PDA

View Full Version : Hoth X-wing Mod released


subs0nic
10-09-2004, 06:09 PM
*Hoth X-wing Mod release 1*

Screenshot (http://img4.exs.cx/img4/423/hoth_xwing.jpg)

This is my first mod for Star Wars Battlefront. It changes the Hoth map and replaces an Imperial AT-ST with an X-wing, a Taun Taun with a AT-ST for the Rebels, another Taun Taun with an X-wing, and the snowspeeders with another X-wing.

- ***Installation***

***BACKUP THE FOLLOWING FILES BEFORE YOU DO ANYTHING:***
c:\...\Star Wars Battlefront\GameData\Data\_LVL_PC\mission.lvl
c:\...\Star Wars Battlefront\GameData\Data\_LVL_PC\HOT\hot1.lvl

1) Run mission_patch.exe.
2) When it asks for the directory to update, browse to your Battlefront folder and select the ...\Star Wars Battlefront\GameData\Data\_LVL_PC folder.
3) Click 'Next' until the patch is installed.
4) Run level_patch.exe.
5) When it asks for the directory to update, browse to your Battlefront folder and select the ...\Star Wars Battlefront\GameData\Data\_LVL_PC\HOT folder.
6) Click 'Next' until the patch is installed.
7) You should now be able to play, load up the game and go to Instant Action, and start Hoth. :)

To remove the patch, just copy your backed up mission.lvl and hot1.lvl over the modified ones.

- ***Notes/Bugs***

- The snowspeeders are currently removed, so no roping of the ATAT legs at the moment. Not a great problem since the X-wings have enough firepower to take the ATATs out in a couple of passes.

- Be careful when flying the X-wing out of the hangar, it was only designed for a snowspeeder. :P AI units currently have a very hard time getting the X-wing out intact.

- AI units don't fly the x-wings very intelligently (they aren't programmed for it on Hoth). I recommend you play as Rebel, otherwise the AI will not use the x-wings to take out the ATATs and the Empire will win easily.

- Sound effects for X-wing are currently not being loaded (stealth x-wing!.. um yeah). This is first on my list of things to fix.

- Probably more bugs, but none I can think of right now.

- ***Mod notes***

This is a fairly easy mod. If you look at mission.lvl with a hex editor you'll see a bunch of settings for each map. All I did was replace the snowspeeder under the Hoth section with an X-wing; this make sure the vehicle is loaded when the Hoth map loads (and is also why the speeders are currently removed). The second stage is simply to replace one of the snowspeeder spawn points in the Hoth map itself with the newly loaded X-wing (or any other vehicle spawn point for that matter). Easy huh? :)

Download: http://jupiter.walagata.com/w/subs0nic/HothModr1.rar

Enjoy!

Cpt. Bannon
10-09-2004, 06:48 PM
nice. now if only we could figure out how to add maps instead of replacing them. i have a feeling it would be relatively simple if you could find it.

Visceral
10-09-2004, 09:39 PM
Originally posted by subs0nic

This is a fairly easy mod. If you look at mission.lvl with a hex editor you'll see a bunch of settings for each map. All I did was replace the snowspeeder under the Hoth section with an X-wing; this make sure the vehicle is loaded when the Hoth map loads (and is also why the speeders are currently removed). The second stage is simply to replace one of the snowspeeder spawn points in the Hoth map itself with the newly loaded X-wing (or any other vehicle spawn point for that matter). Easy huh? :)
How did you remove the snowspeeders? You replaced one of them with an X-Wing, of course (by changing an all_fly_snowspeeder to all_fly_xwing, right?), but what about all the other instances of all_fly_snowspeeder in hot1.lvl? And the mission.lvl edit was just changing all_fly_snowspeeder to all_fly_xwing under the Hoth section after SIDE\all.lvl, right?

When I edit mission.lvl as I just described, then replace an all_fly_snowspeeder with an all_fly_xwing in hot1.lvl, the result is crash to desktop. I've also tried replacing ALL instances of all_fly_snowspeeder with all_fly_xwing in hot1.lvl, and the result is the same.

Alegis
10-09-2004, 11:13 PM
Just one topic. And in editing forum.

Yeah to bad we can't add maps (or can we?) Otherwise its kinda useless. And we need to be able to do some better stuff than just change vehicle spawns

subs0nic
10-10-2004, 02:06 AM
Originally posted by Visceral
How did you remove the snowspeeders? You replaced one of them with an X-Wing, of course (by changing an all_fly_snowspeeder to all_fly_xwing, right?), but what about all the other instances of all_fly_snowspeeder in hot1.lvl? And the mission.lvl edit was just changing all_fly_snowspeeder to all_fly_xwing under the Hoth section after SIDE\all.lvl, right?

When I edit mission.lvl as I just described, then replace an all_fly_snowspeeder with an all_fly_xwing in hot1.lvl, the result is crash to desktop. I've also tried replacing ALL instances of all_fly_snowspeeder with all_fly_xwing in hot1.lvl, and the result is the same.

You can leave instances of all_fly_snowspeeder in hot1.lvl, since the vehicle isn't being loaded in mission.lvl they will simply not spawn. What I've been doing to stay on the safe side as far as bugs go, is to make sure I don't paste 'all_fly_xwing' over 'all_fly_snowspeeder'; the two are different lengths and you lose the extra bytes on 'snowspeeder'. Type all_fly_xwing over manually and take out the rest of 'snowspeeder' with blank bytes.

tea-cosy
10-10-2004, 07:58 AM
To go back to normal we just put the backed up files back, right?

PS. Well done

subs0nic
10-10-2004, 08:07 AM
To go back to normal we just put the backed up files back, right?

Correct.. I should probably have mentioned that. :D

tea-cosy
10-10-2004, 08:13 AM
It was a bit obvious but I just needed to check

Visceral
10-10-2004, 08:24 AM
Originally posted by subs0nic
You can leave instances of all_fly_snowspeeder in hot1.lvl, since the vehicle isn't being loaded in mission.lvl they will simply not spawn. What I've been doing to stay on the safe side as far as bugs go, is to make sure I don't paste 'all_fly_xwing' over 'all_fly_snowspeeder'; the two are different lengths and you lose the extra bytes on 'snowspeeder'. Type all_fly_xwing over manually and take out the rest of 'snowspeeder' with blank bytes. Thanks! I've got it working now, but in mine the Imperials have a TIE instead of an X-Wing. :)

I'm looking through all.lvl at what all_fly_ things there are, and I've found an all_fly_kwing and all_fly_moncalamari that crash the game when you try to load them through mission.lvl, nevermind putting them in hot1.lvl.

EDIT: I've found that you can get the sound to work for the starfighters by having it load the sounds for a level that normally has them - replace sound\hot.lvl;hot1gcw with sound\kas.lvl;kas1gcw, for example - but then you lose the sounds not in that level, like the AT-AT sounds. I don't know if it would be possible to, for example, find the X-Wing sounds in _LVL_PC\Sound\kas.lvl and paste them over the snowspeeder sounds in hot.lvl, but if not we'll have to live without sound for one vehicle type or another until the official mod tools are released.

subs0nic
10-10-2004, 09:10 AM
Originally posted by Visceral
Thanks! I've got it working now, but in mine the Imperials have a TIE instead of an X-Wing. :)

I'm looking through all.lvl at what all_fly_ things there are, and I've found an all_fly_kwing and all_fly_moncalamari that crash the game when you try to load them through mission.lvl, nevermind putting them in hot1.lvl.

EDIT: I've found that you can get the sound to work for the starfighters by having it load the sounds for a level that normally has them - replace sound\hot.lvl;hot1gcw with sound\kas.lvl;kas1gcw, for example - but then you lose the sounds not in that level, like the AT-AT sounds. I don't know if it would be possible to, for example, find the X-Wing sounds in _LVL_PC\Sound\kas.lvl and paste them over the snowspeeder sounds in hot.lvl, but if not we'll have to live without sound for one vehicle type or another until the official mod tools are released.

Great minds think alike eh? If you check my thread on swapping factions on hoth, this is the exact fix I used. :D
Looking at the sound .lvl files, it doesn't look like the sounds are referenced in the files in any easily discernable way; doesn't make it easy to copy/paste. :rolleyes:

Visceral
10-10-2004, 10:31 AM
As an experiment, I tried copying the entirety of kas.lvl and pasting it into hot.lvl, hoping that it would therefore load ALL the sounds, and of course I fully expected it to crash given the propensity of changes in file size to cause problems. Amazingly, it didn't crash, but it didn't load any sounds from the Kashyyyk data either. At least we know there's leeway in changing the file size when editing those sound .lvl files, if anyone can figure out a way to meaningfully alter them before the tools come out.

Tighte Bodalla
10-11-2004, 01:18 AM
have replaced "all_inf_vanguardsnow" (in the hot part of mission.lvl an in the all.lvl) replaced with "all_inf_lukeskywalker". Now the game load the map (hot) but there isn`t the unit ?! No Vanguard and no skywalker ??? Please Help me !

subs0nic
10-11-2004, 05:17 AM
Originally posted by Tighte Bodalla
have replaced "all_inf_vanguardsnow" (in the hot part of mission.lvl an in the all.lvl) replaced with "all_inf_lukeskywalker". Now the game load the map (hot) but there isn`t the unit ?! No Vanguard and no skywalker ??? Please Help me !

It's not possible to just swap in Luke Skywalker or any of the other Jedi, or the Ewoks/Wookiees/Genosians etc. Or more specifcally, it IS possible to swap them in (I did it last night), it just crashes the game once the level loads - note that the level DOES still load, it just gets stuck when it tries to bring up character select.

These characters were never intended to be playable, so all the code that would be required to make them playable is missing. This possibly could be modded without too much difficulty, however other things such as seperating out the file structure, changing spawn points and map parameters are more of a priority right now.

arachon
10-11-2004, 05:18 AM
why would you want X-wing's instead of snowspeeders and AT-AT's??? make a new map instead :atat:

subs0nic
10-11-2004, 05:20 AM
Originally posted by arachon
why would you want X-wing's instead of snowspeeders and AT-AT's??? make a new map instead :atat:

Thanks for the constructive input. Please post a link to your map editor and I will gladly make a new map.

Tighte Bodalla
10-11-2004, 11:08 AM
"These characters were never intended to be playable"

hmm...sorry guy but...I did it. Play now as Windu together with the clones...download here it is one of the latest post (from Garndmaster (me)):

http://swbf.4players.de:1049/forum/showthread.php?p=5587#post5587

Tyler_Durden
10-11-2004, 12:59 PM
Uh oh, the beginning of the end starts here guys.

subs0nic
10-11-2004, 01:36 PM
Originally posted by Tighte Bodalla
"These characters were never intended to be playable"

hmm...sorry guy but...I did it. Play now as Windu together with the clones...download here it is one of the latest post (from Garndmaster (me)):

http://swbf.4players.de:1049/forum/showthread.php?p=5587#post5587

Colour me impressed :) I admit I am surprised the code was there to enable control of these characters; I guess it's a generic control system.

Though looking at your patch, it was something I hadn't actually tried; I tried to replace an entire team with Geonosians, which didn't work. This method has given me an idea though.. stay tuned... :D

subs0nic
10-11-2004, 03:10 PM
Yep, my suspicions were correct; I currently have Ewoks playable on Endor and Wookiees playable on Kashyyyk. :)

Check it out in this thread:
http://www.lucasforums.com/showthread.php?s=&threadid=138133

psych0fred
10-11-2004, 05:18 PM
Yes, all units could be playable, but playing the jedi is just not fun. He blocks all the shots and has a single swing as a melee attack. Not to mention his health is obscenely high. Doesn't make for a fun character to play. Same with Ewoks and Geonosians, they take 2 shots to kill. And no one wants to play as a Gungan.

Not to mention since they weren't designed to be playable they lack some of the essential features: first person view models, squad commands, and certain animations.

I should also note that the reason you don't have sounds for vehicles on levels where they vehicles weren't originally is because the assets aren't being loaded by that level and are only present in lvl files for levels where they were intended to be. Load a different sound lvl and you will have other sounds go missing. Same goes for crashing levels, memory allocation for the existing levels was explicitly set up for what is on those levels, start changing it around and don't be surprised if it runs out of memory and crashes. Yes, that means the number of flyers on a level is all that is being allocated in memory and same with walkers, hovers, etc.

subs0nic
10-11-2004, 05:32 PM
Originally posted by psych0fred
Yes, all units could be playable, but playing the jedi is just not fun. He blocks all the shots and has a single swing as a melee attack. Not to mention his health is obscenely high. Doesn't make for a fun character to play. Same with Ewoks and Geonosians, they take 2 shots to kill. And no one wants to play as a Gungan.

Not to mention since they weren't designed to be playable they lack some of the essential features: first person view models, squad commands, and certain animations.

I should also note that the reason you don't have sounds for vehicles on levels where they vehicles weren't originally is because the assets aren't being loaded by that level and are only present in lvl files for levels where they were intended to be. Load a different sound lvl and you will have other sounds go missing. Same goes for crashing levels, memory allocation for the existing levels was explicitly set up for what is on those levels, start changing it around and don't be surprised if it runs out of memory and crashes. Yes, that means the number of flyers on a level is all that is being allocated in memory and same with walkers, hovers, etc.

I agree that playing jedi is not fun, however playing Ewoks, Wookiees and others is definitely fun - I just finished an Ewok vs Ewok Endor, a great laugh.

I do have to point out that they neither lack 1st person view models (at least, no more than any other unit) nor squad commands - they play on your team as the normal AI units would. I merely take my screenshots 3rd person because it looks better. Regarding the sounds, this has already been covered in this and other threads. As for the crashes, I think you're underestimating the solidity of the file structures; the .lvl files can take fair bit of punishment before they'll produce a CTD, and myself and others have already shown that you can lift a walker out and replace it with a flyer, or any other vehicle type, with no problems. With info that has been unearthed on where in the files the length of each section is defined, it's only a matter of time before we can reliably add data to the files (this is the only hinderance we have at the moment).

TEXVINDICTIVE
10-11-2004, 06:05 PM
Subsonic, good work.;)
It's a start but people are starting to understand the hex editor. Thank you for the detailed post.
For maps, has anybody been able to see if you can export the hex files to the Battlezone 2 editor and work with it? I don't have Battlezone 2 but it's suppose to be based on the same 3D engine.

Vinny
:)

seabass901
10-12-2004, 02:37 PM
Im having problems modding this..

I replaced the all_fly_snowspeeder thing with the all_fly_xwing in the hoth section of the mission.lvl and then I replaced the all_fly_speeder thing with the all_fly_xwing thing in Hot1.lvl and when I start the map it crashes.. am I doing something wrong here?

seabass901
10-12-2004, 04:55 PM
No one knows?? Ive been playing around with this for hours and I cant figure it out.. I have no idea what Im doing wrong. :(

subs0nic
10-12-2004, 05:08 PM
Originally posted by seabass901
Im having problems modding this..

I replaced the all_fly_snowspeeder thing with the all_fly_xwing in the hoth section of the mission.lvl and then I replaced the all_fly_speeder thing with the all_fly_xwing thing in Hot1.lvl and when I start the map it crashes.. am I doing something wrong here?

Make sure you're not changing the size of any of the files, this is the most common cause of crashes.

seabass901
10-12-2004, 05:09 PM
Originally posted by seabass901
No one knows?? Ive been playing around with this for hours and I cant figure it out.. I have no idea what Im doing wrong. :(

The size? Im not shure if I am or not.. Im just replacing the names.

kingguru
10-12-2004, 05:15 PM
It actually a little more work than that, you have to make sure that the word your replacing is larger or the same amount of characters as the item your putting in. IN other words, you cant in any file, replace _weap_spear with rep_weap_inf_bigthingthatkills_alot if the word is shorter than the one your replacing you must put periods(zeros) in hex to keep the item your swapping EXACTLY the same amount of characters.

Hope this helps.

seabass901
10-12-2004, 05:15 PM
Im replacing the name twice.. I dont know if Im supposed to be doing that.. like for example..

PROP <‹ 10.0 PROP akE*all_fly_snowspeeder PROP ¬í6˜all_fly_snowspeeder inst„ INFOl

you see how it has the "all_fly_snowspeeder" thing twice? I always replaced that twice with for example "all_walk_tauntaun" so it would read...

PROP <‹ 10.0 PROP akE*all_walk_tauntaun PROP ¬í6˜all_walk_tauntaun inst„ INFOl


is that right?

seabass901
10-12-2004, 05:18 PM
Originally posted by kingguru
It actually a little more work than that, you have to make sure that the word your replacing is larger or the same amount of characters as the item your putting in. IN other words, you cant in any file, replace _weap_spear with rep_weap_inf_bigthingthatkills_alot if the word is shorter than the one your replacing you must put periods(zeros) in hex to keep the item your swapping EXACTLY the same amount of characters.

Hope this helps.

so where do I put the periods at? can you give me an example please?

subs0nic
10-12-2004, 05:19 PM
Originally posted by seabass901
The size? Im not shure if I am or not.. Im just replacing the names.

Depends on how you're doing it.. if you select 'all_fly_xwing' and hit copy, then select 'all_fly_ snowspeeder' and hit paste, you'll lose the extra bytes that make the difference in length between the two. Edit it over manually and blank the rest out with blank bytes and you should be ok, if not your problem lies elsewhere.

seabass901
10-12-2004, 05:20 PM
Originally posted by subs0nic
Depends on how you're doing it.. if you select 'all_fly_xwing' and hit copy, then select 'all_fly_ snowspeeder' and hit paste, you'll lose the extra bytes that make the difference in length between the two. Edit it over manually and blank the rest out with blank bytes and you should be ok, if not your problem lies elsewhere.


First off thank you both for helping me.. Thats the problem.. How do I add extra bytes?

subs0nic
10-12-2004, 05:31 PM
Originally posted by seabass901
Im replacing the name twice.. I dont know if Im supposed to be doing that.. like for example..

PROP <‹ 10.0 PROP akE*all_fly_snowspeeder PROP ¬í6˜all_fly_snowspeeder inst„ INFOl

you see how it has the "all_fly_snowspeeder" thing twice? I always replaced that twice with for example "all_walk_tauntaun" so it would read...

PROP <‹ 10.0 PROP akE*all_walk_tauntaun PROP ¬í6˜all_walk_tauntaun inst„ INFOl


is that right?

Your example is incorrect:

From:
PROP....akE*all_fly_snowspeeder.PROP
To:
PROP....akE*all_walk_tauntaun.PROP

It should be:

From:
PROP....akE*all_fly_snowspeeder.PROP
To:
PROP....akE*all_walk_tauntaun...PROP

Note the blank spaces after tauntaun. I personally put in the blank spaces by going over to the hex side of the hex editor and entering zeros over the bits I want to remove.

seabass901
10-12-2004, 05:35 PM
Originally posted by subs0nic
Your example is incorrect:

From:
PROP....akE*all_fly_snowspeeder.PROP
To:
PROP....akE*all_walk_tauntaun.PROP

It should be:

From:
PROP....akE*all_fly_snowspeeder.PROP
To:
PROP....akE*all_walk_tauntaun...PROP

Note the blank spaces after tauntaun.

Oh ok. thanks. lemme try that.

seabass901
10-12-2004, 05:44 PM
ok well.. I tried to use spaces to make them both 20 bytes but that dident work. how do you add the 0s in the hex part?

kingguru
10-12-2004, 05:55 PM
go non hex and copy paste a .

the periods are 0 in hex.
you must replace all characters with 0 to fill holes if the weap your swapping is less than the same size in characters. If its more than the amount of the original weap_inf items name, it will Fail to Desktop.

seabass901
10-12-2004, 06:08 PM
well.. I tried that.. still doesent work.. I must be stupid or something.. I dont know why I cant get this. :(

kingguru
10-12-2004, 06:20 PM
hmm tell me exactly what your trying to replace and ill post the answer, just the imp_inf name is ok, ill post exactly what you need to do to make it work, otherwise download the Hot map mod and look in the mission.lvl file for the units(who loads on what map) and in hot1.lvl to see how i moved things, removed things and made about 20 unused things be vehicle spawn, and turrets.

seabass901
10-12-2004, 06:34 PM
ok. In the hex editor it says

akE*all_fly_snowspeeder PROP ¬í6˜all_fly_snowspeeder inst„

Im trying to change that to where it will spawn taun tauns there.. so I put.

akE*all_walk_tauntaun...PROP ¬í6˜all_walk_tauntaun...inst„

Vigil
10-12-2004, 06:35 PM
Okay so.. how do I give my ewoks blasters now? They need blasters. :)

This whole editing in hex thing is way above me... I feel so dumb.


V

subs0nic
10-12-2004, 06:35 PM
Try just changing one of those two snowpseeders at a time.

kingguru
10-12-2004, 06:40 PM
in reply to :ok. In the hex editor it says

akE*all_fly_snowspeeder PROP ¬í6˜all_fly_snowspeeder inst„

Im trying to change that to where it will spawn taun tauns there.. so I put.

akE*all_walk_tauntaun...PROP ¬í6˜all_walk_tauntaun...inst„
-----------------------------------------------------------------------------

you have
akE*all_walk_tauntaun...PROP ¬í6˜all_walk_tauntaun...inst„

but should have
akE*all_walk_tauntaunPROP ¬í6˜all_walk_tauntaun...inst„

see how all_fly_snowspeeder is 19 characters and all_walk_tauntaun is 17 character fill the 2 extra spots with  not ..

This will keep your file size un changed:) keep posting ill try to help:)

seabass901
10-12-2004, 06:41 PM
ok.. I dont know if this is what you ment but I just tried this and it crashed.

akE*all_walk_tauntaun...PROP ¬í6˜all_fly_snowspeeder inst„


do I need to changr all of the snowspeeder lines to match? because I have only been changing this one line.

subs0nic
10-12-2004, 06:43 PM
Originally posted by Vigil
Okay so.. how do I give my ewoks blasters now? They need blasters. :)

This whole editing in hex thing is way above me... I feel so dumb.


V

Sorry to say, but they still get owned even with blasters. :)

Don't be afraid of hex, it's your friend. :D Load up ewk.lvl in a hex editor and scroll right down to the bottom, look for where it says ewk_weap_inf_spear and change it to all_weap_inf_rifle. Now if you load up Endor, the Ewoks will (occaisionally) use their blasters. Also, if you downloaded my Ewok/Wookiee mod, you will now be able to play as an Ewok with a blaster. :) Have a look through the files and see what other weapons you can give them (but back up your files first!). ;)

seabass901
10-12-2004, 06:44 PM
ohh. ok. how do I make those boxes? Im sorry for my ignorance.. this is my fist attemp at modding.. thank both so much for your patience with me.

subs0nic
10-12-2004, 06:46 PM
Originally posted by seabass901
ok.. I dont know if this is what you ment but I just tried this and it crashed.

akE*all_walk_tauntaun...PROP ¬í6˜all_fly_snowspeeder inst„


do I need to changr all of the snowspeeder lines to match? because I have only been changing this one line.

It'd probably be a good idea to download either my or kingguru's Hoth mods and see exactly how it's meant to look.. I'm pretty sure this exact line is changed in mine.

TK-8252
10-12-2004, 06:47 PM
May I ask, what hex editor are you pro modders using? I've tried one from hex workshop or something, but I'm not sure if it's the best.

seabass901
10-12-2004, 06:48 PM
Ultra Edit 32

subs0nic
10-12-2004, 06:51 PM
Both Ultra Edit and Hex Workshop have features that I like, so I use both.

Vigil
10-12-2004, 07:19 PM
Okay. SO I opened up ewk.lvl and did a search for ewk_weap_inf_spear and there are three entries. Do I edit them all?
Well, I know I'm not supposed to edit them all, because I tried that and the game crashed at the mission startup screen. :)
How do you determine which of the three to edit?

I'll go look around and see if I can figure anything out.


V

TK-8252
10-12-2004, 07:23 PM
I did it! :)

I got an Ewok to use a Rebel blaster rifle.

http://www.forumforfree.com/forums/uploads/swr/post-7-1097637440.jpg

Thanks to you pro modders for starting us off. :thumbsup:

kingguru
10-12-2004, 07:29 PM
Nice :)( just always remember that the end file size must be the same , try cramming anything you can into the space allowed for any weapons, hehe trust me its fun , I spent 10 hours trying to get ATAT cannons to fire from my ewok.

seabass901
10-12-2004, 07:52 PM
ok I butchered the hot1.lvl file.. so Im doing a reinstall.

seabass901
10-12-2004, 08:08 PM
ok I tried using

akE*all_walk_tauntaunPROP ¬í6˜all_walk_tauntaun...inst„

that dident work either.. I guess I try to DL the patch and see if I can find out what Im doing wrong.

Vigil
10-12-2004, 08:18 PM
Weird.. In ewk.lvl there are three entries of ewk_weap_inf_spear
When I changed all three to all_weap_inf_spear it crashed the game.. When I changed the first one only it crashed the game.. When I changed the second one it did nothing at all (but at least it didn't crash the game- yay!)... and when I changed the second and third both it worked. Why?
How do you determine which ones to change... and what if I wanna give my ewok a lightsaber, for instance.. How do I do that and keep the file length the same? Can I use up the unused spots- the 00's that are between entries, or are they important?
Do I have to add it in there and then perhaps remove it from something else somehow?
I'm so confused- damn hex editing!

s'fun though.

V

seabass901
10-12-2004, 08:36 PM
Well... I looked at the way you guys did it and it look just like how Im doing it.. I still dont know what Im doing wrong.. I tried to add another xwing and it made the game crash. heres what I used

akE*all_fly_xwingPROP ¬í6˜all_fly_xwinginst„

Gerardo
10-12-2004, 08:45 PM
Someone needst to figure out how to add AT-ATs to the DUne Sea and Naboo plains levels. That would be fun.

seabass901
10-13-2004, 02:07 PM
ok.. how do you add 0s?

kingguru
10-13-2004, 02:21 PM
hehe i was just thinking what if we modded the atat to run as fast as a speeder bike, lol.

im not sure where you guys are getting stuck , the 0's are created by copying . from the ascii side and pasting them into the hex edit side.

Always remember you can never put a word with even 1 more letter or character than the one your replacing, each character is a byte and 1 byte will make the size of the file increase by 1 byte and anything you do , no matter what, will crash that map to your desktop. backup everytime before you do changes and always save anything you edit that actually works, compare these 2 and you shall learn the ways of the dorkside!

seabass901
10-13-2004, 02:42 PM
Originally posted by kingguru
hehe i was just thinking what if we modded the atat to run as fast as a speeder bike, lol.

Now thats a mod I like to see!!

seabass901
10-13-2004, 02:43 PM
so do I just copy any 0 from the ascii side?

kingguru
10-13-2004, 02:57 PM
yes i also just posted a how to on using hex for changing weapon on darth for example please check the editing forums :

http://www.lucasforums.com/showthread.php?s=&threadid=138277

this will tell you how to swtich from ascii to hex and back...

horseflesh
10-13-2004, 03:15 PM
I like your Hoth mod, especially with the no limits airspace - big improvement. Can you make it possible to shoot while riding a taun-taun ?.
Keep up the good work guys :cool:

kingguru
10-13-2004, 07:54 PM
I checked into it, there isnt enough space in the code to add anything useful to a tauntaun, i think at best we may be able to change its appearance in general and its physics(walk speed and turn radius).

The few things im testing right now are swapping face, head and body parts of any given unit, as in making a leg piece from the atst appear as the toe, foot, ankle pieces...if this all works out there will be ALOT more that is mod-able.

teeth_03
10-14-2004, 02:46 AM
LOL,give a regular battledriod Dooku's Head

Give a wookie the legs of an atst

Make the heads HUGE,and use parts from all different units

lol,just random stupid ideas.....

TK-8252
10-14-2004, 12:12 PM
Spelled Wookiee, not Wookie. :)

psych0fred
10-14-2004, 07:09 PM
The weapon references for the ewoks are ewk_weap_inf_spear and rock, both of those weapons have corresponding ordnance references ewk_weap_inf_spear_ord and rock_ord so you would have to try changing the weapon and ordnance to something that is on the map such as those for the alliance soldiers, such as all_weap_inf_pistol and all_weap_inf_pistol_ord. You have to change both the weapon and the ordnance but if you change the file size it may not work, I haven't tried it myself.

subs0nic
10-15-2004, 01:39 AM
Originally posted by psych0fred
The weapon references for the ewoks are ewk_weap_inf_spear and rock, both of those weapons have corresponding ordnance references ewk_weap_inf_spear_ord and rock_ord so you would have to try changing the weapon and ordnance to something that is on the map such as those for the alliance soldiers, such as all_weap_inf_pistol and all_weap_inf_pistol_ord. You have to change both the weapon and the ordnance but if you change the file size it may not work, I haven't tried it myself.

The ordnance is specified under the definition for the weapon, therefore if you change the weapon, it automatically uses its correct ordnance - so you only need to change the weapon. Also I believe the file size can be changed in SIDE/ .lvl files.

EDIT: It seems SIDE/ .lvl file size has to remain the same.