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Old 10-08-2004, 09:54 AM   #1
kingguru
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Thumbs up 1st Editing/Mod Guide (simple Hoth Map Mod)

The hoth map is all I've edited for now. Here are some pics.

Added a Snow Speeder to the Imperial Spawn point replacing an At-St spawn. Immediatly an AI trooper unit and I jumped in and went rebel slaying. (not much use for a tow cable on a generator, lol) Be sure to look in the back seat, yes thats an imperial trooper in a good guy mobile! By default imperial users will not enter a speeder. Also note the other 2 dish/turrets have been removed.


Here I added a Spawn point for At-St for the rebels side. Just outside the cave, this pops up where I removed a Taun-Taun. The insides of the cave have been removed. Sorry rebels! Its a far shot but its shows an empty cave and the at-st just popped.



Here is another pic of the "Imperial Speeder" targeting the generator. ALL turrets and trenches have been removed to protect the innocent.



This pic shows a snowspeeder flying into a cave, this cave normally has a command post and cave entrance building. I flew through this into the main bridge/mil-falcon area , it was a blast...which moves the next pic which shows flying under the map and coming up wherever you want and not dying. Also funny was everytime I popped up through the snow above ,it displayed a guru killed darth vador message? jedis' dont like surprises , lol.

Fly by caving

Fly around under the Map


Hotspot on maps! (check common.lvl and hoth.lvl there are references to hotspots)

Removed All vehicles, removed most buildings , except generator and in this case I noticed that the maps used a hotspot (a place where most of the action is happening, it sent the jedi and most of the players to the trench , which was gone, so everyone fell to there deaths and the game ended in about 1.5 minutes. ((this is to confirm why jedi and most Ai units always run to the same area, it appears more death/killing attracts units to those areas. While on other maps such as the spire it appears the jedi are programmed to simply run to a pre programmed area. ie. spire for for evil,crashed ship base for good.))

http://www.strongholdworld.com/starw...pnocaveent.gif[/IMG]
http://www.strongholdworld.com/starwars/nbhtrn.gif[/IMG]

You can edit vehicles as far as spawn points (moving vehicles that are supposed to be on the map from one place to another ) but the other crucial files do a check to see amounts of vehicles and type so in turn adding say 5 at-ats isnt going to happen until I find where else these are referenced, it appears mission.lvl , common.lvl and each map level reference each other at map load up. core.lvl appears to have more info for the xbox release than pc so I avoided it like the plaque.

Im using Hex to edit Hoth.lvl to achieve the above results nothing as of yet has crashed the game but in alot of cases everything except AI units/the generator and a few com devices are removed. Be sure to back up your files before editing them and to speed things up , dont close battlefront and restart after making mods, simply start bf, then minimize it at the single player/mulitplayer screen. Go to hexeditor and make your updates, save them and go back to the bf game, then load up your maps, do this over and over, the whole game doesnt need to load to see your changes only the map.lvl in this case hoth.lvl.

In hex you can see com_ , imp_ ,prop_ and bldg_ these are all editable, Ive replaced simply by copy pasting in hex :

com_ (meaning anything that interacts with a player in the way of health, ammo,and ownage of command post)

bldg_ (meaning anything the player enters NON vehicle) Turrets etc.. cave entances , exit , the bunkers and generators are all bldg_

Prop is anything like rocks, dirt, light structures, overhanging pipes etc.. none of these interact with the player unit, you simply view /experience them.

imp_ or hoth_ items are referencing the imp file & hoth_ file , where in most cases you can copy paste and get nice results,try swapping an at-st for a taun taun, etc... this is all dont easily in hoth.lvl using a hex editor (be sure to go into hex edit mode).


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Last edited by kingguru; 10-08-2004 at 11:47 AM.
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Old 10-08-2004, 09:58 AM   #2
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Maybe I'm missing something here, but what am I supposed to be seeing in this picture?

EDIT: Disregard, post updated now. Nice work

Last edited by subs0nic; 10-08-2004 at 10:50 AM.
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Old 10-08-2004, 10:37 AM   #3
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I think you saw the post during an update :)

The Hoth editing continues, Ive been most successful in making these mods:

health health packs give 100% health vs. the usual 25%
(for modders : going into common.lvl has many of these at the end of the file)

making swaps between vehicles and spawn points and factions
(for modders : going into hoth.lvl and replacing names exactly as they appear for instance imp_walk_atat, imp_walk_atst_snow , all_walk_tauntaun , all _fly_snow_speeder = copy and paste these in any fashion to se what happens.. The at ats are the most tricky as others files reference them as a command post. (hehe get editing that common.lvl)

moving items such as health regen items and turrets
(for modders : going into hoth.lvl has many of these are int he file, look for PROP and BLDG_ and COM_ remember that com is the health/ammo/veh. health items copy and paste a bldg_Turret (which is a bldg over a com and enjoy the change)


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Last edited by kingguru; 10-08-2004 at 11:30 AM.
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Old 10-08-2004, 10:41 AM   #4
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so what exactly does al this mean? Is it relatively easy to mod maps/vehicles?
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Old 10-08-2004, 10:42 AM   #5
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I used to work on mods for doom 1 and 2. These aren't bad for no sdk/documentation. What process are you using to do it?
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Old 10-08-2004, 11:06 AM   #6
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Editing Hoth (quicky guide)

Quick Hoth Mod quide

NOTE: backup all your files before editing them. Me nor this site is responsible for issues related to editing. (and reinstall is a $%^&)

IN this example it shows a total noob how to make a vehilce from the imperial side (_snow speeder) appear and be usable in the place of a worthless Taun Taun which spawns in several places on the map. It in no ways is a complete mod or playable masterpiece this shows how to move things...the rest is up to you! may the force be with you...

1.Download and install a hex editor , in this case im using UltraEdit 32 (check google ,the app is free for 45 days)

2. Open utraedit and tell it yes allow all general files to be associated with it. (or set up the app how you like) not too important for game editing.

3. Goto File, Open and find the C:\program files\lucasarts\star wars battelfront\gamedata\data\_lvl_pc\ and in this case HOT is the directory you want. so open HOT directory and click on hot1.lvl(the only file in there)

4. Your hex will fill up with jargon, thats good, now in the search box type in whatver you want to edit, in this example we are editing a snow speeder to appear where one of the taun taun spawns. So type in speeder, you will be taken to a line that says "all_fly_snow_speeder, COPY just that chunk as typed above , dont include periods or anything else.

5. Now go back to search and type taun, you will be taken to all_walk_tauntaun, PASTE exactly over all_walk_tauntaun with all_fly_snow_speeder.

6. Hit save, (knowing you have a backup hoth.lvl file) and open battlefront and enjoy your new imperial speeder.

Note also isnt modding anything else so many buildings, a few of the usual map items are removed. Trenches will remain in most cases but more than 50% of the buildings are gone as well as some turrets.

This is just an example. Happy modding!


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Last edited by kingguru; 10-08-2004 at 11:17 AM.
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Old 10-08-2004, 12:18 PM   #7
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What can you do, so far, with changing a faction's units? Say, taking away and adding weapons, changing models, etc.?
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Old 10-08-2004, 12:37 PM   #8
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Hmm, been playing around with a hex editor but for some reason, no changes I make seem to affect anything in game...? Puzzling.
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Old 10-08-2004, 01:03 PM   #9
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what files are you trying to edit subsonic? Did you follow my example above? , its tried and tested. Post examples of what your trying to do.


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Old 10-08-2004, 01:24 PM   #10
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Fantastic Effort kingguru.

Look forward to seeing more and thanks for the editing tips.
much appreciated.

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Old 10-08-2004, 02:11 PM   #11
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Fixed the problem now, my hex editor was doing strange things. Started modding Endor.
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Old 10-08-2004, 02:38 PM   #12
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good to hear.....Right now Im trying to expand maps via the barriers in the bottom of the maps files, which IM hoping essentially removes the "go back or die message" and allow you to go right off the map into the darkenss behind the skybox. And also trying to make lightsabers for everyone in hoth via all.lvl in the side directory. So far the lightsabers modding isnt going to well as its a jedi equipped only item but we shall see, the night is young.

Good luck sub!


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Last edited by kingguru; 10-08-2004 at 04:49 PM.
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Old 10-08-2004, 02:55 PM   #13
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Thanks Have you figured out how to swap in vehicles that aren't originally on the map? Having a bit of trouble with that one.
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Old 10-08-2004, 04:48 PM   #14
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Not yet, Ive learned that the files load only ones pertaining to the map your playing , so if the map doesnt include any units or vehicles that your trying to load it will crash on load and send you to the desktop.

But in most cases if you copy and paste things are seen in the file like in hoth.lvl , imp_ and all_ are used from the Side Directory to depict vehicles and spawn units. If you sawp anything from all_ and imp_ it will work, but adding something that the loading of the map never calls like another map vehicle will simply send you crashing.

If you check the bottom of the cis_ file , ive noticed that it details the actual drawing and graphics used to make each portion of the spider walkers in Geo Spire map, lower down youll see where you can actually move parts of the spider around and make more turrets, less legs, put an arm where a leg should be etc... my first few changes on this have gone ok but again everything on the entire map was removed expcept command posts and ALL AI units.


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Old 10-08-2004, 04:58 PM   #15
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Interesting, I'll have to take a look at those spider walkers. Started tinkering with Hoth, for some reason it seems to be more forgiving to hacks than Endor is. So far I've given the Empire a snowspeeder and the Rebels an AT-ST, played it a couple of times and all objects still there, plays very nicely Only bug I noticed was that Empire AI doesn't want to use the speeder of it's own accord, though the Rebels will use the AT-ST. I'm going to be focusing on getting other vehicles into the map now.
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Old 10-08-2004, 06:50 PM   #16
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In altering the mission.lvl I noticed that everything that is allowable on a map is listed by faction(a.k.a. SIDE) , open mission.lvl and search for hoth, then youll see just below it :
SIDE\all.lvl  all_fly_snowspeeder  all_inf_basicsnow  all_inf_lukeskywalkersnow  all_inf_smugglersnow  all_walk_tauntaun
SIDE\imp.lvl  imp_inf_basicsnow  imp_inf_dark_troopersnow  imp_inf_darthvader  imp_walk_atat  imp_walk_atst_snow  imp_droid_probe

This shows EXACTLY what is allowed on the hoth map, all other maps are listed in this mission.lvl file just like this but listing the other vehilces / units that pertain to the map/zone.

Hope this helps you in regards to pulling vehics from other maps, its only going to happen through the mission.lvl file.


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Old 10-09-2004, 02:16 AM   #17
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Well, nice, but why a imperial speeder?


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Old 10-09-2004, 03:47 AM   #18
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Great work, you got a long way in just a few weeks
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Old 10-09-2004, 05:13 AM   #19
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Where SIDE/All.lvl is referenced in mission.lvl under the Hoth map, All_inf_basicsnow refers to your trooper, vanguard, pilot and scout classes and All_inf_smugglersnow refers to your wookiee class. I tried changing all_inf_basicsnow to all_inf_basicurban to change the models to urban map ones, but I guess I missed a couple of things...

Go Wookiees!

It looks like the specific unit textures/models for each level are defined in All.lvl, I'm going to try changing it there.

P.S. If you check the map on the character select screen you can see where I swapped an imperial ATST for the snowspeeder, and the TaunTaun for the ATST.

EDIT: It occurred to me that it'd be a fairly simple process to compile map 'patches' to change the specific bytes we're changing here. Not something I'm going to be trying just now though.

EDIT: Just below SIDE/all.lvl and SIDE/imp.lvl is AddUnitClass and a list of individual units for each side, removing any of these will remove that class from the map - possibility for a way for server admins to restrict certain classes on certain maps? Sniper Wars map anyone?

Last edited by subs0nic; 10-09-2004 at 05:45 AM.
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Old 10-09-2004, 08:36 AM   #20
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here are my suggestions...

hoth needs to be extended length-wise alot and width-wise just a little.

there need to be 4 at-ats, 3 at-sts and 2 tie-fighter spawns at a new imperial spawn point at the far side of the map.

the rebels need more snowspeeders and 2 x-wings.

there also need to be more rebel trenches.

there should be more rebel cannons and the a.i. should get in them and stay there. the rebel cannon emplacements also need to pack a little more punch.

the tickets need to be raised to at least 500 empire, 400 rebels.

(i know most of these are not possible yet)
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Old 10-09-2004, 08:52 AM   #21
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Just a quick post since I have to go out:

X-wing!

More to follow when I get back later..
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Old 10-09-2004, 09:26 AM   #22
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I agree that an X-wing would be good on Hoth.

Do you know what happens if you join or host a game in multiplayer whilst you have an edited file?
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Old 10-09-2004, 11:50 AM   #23
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Modding the prepriatary SWBF engine!

In reply:Servers will require the edited file or the client will crash on load.

Very nice work Subsonic, getting the xwing is a great jump from being vehicle limited by faction/map, im assuming you adjusted the mission.lvl to make this happen.

If I make the maps bigger and change the floor textures , you could add trees and other Props_ & Bldg_ tiles and we could get a pre editor map going for users. Maybe a while to get other skybox added since Ive discovered the images are in binary in the actual files themselves, the editor used to make swb is very unique in the way that binary images are hard coded into the editor/game engine, there wont be any dir/folder uncompressing like in bf42 & bfv. If you check the hex in mission.lvl and common.lvl underneath the actual calls to variables on units and players and such there are actual binary images hard coded in...(tells me that swb will be releasing some PAY addons in the near future


As far as non lucasarts editors im on it! And dont worry ALL, there will be NO JEDI PLAYERS ON OUR RELEASES! lol, I messed around with jedi toys and quickly stopped when I realized I was creating a star wars battlefront downfall bomb.


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Old 10-09-2004, 12:08 PM   #24
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first off are there any build tools for modelers to make new ships?

my excellent idea...

there need to be 3 rebel transports (see empire strikes back/ the first transport is away!!!! is already in the game) and part of your mission success is making sure they evacuate. that's where your x-wings/ties come in.

the transports act as spawn points until they take off. getting 2 away is a required victory objective for the rebs. 2 destroyed automatic defeat.

if the map is made alot larger it could work. the x-wings and soldiers have to protect the transports as a first priority and then destroy the at-ats. but you have to decide how much time to spend doing a little of each to get by.

on the other hand the tie-fighters try to sneak past the rebel's hardcore cannons to fire on the transports.
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Old 10-09-2004, 02:44 PM   #25
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Quote:
Originally posted by subs0nic
Just a quick post since I have to go out:

X-wing!

More to follow when I get back later..
How'd you do it? My attempts have all crashed the game.
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Old 10-09-2004, 04:01 PM   #26
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Quote:
Originally posted by tea-cosy
I agree that an X-wing would be good on Hoth.

Do you know what happens if you join or host a game in multiplayer whilst you have an edited file?
I'd imagine you'd get some kind of out of synch error and crash out, though I haven't tried it.

Quote:
first off are there any build tools for modelers to make new ships?
I believe some people have started this already using 3D Studio Max, which can export files that can be used in most games to date.

Quote:
Very nice work Subsonic, getting the xwing is a great jump from being vehicle limited by faction/map, im assuming you adjusted the mission.lvl to make this happen.

If I make the maps bigger and change the floor textures , you could add trees and other Props_ & Bldg_ tiles and we could get a pre editor map going for users. Maybe a while to get other skybox added since Ive discovered the images are in binary in the actual files themselves, the editor used to make swb is very unique in the way that binary images are hard coded into the editor/game engine, there wont be any dir/folder uncompressing like in bf42 & bfv. If you check the hex in mission.lvl and common.lvl underneath the actual calls to variables on units and players and such there are actual binary images hard coded in...(tells me that swb will be releasing some PAY addons in the near future.
Thanks, although I believe the vehicles are still restricted to factions present on the map (yes, I edited xwing into the mission.lvl under hoth, after it calls SIDE/all.lvl. More details when I release the patch). This sounds good, so far I haven't looked at level textures and some first attempts at expanding the map size restrictions ended in crash to desktop. I also need to figure out how and where the co-ordinates for vehicle spawns are stored so I can get changing those.

Maybe I'm being overly cautious, but so far I've tried to keep the exact size of all the files the same - I think changing the size of the files may be responsible for bldg_ and such going missing (if other files are calling specific bytes from the files and those bytes have moved). The results seem good so far, but if it's the case that the files have to stay the same size to prevent these bugs it's really going to limit the changes we can make until we get some tools to recompile the .lvl files properly.

On the bright side, I'm pretty happy with the way my modified hoth map is playing (though there are some bugs), so I looked into my idea of making a patch to send out, which should be available in an hour or so.

Last edited by subs0nic; 10-09-2004 at 04:26 PM.
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Old 10-10-2004, 12:43 AM   #27
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Nice job & Tonights Updates..

I think I'll make a little more happen on the map before making a download/file update but for now I have the entire hoth map (mapped) and plotted with all spawn points in the engine, locations and images mapped etc..

In these latest update to Hoth (which I have selected for modding 1st as its easiest to see the whole map etc.. for editing purposes.)

Tonights update was all vehicles, I was able to make hoth into a vehicle testing ground , although its not historical as there are faction crossing (mixed)vehicles the map is very balanced and about 80% more interesting as now there are usually 4-8 more objects flying around, firing, causing chaos! after much test play Ive balanced the map with Y-wing for both rebel and Imperial troopers & Imperial Tie Fighters for both as well. The Snow speeders are removed and replaced with Taun Taun.

There were tiebombers, ywing, xwing, tiefighters, and a few other nice tricks in tonights tests. Adjusted some sounds and made changes to the muzzle size on some weapons, at one point I had atat muzzle fire coming from pistols , LOL!


Here is a first glimpse at the Imperial TieFighter and The rebel Y-Wing in Hoth. Both Factions are using/spawning these ships.

Removal of At-St Snow Spawn and replaced with Y-Wing and Imperial TieFIghter Spawns. The bombing of At-Ats can be a real treat.

Clear the Base, TieFighters Closing fast...

A fun Ai Battle in Kash. Removed everything except unit spawn points (command points). and went berserk. After learning about HOTSPOTS in the maps/game, its alot of fun to see every single unit run to the same spot. The points drop real quick. (good target practice)

Checking out more ships...I...think... there on our side, LOL!

Here I couldnt decide which Atat to let my puny lasers blast, its still fun wizzing around them in a vehicle that would never be seen in hoth.

Here I was able to spawn the birds (the red things flying around) , but this time they were in Endor!


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Last edited by kingguru; 10-10-2004 at 01:18 AM.
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Old 10-10-2004, 02:24 AM   #28
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Very nice kingguru!

I decided to release something so people could get a rough idea of what's possible, and so that people could look at the changes I made as an idea of how to get started.

Did you manage to increase the number of vehicle types available to use on the map (ie. adding to mission.lvl rather than replacing existing vehicles)? Also did you manage to get all sounds loaded for the vehicles?

Last edited by subs0nic; 10-10-2004 at 02:56 AM.
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Old 10-10-2004, 02:46 AM   #29
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it'd be awesome if you could replace the speeder bikes with pod racers Maybe you could go back into the other SW games and export the models out?
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Old 10-10-2004, 03:16 AM   #30
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you cant just export game models from one engine in to another.

its a good start still, what we need is the ability to add stuff, and not just replace it. Good job king


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Old 10-10-2004, 08:44 AM   #31
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Sub, In mission.lvl under hot1 ,Ive replaced the imp_atst _Snow with imp_fly_tiefighters and replaced all_fly_snowspeeeders with all_fly_ywing. The sounds are done the same way as drawing buildings. im testing out this evening making a whole new sound file , i.e. copy pasting other map sounds binary into the hoth sounds file replacing sounds from units I remove. You could even make a new sound file and simply reference it in mission.lvl load area for hot1.

Top priority list:
map enlarging (engine uses x,y,h,w)
Moving spawns, building and props to new map locations
floor tile and skybox swapping, ideally total floor and sky convert
altering (without glitch) the speed, and power of vehicles
altering (without glitch) the speed, and abilites of units & weaps
Sounds to match all updates
Refacing of buildings, props i.e. give a taun taun face to luke etc..
Making new binaries within files to allow for total conversion of current vehicles, and units.

I think we can muster up a generic editor based on LA editor but we need to go head on into replacing/testing the binaries for images/sounds in each file. They are added in the beginning of files, drawn in the middle and told where each piece of each vehicle, building or unit should go (assembled) at the bottom just below the drawing area. If we test out copy pasting chunks of say a spider leg and paste it on say lanother vehicles leg, well know right away how accessable the image swapping, editing will be


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Old 10-10-2004, 11:24 AM   #32
anders^on
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If you find a way to change the skybox, please let me know -
I have a couple of very nice skyboxes that would fit quite well.

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Old 10-10-2004, 12:46 PM   #33
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Is there any way to add cameras in there like a spec mode? I read that Pandemic took the cams out, but like with the newly discovered vehicles, maybe they are buried in the games code.
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Old 10-10-2004, 12:46 PM   #34
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Is there any way to add cameras in there like a spec mode? I read that Pandemic took the cams out, but like with the newly discovered vehicles, maybe they are buried in the games code.
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Old 10-10-2004, 01:35 PM   #35
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Newly discovered? These vehicles are all in the game, just spawn on other maps. The camera angle for 1st & 3rd person may be editable, figuring as how when you die, you see a wrap around of your own death then who killed you, like in bf1942. The cockpit such as in the Atat in hoth are locked down though , so you cant see the ful vehicle, they show cockpit or 1st person looking out with no cockpit, this most likely wont be changable.

The skybox is should be easy with further work but the things such as hard coded entrances to caves and such are a part of each map , so making new maps from old ones or making totally new maps are going to take some time...


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Old 10-10-2004, 01:52 PM   #36
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Is there a way to adjust the ticket/re-enforcements with the level editing you are doing? I'm sure being able to change it from 200 to like 500 or so would be a HUGE hit!!! Is there a way, or is this beyond the scope of what you are editing?
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Old 10-10-2004, 02:16 PM   #37
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Quote:
Originally posted by Cyclone7
Is there a way to adjust the ticket/re-enforcements with the level editing you are doing? I'm sure being able to change it from 200 to like 500 or so would be a HUGE hit!!! Is there a way, or is this beyond the scope of what you are editing?
I'm sure it's there somewhere, but I haven't actually looked for it yet, will do a search in various files and see what comes up..
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Old 10-10-2004, 02:36 PM   #38
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Memory Editing

Someone on the forums had released a ticker memory trainer but I havent used it. They work in SPlayer only but all they do is locate the memory address for points and lock them in, look around in earlier posts there are links to it. Not the most importnant item on the table but it can easily be altered im sure.


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Old 10-10-2004, 11:42 PM   #39
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I thought I saw Ticker setting somewhere when you try to create a mp game? 200 is probably the soft cap (as opposed to hard coded)
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Old 10-11-2004, 02:34 PM   #40
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Play Darth Vador in Hoth... 3 more vehicles...and 2 classes removed

Although I'm not releasing this in any downloadable mod , today I was experiement/testing limits of map units on hoth from all other maps here are some results.

I've also added the hover_ entity to allow for other vehicles types such as hover speederbikes from endor and other hover vehicles. This is now a Very vehicle heavy mod. I removed everything but 1st class and 3rd class units for each faction side, its making the game longer without ticket altering which is just what i wanted. Snipers and Troopers are it no rockets/pilot class.

Jedi for Singleplayer (Mp servers can alter files and run this but it will be the downfall for that server and most likely the playablility in general).

Hopefully the jedi class wont be appearing on (m)any mods, but im sure it will abused , its fun and all but you can rarely(if ever) die and 20% of the AI chooses Jedi so you'll have a gaggle of Darths from the get go. Im working on Luke so each side has a jedi as well. For balance , I may alter the jedi to be lower hitpoints/weap damage to make them a playable class that wont totally ruin the game.

On the map also I have placed ships from the enemy on each side, if players get there quick , they can use them , if not they auto explode in 10 seconds, as the base is not faction owned.

Darth goes killing....

Player select featuring Darth and his saber of light...


Kill them all....

Darth goes Taun Taun Strolling...this jedi aint walkin!
Ah the smell of sweaty taun taun after killing half the map...


Entering the Tiefighter with dark jedi. He shall feel at home.


Another brave Rebel bites the dust...they just dont make em like they used to.


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Last edited by kingguru; 10-11-2004 at 03:00 PM.
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