mods again, I wondered how difficult it was to mod the game myself. To my surprise it was quite easy and the sheer amount of knowledge on this forum played a key role in development. So thank you for archiving the knowledge on SWBF1 modding!
Now, there is enough changes for a first release, so I present you: Battlefront, with mustard on the SIDE
A short description of the mod
The simple goal of this mod is changing the gameplay of the sides without adding new assets. Everything is done only by editing code while keeping balance in mind. All stock classes are maintained, while bringing more variety to their stats and equipment. At first glance it looks like the base game, but the gameplay is significantly different.
The file was a few MB too big to upload here, so I uploaded it on moddb. Over there you can also read the full changelog.
Download Moddb
For the time being I will only release the GCW era since it's development is more advanced, new releases may follow if I get around to it. I don't do feature request, but feedback on balancing is welcome. I hope you have a lot of fun with it.
Hi all, about 2 months ago I ended up reinstalling battlefront and falling in love with it again. It was the first game that I ever installed mods on (after 14 year old me took 2 months to figure out how de unzip "starfiremodv1.1.rar").
Instead of installing the old mods again, I wondered how difficult it was to mod the game myself. To my surprise it was quite easy and the sheer amount of knowledge on this forum played a key role in development. So thank you for archiving the knowledge on SWBF1 modding!
Now, there is enough changes for a first release, so I present you: Battlefront, with mustard on the SIDE
A short description of the mod
The simple goal of this mod is changing the gameplay of the sides without adding new assets. Everything is done only by editing code while keeping balance in mind. All stock classes are maintained, while bringing more variety to their stats and equipment. At first glance it looks like the base game, but the gameplay is significantly different.
- The vanguard and shocktrooper carry different pistols.
- Timebombs behave more like a satchel charge, their big blast radius can be used offensively.
- The rebel pilot and darktrooper blast cannons are now different and more powerful.
- Scouts have holdout pistols that are only effective at close range, overheat fast and do heavy damage.
- Blaster bolts have been lengthened, the more damage a weapon does the bigger the bolt. Changing the look of battles and making it clear what is shooting at you.
- Sniper rifle bolts have lower velocity, giving the weapon a punchy feel while making it more challenging/satisfying to hit moving targets.
- Higher velocity for many blaster rifles and pistols
The file was a few MB too big to upload here, so I uploaded it on moddb. Over there you can also read the full changelog.
Download Moddb
For the time being I will only release the GCW era since it's development is more advanced, new releases may follow if I get around to it. I don't do feature request, but feedback on balancing is welcome. I hope you have a lot of fun with it.
#15
SWBF2 Modding / I need help with a especific o...
Last post by JBoK - March 20, 2026, 04:00:53 PMHi, im working on a ground map but im having problems with an object, its a remote turret chair, i have the odf file and de msh file inside of my map odf and msh files but when i put the chair in the map with zero editor and then munge when i start the game and open the map the chair is not there, i arleady tried modifying de .lua of my map adding the remote terminal chair in the side of the republic but that dont worked, yeah and i added the odf and msh to the side files and modified the .req as well but nothing, idk why or what im doing wrong, can someone explain me why? And how to fix it?
#16
SWBF1 Modding / Re: WIP The Invisible Hand [20...
Last post by Unit 33 - March 19, 2026, 11:10:34 AMrelly great work with all the smaller prop details
#17
SWBF1 Modding / Re: WIP The Invisible Hand [20...
Last post by Anyder - March 18, 2026, 12:56:22 PMThis is awesome, congratulations giftheck
wonderful work
wonderful work #18
SWBF2 Modding / Re: Need help editing .lvl fil...
Last post by Led - March 12, 2026, 02:54:32 AMplease look in our tutorial section and download the mod tools for SWBF and SWBF2
#19
SWBF2 Modding / Need help editing .lvl files
Last post by JBoK - March 11, 2026, 08:59:04 PMHi, im new to modding SWBF2 and i want to edit a .lvl file from a mod map i downloaded, specifically i want to edit a .odf that is compiled inside the .lvl but i dont know how, i tried tools like swbf-unmunge and LVLTool but nothing worked, in swbf-unmunge i can unmunge de .lvl and edit the odf but i cant munge it again into a .lvl (or maybe i dont know how) and LVLTool doesn't show .odf files i think. So if someone know how to do this help is welcome. The .lvl file im trying to edit is from a map from the mod "reforged" from DoctorAnsem.
#20
Other Games / Star Wars First Assault XBox36...
Last post by Giftheck - March 11, 2026, 10:25:52 AMHuge props to Shaymin and Surestsafe for getting matchmaking working, now we know how Star Wars: First Assault would have played. It's very Call of Duty-inspired, which would have marked a stark change in direction had the original plan for this to be the 'first step' to Star Wars Battlefront III come to pass.
Star Wars: First Assault was an internally-developed online multiplayer FPS in the same vein as Call of Duty. It was restricted to Galactic Civil War and featured 8v8 infantry combat that encouraged players to form squads rather than going it alone. LucasArts was to release this via the XBox Live Arcade in Spring 2013, with the game planned to be announced in late 2012. The tech demo is all that has leaked out, and it consists of a single map and incomplete weapons (no E-11 at this stage), however the final game would have had more weapons, as well as maps across Tatooine, Bespin, a Star Destroyer interior, and Kashyyyk. It was content-complete and practically ready to go. It was the first step in LucasArts' three-step plan to Battlefront III - the next game would have included vehicles and Jedi Heroes, and Battlefront III would have added space battles and a campaign. However, First Assault's announcement was cancelled after Disney bought Lucasfilm in 2012. It was be cancelled altogehter when Disney closed down LucasArts.
EDIT PC Gamer has an article too: https://www.pcgamer.com/games/fps/modder-behind-cancelled-star-wars-games-unofficial-revival-has-no-concern-at-all-about-disney-reprisal-we-pose-little-to-no-threat-to-any-upcoming-or-ongoing-titles/
Star Wars: First Assault was an internally-developed online multiplayer FPS in the same vein as Call of Duty. It was restricted to Galactic Civil War and featured 8v8 infantry combat that encouraged players to form squads rather than going it alone. LucasArts was to release this via the XBox Live Arcade in Spring 2013, with the game planned to be announced in late 2012. The tech demo is all that has leaked out, and it consists of a single map and incomplete weapons (no E-11 at this stage), however the final game would have had more weapons, as well as maps across Tatooine, Bespin, a Star Destroyer interior, and Kashyyyk. It was content-complete and practically ready to go. It was the first step in LucasArts' three-step plan to Battlefront III - the next game would have included vehicles and Jedi Heroes, and Battlefront III would have added space battles and a campaign. However, First Assault's announcement was cancelled after Disney bought Lucasfilm in 2012. It was be cancelled altogehter when Disney closed down LucasArts.
EDIT PC Gamer has an article too: https://www.pcgamer.com/games/fps/modder-behind-cancelled-star-wars-games-unofficial-revival-has-no-concern-at-all-about-disney-reprisal-we-pose-little-to-no-threat-to-any-upcoming-or-ongoing-titles/