Hex BF1 maps for BF2

Started by drbob76, September 16, 2025, 06:56:06 PM

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September 16, 2025, 06:56:06 PM Last Edit: September 16, 2025, 06:57:58 PM by drbob76
After now having a bit of experience with hex editing for another game, I was wondering if anyone had more knowledge on hex editing for SWBF2 that I could do for the Marvel4 BF1 maps. Specifically, I am looking to A) remove all vehicles and turrets, and B) have only some classes for each faction specifically; Rebels: rifleman, sniper and engineer, Empire: rifleman, sniper and engineer, Clones: ep2 rifleman, ep2 sniper, ep2 engineer, Droids: rifleman (which I changed to a B1 battle droid), engineer and droideka. I would also like to be able to change the heroes.

Here is how I have it arranged in the Lua files for SWBF2's base maps, using the ones from the Coruscant map as an example:

        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_sniper",1, 4},
            engineer = { "imp_inf_sniper",1, 4},
            sniper   = { "imp_inf_sniper",1, 4},
            officer = {"imp_inf_sniper",1, 4},
            special = { "imp_inf_engineer",1, 4},
           
        },
        all = {
            team = ALL,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",
            soldier  = { "all_inf_rifleman",7, 25},
            assault  = { "all_inf_sniper",1, 4},
            engineer = { "all_inf_sniper",1, 4},
            sniper   = { "all_inf_sniper",1, 4},
            officer = {"all_inf_sniper",1, 4},
            special = { "all_inf_engineer",1, 4},

        rep = {
            team = REP,
            units = 32,
            reinforcements = 150,
            soldier  = { "rep_inf_ep2_rifleman",7, 25},
            assault  = { "rep_inf_ep2_sniper",1, 4},
            engineer = { "rep_inf_ep2_sniper",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep2_sniper",1, 4},
            special = { "rep_inf_ep2_engineer",1, 4},
           
        },
        cis = {
            team = CIS,
            units = 32,
            reinforcements = 150,
            soldier  = { "cis_inf_rifleman",7, 25},
            assault  = { "cis_inf_engineer",1, 4},
            engineer = { "cis_inf_engineer",1, 4},
            sniper   = { "cis_inf_engineer",1, 4},
            officer = {"cis_inf_engineer",1, 4},
            special = { "cis_inf_droideka",1, 4},

Would also like to know how to switch command posts to other team, like set team assigned to attacking to defending and vice versa.

September 16, 2025, 10:28:17 PM #1 Last Edit: September 16, 2025, 10:33:01 PM by Bugmenot2017
You don't need to edit anything with the hex editor. Marvel4 already shared his conversion scripts on Gametoast: https://www.gametoast.com/viewtopic.php?f=64&t=24321

The last link is exactly what you're looking for. I hope it helps.

Thanks for the response and the link. This seems to be exactly what I'm looking for. My only other question is, once I have edited the scripts, how would I apply them, or munge them, or etc. in order to play them?

Today at 09:50:22 AM #3 Last Edit: Today at 09:52:22 AM by Bugmenot2017
To do this, you must create the map's mission.lvl file, which is located in the data folder. To do this, you need BF2_ModTools. After creating it, you must replace it with your own.

A quick tutorial:

Once you have BF2_ModTools installed, do this:

1: Create a map (you'll only need the files the map creates. The map is like a template, and then you can take the files it generates, like the mission.lvl file). To create it, go to: BF2_ModTools.rar\Data\_BUILD and run Modtools VisualMunge.exe.

2: Once created, you need to go to data_ABC (ABC is your map's ID; it can be anything, but only 3 letters), then to the Common folder. There, you'll find the scripts folder, where the map scripts reside. You can also use the game's default scripts from the assets folder, but what you want are the Marvel4 map scripts. Put them there and edit them. Don't forget to add the REQ file to the mission folder and also edit your REQ file in the Common folder with the added scripts.

3: After this, go to BF2_ModTools.rar\data_ABC\_BUILD and run Modtools VisualMunge.exe to compile.

4: Finally, go to BF2_ModTools.rar\data_ABC and you'll see a folder called _LVL_PC. Look for the mission.lvl file in it.

And I think that's it. I haven't modified BF2 in a while. I'm currently working on BF1. Model issues, I find it difficult, but I like a challenge. I already have some made for BF2, but BF1 is a different story...

Well, I'm getting carried away. You also need Munge Fix: https://www.moddb.com/games/star-wars-battlefront-ii/downloads/munge-editor-fix. Apply it following the instructions, and that's it.

I hope this helps, and let me know how it goes, okay?