View Full Version : Bcompiler (and samples mods from Bviewer)

10-27-2004, 12:06 AM
The Bcompiler is OUT! It makes putting your dds mods back in the game quicker by about an hour....hehe. I would say its a required tool to make the best of Bviewers abilities.

Bcompiler Final Release (http://www.gametoast.com/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=10)

Bviewer 1.50 Release (http://www.gametoast.com/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=9)

Many of you are using Bviewer to see and mod your .dds well now you can get them back into the game.

There is a nice faq available for Bviewer/Bcompiler and the usage of the tools on the official site :


Screenshots from the first things from Bviewer are below, feel free to post your own shots as well, this is a good place to show off your works and discuss Bcompiler/Bviewer.

10-27-2004, 12:17 AM
Here i devoted 8 minutes to making a drunk smurf skin for everyones favorite ewoks..

Papa Smurf, Papa smurf!


oh, how cute ....drunk show n tell!

Is it Smurf or Smurves at this point...err smurfs...either way these drunk smurfs want revenge.


Set your skills out and put some real time into your skins, and once the Bcompiler is out ....its all MODDED from there.

10-27-2004, 03:25 AM
Nice skin :p

Fantastic Job so far kingguru and co.
We sure can expect a lot from you in the future ;)

10-27-2004, 11:53 PM
nice work on creating bcompiler, u just need to release it now. i already have a skin prepped for importing, but i need bcompiler to import it, so whenever ur ready.........

10-28-2004, 04:58 PM
I'm in an identical situation

10-28-2004, 07:01 PM
Bcompiler Final Release (http://www.gametoast.com/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=10)

Bviewer 1.50 Release (http://www.gametoast.com/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=9)

Please post some results here or wherever so we can all know your happy with this set of tools! I personlly love them..I just got done making Endor Icy and turning all my units into bushmen snipers. Lets see what YOU can do....

10-28-2004, 07:18 PM

When the files are in .dds format, what do you do?

I am lost... :(

Cpt. Bannon
10-28-2004, 07:21 PM
you select them, it makes them into a .lvl automatically, and from there, i have no idea because i cant do anything in the target lvl area

10-28-2004, 07:42 PM
I'm confused too.

10-28-2004, 07:51 PM
Have you read Nimlots Faq on the site?

Easy as pie...

1. Wherever you have you Bcompiler is where the target file will appear! It doesnt change for anyone! If bcompiler is there , your new files will be made there.

2. Simply select the dds you modded in the Edited level side , click it and once it scans it will instantly display a 'file created'.

If you use hex open that file you just created in the same folder your Bcompiler is in you will have you new modded , reformatted dds ready to paste of the old original!

:) Lets see some skins!

10-28-2004, 07:55 PM
Ah ok it makes a little bit more sense now, didn't realize it required a Hex Editor.

EDIT: I tried it with the tutorial and I still don't get it so I'll just wait and look forward to that tool that does it for you or for a tutorial made for absolute beginners. When do you think they'll come out?

10-28-2004, 09:54 PM
Waiting for an offical editor or a drag n drop game tool for a game that will most likely have 1 large patch and 3 more small patches and be de-supportified.....

Young hopeful drag and drop modder! (http://www.dustylens.com/Old_Man-best-small.jpg)

Hehe... I would say jumping into to modding this game isn't too difficult , Point A, you get your art from the game Point B you mod it up Point C you format it for the game again, Doint D you use a hex editor to copy all the thousands of bytes of the modded file into the exact amount of bytes in the map.lvl file your wanting your mod to appear in.

BUT...those not knowing hex editing will have a 75% more difficult time getting past point c but the faq were posting as quickly as possible on gametoast should get most even noobs off to a good start...

10-29-2004, 02:44 AM
ive followed the faq step by step, and im no noob to this, but the thing is i cant get my mod to work, im trying to edit the jet trooper, if i edit over the same ammount of bytes that my hex editor says is in the file, then i get some weird effects, the thing is, the file i pulled out and edited, compiled to be less bits than the actual code is :confused: if i try to write over the same ammount of bits, i get a funky looking skin that doesnt resemble what ive made at all, if i then try to overwrite the whole block of code with my edited version, the jet trooper doesnt show up at all, im totally lost, can u help me?

Cpt. Bannon
10-29-2004, 07:34 AM
did youmake sure to include the existing mip-maps?

10-29-2004, 02:16 PM
ok so heres what i did when editing the image file. i imported it into photoshop, then when it asked if i wanted to display the mip maps, i said no, i then edited my image, then when saving, i told it to create mip maps. this would ensure that my changes would effect the mip maps as well, so i think i did what u said

10-29-2004, 02:35 PM
Always YES! allow all 9 mip maps to appear you need to modify each one although the smaller one youll see is tiny tiny...i just mod the large one and make copy paste over all the others rezising them to fit the sqaure they cover...its not too tough

you again must let all mip maps load in PS. example if anyone opens a dxt or rgb in PS and gets just one image you did something wrong , all extracted images from the game will have at least 9 Mip Map!

10-29-2004, 02:38 PM
ok, thanks for the tip, i will try again and if i am successful i will let u know how i went.

10-29-2004, 02:46 PM
Each mip map is an image resized from largest to smallest , 9 mip maps are in each skins (or more) since as you walk further away the smaller skins load, and vise versa, if you only mod the largest square of any skin you will only see it when you are on top of the unit! Also some machines dont require both dxt1 and rgb to be modded to see them in game, mine however is an insane card and requires everything it can get so i have to mod all 9 mip maps on both dds files then paste them in which , lol.

I also got things alot faster by literally doing this :

after i modded and saved my files then reformatted them with bcompiler i

1. OPen hex editor and copy EVERYTHING in the dds for dxt1 lvl of what your modding (and notice how many bytes it says you have selected.

2. go into the file your replacing it in and type "name of thing your modding" when it takes you to where the item/unit is look for the area under it saying BODY and then LVL_

3. PASTE EVERYTHING from the copy you just made and put it OVER the LVL_ all the way down to the same amount of bytes that you noticed you selected when you copied. PASTE IT IN .

In most files it takes a little bit of time to paste over it all so let it do its thing, when its done save and do the same thing for the rgb file you just reforamtted in bcompiler which should be alot larger then the dxt1 file was.

Repeat those until both files are hexed in and go load it up!

Doing the same things above I modded an entire skin for Hoth Sniper in less than 5 minutes.

Post your experiences. hhehe i guess this is my mini faq

10-30-2004, 06:03 AM
thats the thing tho, for some reason, the rgb versions of my skin are the same size as the dxt version. so when i go to copy, its not doing the right thing, i need help here, u said in ur last post that the rgb should be alot bigger, but it aint

10-30-2004, 06:20 AM
What size is the dds your modding 512x512? or 256x256?

What size in bytes is both your dxt1 & rgb unmodded extracted dds from bviewer?

Every 512x512 skin Ive modded has been 43992 bytes in DXt1 and 175051 Bytes in rgb16. Once modded and put back into Bcompiler they should be this size.....In fact they should always be this size.

10-30-2004, 06:31 AM
ok, the dds im editing is 512x512, the sizes of the actual dds files are 174 904 for dxt and 174 904 for the rgb the assembled lvl files are both 175 096. should both the dds images be the same size like that?

10-30-2004, 04:12 PM
NO , something is wrong there. YOu have the neweste 1.50 Bviewer right? Please tell me the name exactly of the dds yourve exracted example rebel_face_01.dds.

I will extract and post my results then well see exactly where the issue is. the dxt1 should exrtract at less than 50k bytes for 512x512.

Let me know...thanks

10-30-2004, 04:35 PM
ok, im extracting rep_inf_htrooper i am also trying to make the same modifications to his jetpack which is doing the same thing (the DXT is the same size as the RGB) and its name is jetpack_prop

10-30-2004, 04:47 PM
its ok i think i found the problem, i was using the old version of bviewer, 1.45 and it was extracting the rgb as rgb not rgb16 now i have the new version, 1.50 and its doing the right things, i just need to import now.

10-30-2004, 06:57 PM
FIgured it was something like that , glad it working now. Would be nice to see results, so far I have seen some great things, green troopers, red cross eyed clones... Im sure once everyone get the usage down we should see some very nice skins :)

10-30-2004, 07:46 PM
well to tell u the truth it wasnt so much the bviewer being a diff version, but in fact when i was editing the files, i was saving them as the default files, and the default with my graphics card is DXT1 RGB and i was saving the RGB as that instead of saving it as RGB (16 bit) so thats y i had a DXT1 and an RGB16 the same size. now ive got it working in game and it looks great, its actually a clan skin for the galactic shadow clones, ive made the jet trooper look shadow like, so thanks for the help anyway

10-30-2004, 10:11 PM
Np , any pics of your skins? Its always rewarding to see real skinners bust out some new shkills.

happy modding,...look for model extraction tools within a few weeks.