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#71
SWBF1 Modding / Battlefront team colors change
Last post by Zelenium - July 12, 2025, 04:04:33 PM
I. How to fix multiplayer minimap bug for all teams whose value is greater than 3.
There is a problem when you in multiplayer decide to add more than 3 teams. In singleplayer, each new one will just be yellow (or green/red if they have the right name). However, in multiplayer they will become white or other colors, which is very inconvenient. Plus, the white ones will be visible even to enemies.
The thing is that the developers for some reason instead of 3 bits read only 2 bits of information about the team number to display on the minimap. In addition, they constantly overwrite the correct value with the wrong one. This happens only in multiplayer (in single player there is no overwriting and the values remain correct). I solved the problem by removing overwriting in multiplayer.

The solution:
1. Using HexEditor, find the next code: "57 89 96 DC 00 00 00 E8"
2. Сhange the code from "57 89 96 DC 00 00 00 E8" to "57 90 90 90 90 90 90 E8"

II. How to change the main colors used in the game.
The game has the basic colors sewn in, which are used for a variety of things during game (colors of arrows on the mini-map, health bars, player names and even the message "Leaving the battlefield"). By changing them you can change all the basic colors. However, keep in mind that you cannot change the color for nickname or arrows separately in this way.
You cannot view this attachment.

The solution:
1. Using HexEditor, find the next code: "FF FF FF FF C0 C0 C0 FF 80 80 80 FF"
2. First "FF" is the beginning, change can be started from there. The colors go one by one, no indentation
As you understand, all colors are written as hex numbers (0 to FF). The order of colors is as follows: blue, green, red, alpha.
For example, you can change the red color of enemies to cyan. Just change "20 20 DF FF" to "DF DF 20 FF"

III. I changed the color of the yellow team that is in alliance with the enemy and made them blue.
And similar to the green-red arrows, these ones will change to yellow and blue depending on their relationship to your team.
Essentially, allies will look green or yellow, and enemies will look red or blue (green and red = primary team, blue and yellow = secondary team)
You cannot view this attachment.

The solution:
1. Using HexEditor, find the next code: "08 8B 0D 00 7A 72 00 EB"
2. Сhange the code from "08 8B 0D 00 7A 72 00 EB" to "08 E9 F9 A0 17 00 90 EB"
3. Navigate to address "3048F0"
4. Change the code from zeros to "8A 8C 32 8C 00 00 00 84 C9 7E 0B 8B 0D 00 7A 72 00 E9 15 5F E8 FF 8B 0D F4 79 72 00 0F 8C 09 5F E8 FF 8B 0D DC 79 72 00 E9 FE 5E E8 FF"
#72
Hello and welcome.

You have to download the Mod Tools either located here or on ModDB (just search up SWBF2 mod tools, or whichever game you're using). You would have to modify the tga texture for the ones you want to replace, and odds are you'll just munge (compile) a brand new side .lvl file or if you do want to use the replacement, then you would have to go into the _BUILD_PC folder and find the appropriate .texture file, which you can then insert using his tool.

Is it simple? Yeah, but does require some legwork to get from start to finish.  Feel free to take a look at some of the other side editing tutorials on the website to get a better feel for it.
#73
Star Wars Battlefront 2 (2005 Original) / Simple Texture Editing?
Last post by Krizz - July 05, 2025, 02:15:47 AM
Hello everyone,

I recently bought the Classic Collection
and wanted to change some of the clonetrooper textures.

I know that they are included in the side lvl files and have already used the LVL tool from MAD-AL to extract them. However, they are in .texture format. I am already familiar with TGA and DDS files but what do I do with the .texture file extension to edit them?

I hope you have a simple solution for me. The internet has not yet brought me any solutions.

Greetings
#74
Thanks for sharing! I miss E3, game announcements just don't feel the same anymore...
#75
SWBF1 Modding / Re: SWBF1 Museum Master Thread...
Last post by Epifire - July 02, 2025, 12:01:19 PM
Well you got me to dust off my tools and start looking at SWBF mapping/modeling again!  :cheers:

Hope you get your teams limit upped and working, as I know that was an issue before.

#76
SWBF1 Modding / Re: SWBF1 Museum Master Thread...
Last post by Snake - June 29, 2025, 06:58:21 PM
Good evening fellow battlefrontians,

I have returned from the dead on one of my occasional nostalgia trips and somehow have managed to download, get to work, and remember how to use the SWBF mod tools. I have decided to update the SWBF Museum. It was my crowning achievement that I feel did not live up to what it could have been--even with my limited modding ability. Unfortunately, I was never very good at being organized so I'm trying to piece together what I was able to accomplish vs what needs to be done. I will go back through this thread to make sure all the pictures requested are in the museum and things like that.

I've also added some features like actual gladiators for the empty gladiator arena:

If there's anything you want me to add to the museum please let me know. Some custom models for the museum would be great if anyone is up for that. I would also like to reskin all the yavin assets used so if someone would like to add some pizazz to the stock .tga's and send them to me that would be awesome as well. Still old and stone but something different than the base yavin textures.

I also need to add the SWBF leaderboards but I forget what the link is for that if someone has it on hand.

I tried adding a 7th local team to be zombies that can be released onto the map by breaking a barrier like I did for SLICE base (my AaTc map) but it has been crashing so far. Not sure if I hit the team limit or not.

Anyway, this definitely something I wish I was able to do as a preteen but unfortunately I wasn't ready until nearly 30.  :P  Wish me luck.
#77
Released Maps and Mods / Re: Ty294 Map & Mod Upcoming R...
Last post by Ty294 - June 27, 2025, 07:03:20 PM
Announcing the 4.0 release of
Geonosis: Canyon

ModDB
Gamefront

Mods can upload it here too if they want.

See the readme for changes below. This release now also includes remasters of my original two releases of the map from the late-2000s.





2008 "Remasters"



==INSTALLATION==

Place GeoCan in your Gamedata/Addon folder.



==DESCRIPTION==

This is a significant edit of the Geonosis: Canyon remake I released four years ago upon my return to Battlefront modding.
In the previous version, I tried to recreate a more DICE Battlefront-style of gameplay, I have now returned to the Vanilla+ style that I have employed in most of my other maps.
Once again, this map still does not function the way I wish it would, but I am so sick of tinkering with it that I am releasing it to get it over with.



==CHANGES==

- Replaced sides with the standardized Vanilla+ sides I will be using on all my mod maps
- Player can now play as the droids
- Removed the catacomb area at the back of the map, since it was almost impossible to get to
- Reworked the CPs to make the map smaller
- Made it so the Geonosians spawn at the hive entrances; the hive entrances can also be destroyed
- Replaced the indoor mainfrom console with an outdoor Shield Generator for the CIS/Geonosian faction
- Reworked the models for the Imperial Army troopers with my own custom kitbashes
- Used the classic BF1 Imperial Officer model
- Added some of my remastered cut-content weapon models

==CREDITS==

God because all things are his assets
DarthD.U.C.K for Universal Dead Units
gistech/Giftheck for original PS2 Imperial Pistol
Miraak49 for Geonosis Battledroid textures
Pysch0fred for the Vehicle Pad texture and miscellaneous assets and information
tirpider for Imperial ATAT Commander model
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!
#78
SWBF1 Modding / Re: Rotating Objects with .msh...
Last post by Snake - June 23, 2025, 06:15:18 PM
Yeah I found a thread about the flipx thing in the config.ini but it humorously flips it on the wrong axis when I change the value. I guess I need a flipy. I tried a redneck workaround by setting the rotation to 90 in ZE and rotating it 90 degrees, which got it on the right plane ingame but it was just too hard to work with so I'm scrapping that object.

Good to see you as well! I love these old nostalgia trips. I'm glad this place is still around. Hope all is well with you, Led!
#79
SWBF1 Modding / Re: Rotating Objects with .msh...
Last post by Led - June 23, 2025, 04:48:08 PM
I seem to recall other threads (in the long past) about this issue.  something about FLIPX maybe?  you may want to search for that term.

And good to see you !   :cheers:
#80
SWBF1 Modding / Rotating Objects with .msh.opt...
Last post by Snake - June 23, 2025, 02:23:00 PM
Good afternoon all,

I have a custom object that shows up fine in ZE but ingame is rotated 90 degrees for some reason. Is there a way to rotate it in the .msh.option? I will be testing some methods such as just typing in --rotate 90 but I have no idea if this will work.