Recent posts

#71
https://www.swbfii.com/holonet/guide-getting-your-playstation-2-online

Have you attempted these settings?  There are people that play coordinated events on the PS2 that use these settings.
#72
SWBF1 Modding / Re: potential early kashyyyk d...
Last post by Dark_Phantom - August 20, 2025, 03:16:53 PM
DylanRocket's channel is really good for that: https://www.youtube.com/playlist?list=PLLgnHhItWZCsKi41G_tyxFKVI8Yha7f38 (I think they have other playlists as well)
I also have a playlist dedicated to this exact topic: https://www.youtube.com/playlist?list=PLl30b7cfBY7FwwkDlbp_penzRhG3usQxy
#73
So, i'm attempting do play the PS2 version of SWBFII on a PCSX2 emulator running on Mac, the file format is an ISO. I've managed to play the public games hosted on https://ps2online.com/ DNS and even create rooms directly in-game (but they only go up to 4 players). However, nor me or my friends were able to access the SWBFSpy servers!!! When i go to download a file for the pached game it only outputs an exe, so it wouldn't work on Mac anyway I guess. Even my friends playing on Windows can't quite manage to see the other public server shown at https://stats.swbfgamers.net:8443/

I'll list a couple things we've tried so far:
- Using the DNS and installing the hosts listed here <https://www.swbfgamers.com/index.php?topic=10692.0>
- Using the SWBFSpy DNS as shown here <> (66.85.14.80), doing the exact same process i've done for Cristian DNS

Would anyone happen to have any light to thrown my way? would really apreciate it. Thanks in advance.

(btw, i use a Macbook Pro with M4 Pro, 24Gb of Ram, so if it requires a dedicated machine running the server i was thinking of using a Virtual Machine)
#74
SWBF1 Modding / potential early kashyyyk docks...
Last post by Luc2505 - August 20, 2025, 01:38:46 PM
was looking through the files out of boredom and came across a few files which i'm assuming are super unfinished minimaps of early builds, such as "naboox.tga" and in this case Kas2.tga, i thought i'd seen the map layout somewhere before and went digging through some datamining vids and found a more "complete" version of the kas2.tga file on dylanrocket's video. looked as though the attackers were originally going to storm the beach and the platforms wouldve made for better sniper spots, my guess is that they changed this map due to the attacker/defender selection being removed. it looks like its made up from the standard games' assets so it would be easy to recreate although command post locations would be somewhat speculative.

it's nothing insane, just something i found slightly cool, or maybe i'm just easily impressed haha. hopefully we'll get many more prototype leaks, and also the source code (lol one can dream) 
#75
Released Maps and Mods / Lord_Bandu's Jedi Temple Train...
Last post by Giftheck - August 19, 2025, 01:17:26 PM
As the title says. Earlier this year, in an effort to get back into modding, I decided to try a small project. I decided to take on doing some updates to Lord_Bandu's Jedi Temple Training Hall, which never left beta in SWBF1 before he moved onto SWBF2 and then eventually vanished.

This is realased as-is. I have made changes to the map itself to try and add detail, I have also redone the sides. This was a fun little project to help me get back into the swing of things. balance is probably off but I could spend forever tweaking that. I may go back and make further changes to the sides later down the line though. For instance the Droideka's not too useful on this map as it can't climb the. stairs properly.

Unlike Bandu's original version, which only had Clone Wars Era, I have included a 'Galactic Civil War' option which is 501st vs Jedi.

DOWNLOAD

This is for SWBF1 only. I will not be publicly releasing the assets for the map at this time, but I would be willing to pass the Data folder on to anyone who would like to convert the map to SWBF2.

Credits:

Quote-Lord Bandu - original map
-Pandemic Studios - Mod Tools, unit models, parts from Jedi Temple map
-Sereja - Darth Maul doublesaber, lightsabers, Clone Commando port
-LucasArts - Republic Commando models (Clone Commando, DC17M)
-EACG - map model parts, Jedi Temple Guardian model
-EA DICE - weapon models
#76
SWBF1 Modding / Re: why do shipped audio strea...
Last post by Dark_Phantom - August 19, 2025, 10:48:29 AM
Alright, so we need to break this down a little bit.  The sound munge process is fragile but does work as designed - I've used it in my mod maps successfully.

The way batch files work is a chained process. You can't run the bat files by themselves or they will fail because they lose context that gets passed from the original munge.bat file.  You could theoretically build a separate environment and cut out the BFBuilder/chained munge but the environment was built in a way to try to make it seamless.  The bad part is that if something fails, it usually does not give a detailed error.

I'm not 100% sure what you're trying to accomplish though. Some common pitfalls while we're at a high level:
1.) Files marked read-only (shouldn't really matter but the munge can choke)
2.) Files being empty (some of the builders are fragile)

The title implies that we're trying to use shipped audio streams.  The final games audio streams and sfx are not included with the mod tools for legal reasons, and thus only referencing them will cause errors.

I recommend this for some experimentation material:
https://www.moddb.com/games/star-wars-battlefront-ii/downloads/swbf1-swbf2-soundenv-for-modders
This is a recreation of both games entire sound environments and you can see how it is handled in there.  Every audio stream in both games is included and can be moved into your folder if desired.
#77
SWBF1 Modding / Re: why do shipped audio strea...
Last post by Ty294 - August 19, 2025, 04:59:08 AM
I'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:

@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:

@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.
#78
SWBF1 Modding / why do shipped audio streams n...
Last post by Luc2505 - August 18, 2025, 02:04:48 PM
it'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:

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
#79
SWBF1 Modding / Re: The "Strange things" Threa...
Last post by Ty294 - August 11, 2025, 05:39:58 PM
I 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.

#80
SWBF1 Modding / Re: Preview of a map I'm worki...
Last post by Dark_Phantom - August 09, 2025, 07:37:55 PM
Thanks, glad you are getting some use out of it!