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#11
SWBF1 Modding / Re: why do shipped audio strea...
Last post by Ty294 - August 19, 2025, 04:59:08 AMI'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:
Contrast that with the comparatively small entry for the other sound files:
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.
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:
Code Select
@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:
Code Select
@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.
#12
SWBF1 Modding / why do shipped audio streams n...
Last post by Luc2505 - August 18, 2025, 02:04:48 PMit's been a problem since the early days of swbf modding, Majin Revan asked psych0fred about it back in 2005 but he seemingly didn't understand that trying to munge the .stm gives the following error:
the only work around i've found is to implement the stream as a custom sound via the ripped sfx, it doesnt really affect or bother me too much but i found it strange how the sfx and asfx work perfectly fine. i'm guessing its something to do with the .bat files
Quotemunging C:\LucasArts\BFBuilder\DataDanG\Sound\worlds\DanG\DanG_emt.stm
soundflmunge.exe : Error : Unable to read file list C:\LucasArts\BFBuilder\DataDanG\Sound\worlds\DanG\DanG_emt.stm - while munging C:\LucasArts\BFBuilder\DataDanG\Sound\worlds\DanG\DanG_emt.stm
the only work around i've found is to implement the stream as a custom sound via the ripped sfx, it doesnt really affect or bother me too much but i found it strange how the sfx and asfx work perfectly fine. i'm guessing its something to do with the .bat files
#13
SWBF1 Modding / Re: The "Strange things" Threa...
Last post by Ty294 - August 11, 2025, 05:39:58 PMI 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.


#14
SWBF1 Modding / Re: Preview of a map I'm worki...
Last post by Dark_Phantom - August 09, 2025, 07:37:55 PMThanks, glad you are getting some use out of it!
#15
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Ty294 - August 09, 2025, 05:27:30 PMAnnouncing 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"

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"

Code Select
==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
#16
SWBF1 Modding / Preview of a map I'm working o...
Last post by Luc2505 - August 09, 2025, 04:18:53 PMAfter recently playing some old ≈ 2005 era bf1 maps and getting re-entranced into the old legends lore, I've been putting together this large scale ground assault map, set on the planet Tangrene from the Thrawn book "Dark Force Rising". And also decided to dig into the world of bf1 discoveries and was surprised by how simple it was to implement the extra units via Phantom's work, they're not final and just placeholders at the moment so should hopefully have some more interesting equipment.
I should have it finished within the next two weeks, as theres not much left to do - just boring stuff like downsizing the files and making some new weapon odfs.
all credit to dark_phantom for his patcher to make the extra units possible. He rocks!
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I should have it finished within the next two weeks, as theres not much left to do - just boring stuff like downsizing the files and making some new weapon odfs.
all credit to dark_phantom for his patcher to make the extra units possible. He rocks!
You cannot view this attachment.
#17
SWBF1 Modding / Re: Star Wars Battlefront Port...
Last post by Luc2505 - August 08, 2025, 02:57:37 PMLooking good! Your mods (mainly the sides) always make me think that they're like the dice games if they were actually good haha
#18
Requests / Re: Has anybody got psych0fred...
Last post by Luc2505 - August 08, 2025, 02:52:12 PMQuote from: Giftheck on August 08, 2025, 10:51:39 AMI'm not sure if there's a relation, but it seems odd that it kicked in roughly the same time the OSA did.
More than likely it is indeed something to do with the OSA, I noticed a couple of older sites that i'd visit in the past have been timing out since the start of last month. weird how it loads up completely fine on my iphone, but then again my knowledge of how websites work is very limited LOL
#19
Requests / Re: Has anybody got psych0fred...
Last post by Giftheck - August 08, 2025, 10:51:39 AMQuote from: PhilMitchell6 on August 08, 2025, 06:30:17 AMYup, near Cardiff haha, it's strange how his site worked just fine a few years ago when i got into modding
I'm not sure if there's a relation, but it seems odd that it kicked in roughly the same time the OSA did.
#20
Requests / Re: Has anybody got psych0fred...
Last post by Luc2505 - August 08, 2025, 06:30:17 AMQuote from: Giftheck on August 08, 2025, 02:57:06 AMThere appears to be a pattern. I'm guessing you're trying to access from the UK? It seems that, for some reason, nobody from the UK can access psych0fred's site.
Yup, near Cardiff haha, it's strange how his site worked just fine a few years ago when i got into modding