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#11
SWBF2 Modding / Re: Cannot change weapon posit...
Last post by Lumind - September 07, 2026, 12:28:35 PM
I have the blank root object (I first imported the ep3 clone trooper and then replaced the mesh). The unit object model does not contain any weapon - it is spawned in game. However, I do not understand how the game decides where to spawn the active weapon
#12
Star Wars Battlefront (2004 Original) / Re: Battlefront 2004 Retail Co...
Last post by Led - September 07, 2026, 03:39:42 AM
Thanks for the videos and screen shots.  Hard to tell right now if this is a video card/graphics issue or a game issue.

Do you have access to another computer?  You can copy the entire game folder over to another computer (no need to use the install disks) and see if it works there.

Let me know if you can do that and what happens.

I see you use a laptop, can you determine what kind of video card you have?

This might help:  www.hwinfo.com

#13
SWBF2 Modding / Re: Cannot change weapon posit...
Last post by Ty294 - September 06, 2026, 03:43:38 PM
You have to watch where the origin point of the main object is. Whatever the main object (that everything else is attached to) must be centered in the XYZ grid (basically should say 0.0 in all Location fields).

What you can do, and what I often do, is create a single "root" object with no vertices and have that grounded at the center, then attach the main weapon model to that, then you can move it around and make placement adjustments. Pull up any animated model (like a soldier) and it will have a "dummyroot" as the base "root" of all the attached objects.

The other option, is once you've moved your main weapon object, go to Object -> Apply -> Location and it should ground the origin point of your object to the 0 0 0 point on the grid.

hp_weapons does not do anything and was probably a leftover hardpoint from an earlier state of the game's development.
#14
SWBF2 Modding / Cannot change weapon position
Last post by Lumind - September 06, 2026, 12:29:04 PM
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
#15
Star Wars Battlefront (2004 Original) / Re: Battlefront 2004 Retail Co...
Last post by SiuluiS - September 04, 2026, 10:51:05 PM
Quote from: Led on September 04, 2026, 04:47:44 AMThat does not look like it has been installed.  Perhaps I should have stated:  post a screen shot of the folder in which the game has been installed.

Oh I thought you meant the folder named "Install", sorry about that. Ok, so the game's files are in:  Program Files (×86) > LucasArts > Star Wars Battlefront

Here is the screenshot from the "Star Wars Battlefront" folder which I think is what you're asking for and just in case I'll also add a schreenshot of the "GameData" sub-folder.
I also attached two screenshots of the corresponding folders situated on the disk, accessible when the disk is inserted in the optical bay.

 Let me know if you need more screens or if I misunderstood your request
#16
Star Wars Battlefront (2004 Original) / Re: Battlefront 2004 Retail Co...
Last post by Led - September 04, 2026, 04:47:44 AM
That does not look like it has been installed.  Perhaps I should have stated:  post a screen shot of the folder in which the game has been installed.
#17
Star Wars Battlefront (2004 Original) / Re: Battlefront 2004 Retail Co...
Last post by SiuluiS - September 01, 2026, 06:18:56 AM
Quote from: Led on August 31, 2026, 12:20:59 AMcan you post a screen shot of your install folder contents?  an welcome!

Thanks! Sure thing, here it is
#18
Star Wars Battlefront (2004 Original) / Re: Battlefront 2004 Retail Co...
Last post by Led - August 31, 2026, 12:20:59 AM
can you post a screen shot of your install folder contents?  an welcome!
#19
Hello everyone, I created an account just to ask this question as I can't seem to find anything related to my issue elsewhere. I recently got my hands on a retail version of BF1 2004, the one that comes in 3 discs. I got it installed and running, the menu works fine but everytime I try to start a game (GC, Instant action) the map loads fine but after about 5s it inevitably crashes and sends me back to my desktop, no error messages. If I select campaign instead, it loads the map but as soon as I select a character and enter the battlefield the screen goes black, freezes fro a few seconds and then crashes the same way as before. I play on laptop, windows 10. First time I run the game from the cd/dvd slot it crashed and told me it would apply compatibility mode and to try launching again. I did and that's how I got to the menu, but I still can't play a match... anyone here has had any experience with something similar?

EDIT: Managed to finally upload recordings of the issue. Only thing different from before is that this time I had to manually exit from the black void caused by the campaign level as this time it wouldn't crash by itself. As you can see from the reinforcements count dropping the game seems to still go on, behind the black screen... Ignore the resolution changes, it's a problem with the recording.
▪� Instant Action -> https://files.catbox.moe/3g6org.mp4
▪� Campaign -> https://files.catbox.moe/f719aq.mp4
#20
Released Maps and Mods / Re: Battlefront, with mustard ...
Last post by B4rbarossa - August 22, 2026, 02:30:27 AM
Hello, I'm still working on this and since the first post I've already released V02. Meanwhile V03 is well on it's way and today I wrote a little preview of it's features. Thought I'd share it here since this forum's knowledge was invaluable in learning to mod battlefront.

Now, without further ado, here's the latest on the upcoming V03 release.

While it all started out as just a little side mod, the scope has grown to the extent of tweaking stock maps. I did this because some maps were notoriously unbalanced or just a boring slugfest.Tweaking AI aggression and amount of AI players has solved some of these problems. Now both teams can outflank each other and you find yourself fighting in new parts of those classic maps. As of now, maps like Yavin Temple and Naboo Plains can be won by both sides without excessive use of player exploits. On top of that, I even enjoy playing Yavin Temple now.

The next and probably biggest change is the addition of a new class for every faction, so here's one, the Arc Trooper Gunner.


The new gunner and assassin droid

He brings the raw firepower of a blaster cannon to the front. It's rapid burst are easy to aim and can quickly disassemble droids or chip away at the health of shields and turrets. It's great fun until you have to reload or be quick on your feet. He also carries a haywire launcher which decrews vehicles on a direct hit. This gives clones a chance to hijack vehicles on maps where they lack their own. While less effective against droids, it still has a big blast radius and is great fun against a group of them.

The rest of the new classes will be playable once V03 is out, but like the Arc Gunner they all bring their own set of new mechanics to each faction. They will only replace the 5th unit of a faction if it makes sense in the context of a map.


Lastly, I'll share some of the many smaller changes for the next release:
   
  • The Vanguard's heavy blaster got a huge buff, it's now easier to aim and carries a bigger punch.
  • The beamcannon turret rotation speed (mouse sensitivity) of both IFT tanks has been reduced. This makes it more practical in use.
  • All clone trooper blaster bolts have been recolored, improving aiming feedback and making battles more visually interesting.
  • The AT-ST copilot now controls a heavy repeater and concussion missile. Allowing for heavy suppression fire and hitting speeders that keep strafing away from blaster fire.

V02 can be downloaded from:
Gamefront
Moddb

That's all, have a nice day

This mod was developed without using any kind of language learning model or overhyped "AI". Instead, attention, time and reflection was used to create something original from a genuine passion.


Alright, one more sneakpeak of the new units and their abilities