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PS2 modtools release

Posted: Mon Jan 18, 2010 12:39 pm
by Teancum
NOTE:
  • You cannot use VisualMunge - you'll need to munge manually through each batch file in /common, /world/ABC, etc
  • You MUST have a modded PS2 to test out these mods. There's no way to get this content on a memory card or anything like that
  • You need to have a pretty thorough understanding of how to make maps/mods to use this tool. I do not support this release, but I'll answer questions where I can.
This is just a modified version of my Xbox tools that munges for PS2 instead of Xbox. I'm guessing that if the textures are low resolution enough it might work for the PSP too. I dunno.

Download PS2_test_SWBF2_Tools.exe from MediaFire

Re: PS2 modtools release

Posted: Mon Jan 18, 2010 2:29 pm
by G_M_StYlEr_M
PS2 O.o how can thiswork you need to burn a new dvd ,Or Not ?

Re: PS2 modtools release

Posted: Mon Jan 18, 2010 4:44 pm
by Master_Ben
:shock: Epic, although I'll have no way of using it. :P

@ G_M_StYlEr_M: If I'm correct, having little to none experience, you burn it to a CD, put in the actual disk, and switch them at the right time to skip the PS2's chack for burnt CD's... using various methods I'm not positive are discussable here, so I'll stay away from them, but the internet is your ally here.

Re: PS2 modtools release

Posted: Mon Jan 18, 2010 6:15 pm
by giftheck
It should work, with the PSP, since I believe the models are pretty much the same resolution, only the textures are lower-res. As I have the latest PSP firmware, I cannot actually test it out yet. But if it DOES work, then good, we can make mods for the PSP. I don't see why not, since the LVL format is used in the PSP format too.

Re: PS2 modtools release

Posted: Tue Jan 19, 2010 10:14 am
by G_M_StYlEr_M
Master_Ben wrote::shock: Epic, although I'll have no way of using it. :P

@ G_M_StYlEr_M: If I'm correct, having little to none experience, you burn it to a CD, put in the actual disk, and switch them at the right time to skip the PS2's chack for burnt CD's... using various methods I'm not positive are discussable here, so I'll stay away from them, but the internet is your ally here.


hahaha you have no experience with ps 2 games or ?

first a cd has only 700 mb in size okay? i say dvd and i mean a dvd.

and you can make it with a burning chip ;)

Though it's your right to make playable copies of your own PS2 games for backup, it's not simple. To copy PS2 games, you need three tools:

* Compatible copying software
* Appropriate copy media
* A PS2 Mod Chip or boot disc
okay ? :wink:

Re: PS2 modtools release

Posted: Tue Jan 19, 2010 10:46 am
by Teancum
And that is where the discussion ends. This topic is not for how to play modded PS2 games. If you don't know how, then these tools aren't for you. This is only for experienced modders who already know how to make discs for the PS2.

Any further discussion of how to play burnt discs or how to use a custom hard drive for the PS2 will result in a warning. As Master_Ben said, the internet is your ally here. Use Google and search for how if you want, but we don't discuss that here. We discuss only how to mod Star Wars Battlefront II for the PS2/PSP in this topic, not how to get your hardware ready for such.

Re: PS2 modtools release

Posted: Wed Jan 20, 2010 11:32 am
by G_M_StYlEr_M
Teancum wrote:And that is where the discussion ends. This topic is not for how to play modded PS2 games. If you don't know how, then these tools aren't for you. This is only for experienced modders who already know how to make discs for the PS2.

Any further discussion of how to play burnt discs or how to use a custom hard drive for the PS2 will result in a warning. As Master_Ben said, the internet is your ally here. Use Google and search for how if you want, but we don't discuss that here. We discuss only how to mod Star Wars Battlefront II for the PS2/PSP in this topic, not how to get your hardware ready for such.
Okay Okay Homie, my fail

Re: PS2 modtools release

Posted: Tue Jan 26, 2010 8:05 pm
by Fiodis
Hey, maybe the FAQ thread ought to be edited. It still says that you can't make mods for the PS2.

Re: PS2 modtools release

Posted: Tue Jan 26, 2010 11:24 pm
by Teancum
These still haven't been tested, so that's still true.

Re: PS2 modtools release

Posted: Wed Jan 27, 2010 5:35 pm
by giftheck
I have too high a firmware version for any current modifications to the PSP, so I cannot actually load the custom games. I am fairly confident that it should work, even if it requires a bit of tweaking, and even if, at the end, all I can do is script mod.

Re: PS2 modtools release

Posted: Wed Aug 04, 2010 8:09 pm
by _=XL=_Danny
Right how am i supposed to use this when i cant even download this? Oh Teancum do you have xfire?

Re: PS2 modtools release

Posted: Wed Aug 04, 2010 8:16 pm
by Teancum
_=XL=_Danny wrote:Right how am i supposed to use this when i cant even download this?
Kinda rude, dontcha think?

Anyway, here's the files, but I don't have XFire anymore. Either nobody was online when I was, or too many people were.

http://www.mediafire.com/?2c5muw72cv0c6rf

You need to understand the PC mod tools (and must have them installed as well) to use this. Don't expect this to be an easy task. That's why nobody has attempted it yet.

Re: PS2 modtools release

Posted: Thu Oct 03, 2013 2:54 pm
by nobody3
Hi, I'm not trying to ressurect this topic, just adding some info (it says you can make exception if you have useful info in your site rules lol)

Just want to say that you don't need these files uploaded by Teancum to munge a ps2 stuff with mod tools. All you need is already included in normal mod tools, trick is to go to _BUILD folder and rightclick-edit munge.bat and change "set MUNGE_PLATFORM=PC" to "set MUNGE_PLATFORM=PS2"

I tested this some time ago and succesfully played with changed side and new map but I had to scale down the .tga textures to maximum of 128x128 I think

So it's definitely possible to make mods for PS2, just need a way to add them to the game (I replaced existing map to launch the new map... yeah I know its not preferable lol)

Re: PS2 modtools release

Posted: Thu Oct 03, 2013 6:24 pm
by Teancum
nobody3 wrote:Hi, I'm not trying to ressurect this topic, just adding some info (it says you can make exception if you have useful info in your site rules lol)

Just want to say that you don't need these files uploaded by Teancum to munge a ps2 stuff with mod tools. All you need is already included in normal mod tools, trick is to go to _BUILD folder and rightclick-edit munge.bat and change "set MUNGE_PLATFORM=PC" to "set MUNGE_PLATFORM=PS2"
I wasn't able to get everything to munge on those platforms by that simple switch. Some things worked, some didn't -- but admittedly I did this a long time ago. This release includes some SWBF1 munge executables and hard-codes every switch to PS2 to ensure it works. Maybe your fix is all that was needed, I'm not sure. I certainly didn't have any luck doing it that way at the time.

Re: PS2 modtools release

Posted: Fri Oct 04, 2013 12:30 pm
by nobody3
you may be right about that, I only tried maps and side files so far

Re: PS2 modtools release

Posted: Sat Feb 14, 2015 6:41 pm
by rc1207sev
Hi I tried looking through the language files, but I couldn't find a map name/description for PS2. What should I be looking for?

Re: PS2 modtools release

Posted: Sat Feb 14, 2015 8:25 pm
by Teancum
I'm not sure what you mean. If you're talking about creating languages for PS2, most of what you need can be created in the same way PC users do by using the PC localization tool. Unfortunately we don't have the PS2-specific stuff, so you'll have to figure that stuff out.

Re: PS2 modtools release

Posted: Sun Feb 15, 2015 4:30 pm
by rc1207sev
Teancum wrote:I'm not sure what you mean
When I look at it's structure, it looks exactly like a data folder (ex. data_UTC), but if I want to edit the map name/description, I'm not sure what to look for in the language files.

EDIT: Also, where is the target location for the munger? Like, once you munge, where can I find it? would it be in the same place as normal mods?

EDIT2: I just found a possible "test ps2 mod on computer" thingy. It's in data_***/_BUILD/bin/PS2Run.exe
Oh, wait. It doesn't work. But, you can still run the mod on BF2 PC strangely