View Full Version : Death Star Mod (Download)

11-22-2004, 02:52 AM
While waiting for Jabba's Palace map, feel free to try out my first attempt of creating Death Star Mod. This map includes 32 flyers (16 each) and it fun as hell. You can download mod and/or see screenshots at:


Sincle my knowledge creating textures is limited to MS paint, I would appriciate help in making good texture for surface of Death Star. I need to finish some other things too, so feel free to give any suggestions.


Cpt. Bannon
11-22-2004, 08:22 AM
Its a very nice start. I'm not very good at textures, or else I would do a more detailed texture for that. It looks like a good space combat map. I would suggest taking out the TIE bomber(s) and making it so that the IMPs only have a few ships (they only scrambled a few ships, the rebels outnumbered them. But then you could add in various anti-air turrets to simulate the death star turrets.

11-22-2004, 08:48 AM
Good point....


11-22-2004, 09:27 AM
Impressive..Most Impressible

11-22-2004, 09:52 AM
Very nice work in deed. Looking forward to more!!!

Though how does it play. The whole point of this game is to capture and defend CP points. This means you need continously need to land on the death star's surface.

It's definately a good start. Keep working on it and I'm sure it's gonna kick serious ace.

11-22-2004, 10:35 AM
Really nice map ;)

11-22-2004, 10:48 AM
Originally posted by Cyclone7
Very nice work in deed. Looking forward to more!!!

Though how does it play. The whole point of this game is to capture and defend CP points. This means you need continously need to land on the death star's surface.

It's definately a good start. Keep working on it and I'm sure it's gonna kick serious ace.
Well in later versions of this map the Spawnpoints could be made destroyable. Once you destroyed all off them the countdown starts...
So there would be no need to land and capture Commandposts.


11-22-2004, 11:02 AM
Hih, so many suggestions. I will have to write them down tommorow and do more on this... I will post texture for death star I need someone to do.

EDIT: Texture to be repleaced is posted. Download it and try to make it as good as possible...


11-22-2004, 11:53 AM
Originally posted by Rends
Well in later versions of this map the Spawnpoints could be made destroyable. Once you destroyed all off them the countdown starts...
So there would be no need to land and capture Commandposts.

Rends I agree, this is the way to go. The only destroyable spawn points already in the game are the Hoth shield generator, Endor bunker, Techno Union starships, and of course the walkers. I guess shield generators would be the most appropriate here for the time being. In the future when we're able to add our own models, they could be turbolaser towers.

Cpt. Bannon
11-22-2004, 11:56 AM
I'ma go ahead and give that texture a shot.

11-22-2004, 12:04 PM
Good suggestions but how in the world I will transfer Shield Generator from hoth and make it destructible and incorporated in the game so it affects tickets. Heeh, let us do one step at the time, they I will go over more exotic suggestions and try to impement them.

PS. Any help in moving objects from one level to another using hex is more then welcome...

11-22-2004, 12:41 PM
dorsai3d:: try to make it darker then texture 01 posted at my site. texture 01 looks bright from air.

Another thing, when you fly you see that fogy surface far from you wich is brownish (left over from nab2 map). I would like to make it black or dark gray. Any ideas?

Cpt. Bannon
11-22-2004, 04:03 PM
well, it's not that great, but at least it's the rightish color...

http://img97.exs.cx/img97/9155/dstex.th.gif (http://img97.exs.cx/my.php?loc=img97&image=dstex.gif)

sorry it took me a while to post this, I was teaching my 4-year old sister the basics of PhotoShop :D

11-22-2004, 09:52 PM
Thanx Dorsai, your textture is posted.

Check out Texture 03 and tell me what you think?


11-23-2004, 01:28 AM
Death Star v0.3 is out:
- Added Vader's "Summer House"
- Added Turret on Imp side
- New texture (03)
- Added Repair bots
- New Sky
- Added red,blue,yellow, green sector on the map


Check out to do list if you want to help...

Cpt. Bannon
11-23-2004, 01:31 AM
mine looks OK, but texture3 is an inside texture, or for the unfinished deathstar (when it comes along) Also, you look like you are still using the old bumpmap on my texture and that looks kind of tacky...

11-23-2004, 01:50 AM
I know about bump map... We will get in cosmetics if I ever go to v0.99 he he, anyhow, texture3 is collection of junk I found on vidiactive's links it is an attempt. Your tex is to bright and looks like stone surface from the air. I could try to make it darker and try. There are a lot of textures around on the net so check that also if you want.

11-23-2004, 03:28 AM
I have managed to add my death star level to the list and it is working also. follow the link for more info..


EDIT* My ISP just called me and said that I have upload (for you guys download) at 100% which I can not have on my company server. So anybody would like to give my some space for my mods?

Anyhow, news that maybe you can not get:


Thanx to freddy's sugestions, I have managed to add new levels to the list and it is also working...

This is just first attament and so far I have found the following:

What is important:
1. Make a folder in AddOn folder (Eddie_DeathStar_v03) or what ever...
2. Copy AddMe.script from tat3 to your folder
3. Hex AddMe.script and change name and folders you will load (eg. TAT, TAT3...)
4. Make Data as _lvl_pc folders like in original game
5. _lvl_pc have mission.lvl and core.lvl as follows
6. Old mission.lvl from original game
7. new core.lvl from tat3
8. Make map folder (in my case (BES1)
9. Have level in map folder bes1.lvl

The good thing is structure of addon's. I could acctualy have Eddies_Mods folder then inside AddMe script could add all of my maps, mission could be for my mods and map folders structure and levels could behave in same way as original game. This would be harder for updates, but we will see.


11-23-2004, 03:58 AM
Originally posted by Servant
EDIT* My ISP just called me and said that I have upload (for you guys download) at 100% which I can not have on my company server. So anybody would like to give my some space for my mods?
You can always get hosted at swbattlefront.net (http://www.swbattlefront.net/) (The LF site) ;)

11-23-2004, 07:25 AM
Thanx Pad. I will use it if I have to. let me follow stats for a while and see what happens.

11-23-2004, 07:27 AM
Yes would be nice to have some mirrors. Itīs hard for me to get the files from the current servers. I wasnīt able yet to get version 0.3 even if i tried it a few times.


11-23-2004, 10:04 AM
That map does'nt work for me :mad:.
When i'm running my winrar it gives me a message that the file was corrupt. Then finaly i got the file, but when I launched the map it the game freezes and a message saying "the memory could not read" or something like that comes up.

11-23-2004, 12:19 PM
What version do you have 0.1, 0.2 or 0.3?

0.1 was corrupted. What version of SWBF do you have if that matters?

There was a huge download request to my site in past two days so I am not sure... Any how, I will move my mods soon to another (faster) server/connection so it should be better.


http://starwarsbattlefront.filefront.com/ have my mods too so try there. They are bit slow in releasing mods, I think they have 0.2 now.

11-23-2004, 12:34 PM
I would download this, but it's in a rar, and I despise rars (plus I can't open them).

11-23-2004, 01:27 PM
Tomorrow in zip, OK? need to sleep now....

Cpt. Bannon
11-23-2004, 01:51 PM
Your tex is to bright and looks like stone surface from the air.


too bright? if anything, mine's too dark.

11-23-2004, 08:16 PM
Sorry mate did not want to make you angry. I am sure I will change a lot of textures on this map until I am satisfied.

Thank you for helping tho, your help is allways appriciated.

11-24-2004, 01:00 AM
I have the latest patch v.1.11 and I have deathstar 0.3 or what its called.

11-24-2004, 02:43 AM
Explorer should state 13,576 KB for Eddie_DeathStarV03.rar. If you have smaller size, try to download again.

General remark: Soon I will trasfer all my stuff to real and fast server so stay tuned.

Cpt. Bannon
11-24-2004, 06:17 AM
I'm not upset. I'm just trying to steer your texture search in the right direction. Hell, I even said mine was bad...you were more diplomatic to me than I was.

11-24-2004, 07:53 AM
he he cool.

11-24-2004, 10:10 AM
Originally posted by TK-8252
I would download this, but it's in a rar, and I despise rars (plus I can't open them).

Zip is also out TK

11-24-2004, 06:19 PM
Well, if anyone wants to let me know where I can find specs on the format requirements, I'd be delighted to have a crack at some textures...I'm thinking of some Maya renders as a way of getting some nice looking stuff.

Cpt. Bannon
11-26-2004, 12:18 PM
Just post it as any photoshop-readable format, it doesnt matter. I'll convert it (or he will, whoever gets to it first)

Also, in some pics I've seen of this, I think you put in the wrong type of turrets...I think that one (or two at the most) bespin AA turrets would do well. If you want, I could re-texture them so that they fit into the map better.

11-27-2004, 11:57 AM
No, these types of turrent are the ones available for all levles (Small ones). AAT are exclusive bes1 map weapons. Death Star is based on nab2 so AAT's for now, there are not movable to other levels...

Cpt. Bannon
11-27-2004, 01:03 PM
I thought you said that it was based off of the bes1 map because it allowed for the most flyers...

11-27-2004, 01:32 PM
He he, well let me explaint it this way. misson.lvl is from bes1 which is set to highest number of flyers - level.lvl is based on nab2 map which is flat (without hills) so I could turn it into death star kinda map. Now, all stuff defined in mission is from general side folder and AATs are exclusivly defined in bes1 map.lvl so I could not use it in nab2 map. It would be great if they defined AATs in SIDE so they could be used in any level like all other weapons... maybe one day...

Cpt. Bannon
11-27-2004, 01:39 PM
Have you tried copying the whole turret? just ge the meshes, textures, sound references, and everything else from bes1.

11-29-2004, 11:27 PM
Dorsai:: Easy to say, hard to do. I will get to it eventualy...

Anyhow, I have moved all of my mods/maps to http://www.gametoast.com

Now you can get them much faster. (under downloads - mini mods)

12-02-2004, 04:04 AM
I started to make complitly new death star map based on mod1. Thanks to dorsai's suggestion i managed to import AAT's in my map. So far so good.

You can follow the progress at:



12-02-2004, 01:34 PM
This is the first map that take advantage of map1 mod logic. NTS if someone else comes up with new map in the future (as mod1) = name collision.

Anyhow, the new death star is out! This map is stand alone "Add On" map which will not INTRFEAR with your existing maps. It will show up just above jabba's map.

I can not host large files on my server so all of my levels are available at www.gametoast.com. I did not upload 0.4 or 0.5 version of DeathStar but it should be there soon. Other levels are available at gametoast, so enjoy

It will be self-extract so no need for zip or rar.

Screenshots at:



12-06-2004, 08:08 PM
OK, i got version 0.5 finally uploaded. Get it at:


You can see some screenshots from upcoming 0.6:


12-10-2004, 12:20 PM
While we all wait for tools you can kill some time trying out my last "hex made" version of New Death Star map (v0.6)


12-11-2004, 09:21 AM
Doing some work on my Battle for Naboo map. It is basiclly nab1 map with some twists, such as expended map, more vehicles, flyers....


12-12-2004, 03:57 AM
I think that would be kewl,fighting in the woods where theres lots of trees,its flat and there isn't a lot of the tall grass so you can see better.

Do you think its possible to edit it so when playing the clone wars,you replace the clones with Gungans?

As for the deathstar map,when the tools get released,I think it would be kewl to have a hanger for the Imps,and have all the starfighters in it,maybe some chicken walkers.The rebels on the other hand,shouldn't have a hanger,or any vehicles other than fighters.But maybe the rebels have some tall towers that the imps dont,that Vangards to go up in and do their stuff.

Just some ideas for ya

12-12-2004, 04:21 AM
I am sorry, no clone wars of naboo as of now.

As for Death Star, when the tools come out, I will make it from scretch so this hex made DS will go out of picture.

Is that Klingon sign on your signature? Maybe you could make Star Trek mod when the tools come out he he...

Progress screens nab:

12-12-2004, 05:01 AM
I cant make any models nor do I have any tools,and I prolly wont get them unless they are*cough* free.I know the tools coming out will be free,but wont I need some others,hex editors,ect ect?

And yes,that is a Klingon symbol,I'm in a clan for a game called Klingon Academy.

12-12-2004, 05:23 AM
O yeah, KA, didn't playit but like Star Trek. Anyhow, going back to Clone Wars. I add some code to include CW to nab map and it works but no vehicles... I would need to spend a day to include respective vehicles to CW era and if I find some time....

Regarding tools. I think we will get everyting for free including that SoftImage...I do not think we will need hex editor anymore, and you can find some free once. But let us wait until tools come out..

12-12-2004, 07:14 AM
thanx for the info m8

that would be nice if the tools included EVERYTHING you need to mod the game.

If I do figure out how to mod this game,I think my goal would be to try to balance the Jedi.

I'd like to have a map,that has every vehicle in the game,so you can just drive around and try them out and what not, or for seeing which vehicles would win if you face each other,like the AT-TE and the AT-AT.

I would also like to try and make the Falcon a flyable vehicle,but who knows

12-12-2004, 09:54 PM
Here is progress screens for Eddie's Battle for Naboo map. It is in 0.9 release and it should be available for download tonight/tommorow. It uses mod1 logic so I will post install info once it is up on gametoast server.


12-13-2004, 07:32 AM
just a quick info for people running death star map over dedicated server:

"Aha, just downloaded ded server, check it out and this is what you have to do:
Copy mapinfo.txt from TAT3 to Eddie_NewDeathStar folder. Open mapinfo.txt in
Eddie_NewDeathStar folder and delete stuf from it and type

GCW,DEATH STAR: EDDIE DEATH STAR CW,mod1a,alliance,imperial,200,200

Now, I did not try to play it since I have single machine at home, but when I run ded server and choose deathstar map it loads and you get that white window first loading.... and then Game, mission, teams, score ....so it should be OK"

12-13-2004, 12:46 PM
Here is progress screens for Eddie's Battle for Naboo map. It is in 0.9 release and it should be available for download tonight/tommorow. It uses mod1 logic so I will post install info once it is up on gametoast server.

Looks really cool! nice work.:)

12-14-2004, 09:52 AM
I did not want to open new thread for this announcement since I release all progress for naboo map here.

Anyhow announcement:


12-19-2004, 05:52 AM
Please stop calling anti-air turrets, AAT's. AAT's are the Trade Federation Armored Assault Tanks. You are gonna confuse someone!!

Nice work, though!!


12-19-2004, 06:27 AM
Sorry mate, people at GT calls them like that. How should I call them? They are referenced as AAA in the code itself. Anti Air ???

I've seen your work for JA. Great job. You will be making somthing for SWBF also??

12-19-2004, 12:57 PM
Hi. I am not sure if you need any additional help or could use someone with some 3D/2D skills, but if you like what you see here please let me know.

Your Deathstar Map sounds interesting(haven't downloaded it yet) but as I am working on re-creating the entire final deathstar sequence I figured you might be interested from a texture stand point.


Check it out. The Deathstar surface is fully an original model with textures that I did in an afternoon. Many of the models were originally bad 3DSMax or 3DS files which I trimmed down to make more suitable for use in high poly scenes for rendering. I can't stand people who think you need to use more than 6 polys for a box. Unless you are stuck in triangle land.

Anyway check it out. These are all render tests for the final sequence. I have a few Divx files laying around but for fear or getting sued or perhaps maybe getting a job I will or will not post them. Contact me if you need texturing or additional help.

12-19-2004, 09:50 PM
DJ, looks good. You know models are done in XSI? Well I am sure you know your stuff...

Anyhow regarding Death Star Map. Due to memory limitations we have to asume that we are (rebs) already on the surface of death star.

My Current map is a chunk of death star surface and this is how the map should be treated. Other solution would be to have a battle in space and deathstar could be just a background planet, but I do not like this idea. Maybe for other kind of level. So let us assume we are doing a chunk of DS surface.

Now, for level to be playable we have to see what ground troops should do and what flyers should do.


Reb flyers could start on the transport ship just hovering above the surface. Imp flyers could start from within some kind of hangar. There should be a lot of reb flyers and a few of imp flyers. So you could do a model of transport ship and hangar. The task of imp flyers could be just to destroy reb flyers. Now, reb flyers should have a task of destroying something = shield generator or something. I could import shield generator from hoth....Location of shield generator: Easier way to deal with this would be to make tranches and at the end of one shied generator should be located with a lot of AAAs (anti air turrets) around. Harder version of flyers objective would be to actualy go inside DS to destroy generator. I will have to check with devs about this: is it possible to go far down the map....

Ground troops:
Imp ground troops could be limited to flyers, AAA (we need a lot of these on this map) and fighting reb ground troops.
Now, the map part for ground troops could be eather:
1. open area, as in current DS level where flyers could nose down and destroy ground troops, or
2. most of ground troops map could be inside buidings of DS (this would be better) - some kind of buidings on the surface as in bespin plaforms map.

You could do buidings for surface and surface textures...

This is just basic idea of the map. Comments?

12-19-2004, 10:32 PM
Thanks for your reply.
No problems with working with XSI to get models in and out of LW and eventually back into BF if the tools are and when they are released.

I have an idea for a ROTJ scenario where its all flyers going down the internal exhaust ports of the DS to the main reactor core or a combination of that with a battle taking place along the tunnles inside the DS on the way to the core itself between reb "back up plan suicide types" if the rebel flyer strike force "doesn't make it". The object would be to either capture all of the command posts along a string along the tunnel to the core reactor or destroy the reactor itself. I can model just about anything needed and from what I am looking at in the texture maps so far I can get everything I need out of the bespin cloud city stuff and modify it for the deathstar internal stages. Sound like an idea?

12-19-2004, 10:41 PM
Further to your idea I like the idea of perhaps fighting towards a goal in a running battle on the surface of the DS between the buildings, towers and turret guns, kind of like mos e on Tatooine but with replaced buildings using the bespin models with different surface maps (darker harsh contrasting, whites and black and deep matrix greens and reds) plus a dark star sky, throw in some endor or yavin planet somewhere in the sky going towards yavin 4 etc etc.

Providing you can pull the models needed together and put them into a "city like" map, I can do the textures and even model gun turrets as well as additional towers. Getting the textures back in doesn't seem to be a problem, but models I don't know much about how that is done just yet. sounds like that is more your speed. Your guidance is greatly appreciated.

12-20-2004, 03:55 AM
we should use existing resources and we will get all of them with tools and yes changing texture for existing building would be easiest but we should have some new buildings. For guns we can use AAAs just change texture to bit darker.

We can not start with the map itself because I have to make tranches first. This is MUST for this version.

You could strart with making hovering transporter with hangar.

Also Hangar for imp flyers.

We should continue this at my home:


12-20-2004, 09:45 AM
Originally posted by Servant
I've seen your work for JA. Great job. You will be making somthing for SWBF also??

Thanx!! Yes, I certainly hope to make tons of mods. As soon as those modding tools come out...

As for the anti-air turrets...call them anti-air turrets!!


12-21-2004, 05:24 AM
too long, I will stick to aaa, PS calls it aaa, he he

12-24-2004, 12:11 PM
season greatings:



12-28-2004, 10:53 AM
I am releasing 0.9 version of Death Star map...

More info:



12-28-2004, 07:51 PM
Eddie i like your map a lot and i woud like to place your project on the Project page on www.redcell.tk if its ok whit you i only need some info from you :)

12-28-2004, 08:00 PM
Did you acctualy install it, some people had chrash on load screen? And Yes, I do not mind at all.

PS I Like your site.

12-28-2004, 08:05 PM
alright ill post you a PM soon whit the info i woud like to have and i dit install the map and i had a litle error in the start only after retrying it workt fine :|

12-28-2004, 09:26 PM
"Did some test on several PCs at work. Windows 2000 and Windows XP PCs, PIII/PIV, different regional settings, ATI/nVidia graphics, Single/multiplayer ALL GOOD.

The only machine that the map did not work on gave the same simptons as you guys wrote but then I realized I did not apply the last patch on it. After that, in worked OK on it too. I realy do not know why some of you have problems, I will keep investigating."


12-29-2004, 01:11 AM
it works ok great work eddie!:thumbsup:

12-29-2004, 01:19 PM
I am doing work on 0.91 which will adjust several things I did not finish in 0.9. More and more people are reporting that the map works fine, so I am not sure what happend to people that the map did not work.

12-30-2004, 01:28 AM
Linky (http://www.freewebs.com/new_redcell/MainProjectsDeathStar.htm)

tada =D

12-30-2004, 07:08 AM
NoKill, Thanx man, but you put old old 0.6 version available for download at your site which was made only with hex editor.

Also, screens are from new but showing some issues I had with bumpmapping. Anyhow, current version of this map is 0.91 and you can download it at the link bellow. Please download this map and put it on your site. Thank you, eddie.

So, this is also annoncement for version 0.91


BTW, I like the way your site shows maps/downloads.

12-30-2004, 07:43 PM
sorry ill add the good one soon ok ;)
and the screen page will also come later today don't have enuf spece online anymore but thats fixed now

01-02-2005, 06:45 AM
Ok map:) Can you tell me what you used for your Deathstar map and everything you did to make it step by step?

01-02-2005, 08:57 AM
Heeh, TK (you are new TK aren't you?!?), step by step is bit too much, but I can give you quick info:

1. Made new project with BFBuild
2. The project itself is based on geo1 so you have to change some stuff
3. Mission.lua = copied stuff from bespin1
4. Use Rise tool to make trenches and land
5. Sufrace made with several .tgas
6. added vehicles and spawn points (read manual)
7. Imported shield generator from hot (get odfs, and mshs from hot and tgas for it)
8. Made graphics plan for AI (you have to connect each spawnpoint)

For more you can read the manual or get some info from our modding site (read signature)

01-02-2005, 08:58 AM
Latest Release (v0.92 - direct download)


Some minor adjustments.

New: Some small improvements, bridges are now much wider, cliffs closer and some other suggestions included except vehicles (I am sorry but this map is a gift to my friends and they are in charge of what goes on it)

01-02-2005, 09:17 AM
New to SWBF. Not new to LF. Thanks!

01-02-2005, 10:46 AM
No, no you did not understand what I mean. New TK (there is another TK around whom I talk to a month or so ago, so I was confused which is you, that is all.

I will aswer any specific questions you, or anyone else, might have regarding modding...

01-03-2005, 04:25 AM
Oh, ok so TK-8252 is old TK then:lol:
You can just call me TK4.
Btw can you make the deathstar map work for all factions? I know its a "Deathstar" map but its really good for flying around in too. Maybe even a couple of ground vehicles?

01-03-2005, 05:09 AM
Maybe in the future, and if they show death star in episode III, he he..

01-03-2005, 07:54 AM
Well all you would have to do is pack up another map with all factions enabled. It also would be cool if you had all of the vehicle types in the map.

01-03-2005, 08:14 AM
TK, I whanted this map to be flyers only, where other vehiles would go? As for CW, maybe and it would be in same level...

My new map will have more types of vehicles (Eddie's Tynna Map), so stay tuned.

01-04-2005, 07:07 PM

01-05-2005, 05:23 AM
Originally posted by Servant
Looks good! Thanks!

01-05-2005, 05:51 AM
its a realy lovely map :)
make more ;D