Recent posts
#31
SWBF1 Modding / Re: SWBF1 Memory Extender/Patc...
Last post by Miraak49 - October 10, 2025, 07:27:06 AMAwesome to see that finally working fully
I know that you mostly focus on the 1.2 CD version but any chance for a port to steam 1.3.7 in the future ?
Combining that to the multiples improvements already made by Antstafer launcher (https://github.com/abkarino/swbf-launcher) would probably be the ultimate version
Or do you have plans for expending the 1.2 version with more fixes/improvements in the future ?
I know that you mostly focus on the 1.2 CD version but any chance for a port to steam 1.3.7 in the future ?
Combining that to the multiples improvements already made by Antstafer launcher (https://github.com/abkarino/swbf-launcher) would probably be the ultimate version
Or do you have plans for expending the 1.2 version with more fixes/improvements in the future ?
#32
General / Re: GameToast is dead
Last post by Unit 33 - October 07, 2025, 07:47:10 AMFilefront... Webs... Gametoast...
Do we win a prize?
Do we win a prize?
#33
General / Forums for other games
Last post by drbob76 - October 06, 2025, 02:00:31 PMUnrelated to SWBF, I was wondering if anyone here knows of any good places to ask questions on how to edit and modify the campaigns of Call of Duty 4 and Call of Duty World at War.
#34
3D-Modeling, Animation and Texturing / Re: XSI ZETools
Last post by Giftheck - October 06, 2025, 09:02:33 AMZETools works with both, so I'd assume this update should also work with the Mod Tool version of XSI.
#35
3D-Modeling, Animation and Texturing / Re: XSI ZETools
Last post by wsa30h - October 06, 2025, 08:53:16 AMsilly question does this work for both mod tool 7.5 and softimage 2015 ? or one or the other ?
#36
General / Re: GameToast has been suspend...
Last post by Giftheck - October 06, 2025, 06:14:29 AMAs of the end of September 2025, GameToast is officially closed. The url simply shows this message:
QuoteThis website bulletin board is not live. Use the Discord for Gametoast Star Wars related community.
#37
3D-Modeling, Animation and Texturing / Re: XSI ZETools (now supports ...
Last post by Giftheck - October 06, 2025, 01:12:19 AMHeck of a bump, but a very important one:
Thanks to mrcluster on the GameToast Discord, who had been inspired by looking at the leaked Mercenaries source code, importing of the shadowvolume chunks, which previously imported as broken nulls, has been figured out and they now import as models. And once that had been figured out, Ande was able to fix up the export to work as well.
These are images of the stock Cantina, imported into Softimage, and then re-exported.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
You can have multiple shadowvolumes for buildings, so no more having to rely on the old sv_ method (which only allowed for one shadowvolume). All you need to do is have each shadowvolume named as 'shadowvolume' - same system as collision and terraincutters, so you can have shadowvolume, shadowvolume1 etc. Unlike collision they do not need to be hidden on export as they are converted into SHDW chunks automatically.
Currently the main release is still last year's but the repo itself has been updated - you'll need to download the Core and Modules folders from the repo and replace those same folders in your xsizetools/Application folder, wherever it is stored.
https://github.com/Schlechtwetterfront/xsizetools
Thanks to mrcluster on the GameToast Discord, who had been inspired by looking at the leaked Mercenaries source code, importing of the shadowvolume chunks, which previously imported as broken nulls, has been figured out and they now import as models. And once that had been figured out, Ande was able to fix up the export to work as well.
These are images of the stock Cantina, imported into Softimage, and then re-exported.
You cannot view this attachment.You cannot view this attachment.You cannot view this attachment.
You can have multiple shadowvolumes for buildings, so no more having to rely on the old sv_ method (which only allowed for one shadowvolume). All you need to do is have each shadowvolume named as 'shadowvolume' - same system as collision and terraincutters, so you can have shadowvolume, shadowvolume1 etc. Unlike collision they do not need to be hidden on export as they are converted into SHDW chunks automatically.
Currently the main release is still last year's but the repo itself has been updated - you'll need to download the Core and Modules folders from the repo and replace those same folders in your xsizetools/Application folder, wherever it is stored.
https://github.com/Schlechtwetterfront/xsizetools
#38
Welcome Center / Re: Uh, hello?
Last post by Led - October 05, 2025, 05:58:19 AMhttps://www.swbfgamers.com/index.php?action=downloads;sa=view;down=721
The URL was malformed, but we had it all along
The URL was malformed, but we had it all along
#39
Welcome Center / Re: Uh, hello?
Last post by Barabbah - October 03, 2025, 09:55:08 AMTo both of you, thank you for helping 

#40
Star Wars Battlefront 2 (2005 Original) / Re: Sup heroes, i need a littl...
Last post by Verranicus - October 02, 2025, 09:24:27 AMtry asking in the discord man, probably get a quicker response.