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Xbox Modding??

Posted: Mon Oct 29, 2007 12:26 pm
by [SBF]ATATFIGHTR
I was wondering the other day if it would be possible to make a mod for the Xbox version of SWBFII, so I was looking around in the modtools and I found this.....
To: Whoever has to maintain or create new downloadable content packs for Battlefront II

This folder contains basically all the stuff necessary to create the first downloadable content package for xbox live. To munge stuff in this dir, just open the VisualMunge.exe located in this folder's _BUILD directory, and munge away. You'll probably want to turn your xbox off before you do this, so it doesn't copy files over. For this pack, you need to munge common, the DLC side, and the worlds COR, KAS, MYG and NAB.

Now, you're left with some .lvl files inside _LVL_XBOX\, which will be used to create the content pack. Note, a content pack doesn't need *all* the .lvl's that are created with the munge process. The package itself is created with XLAST, so open that util (located in your xdk folder somewhere), and open the .xlast project located in XLAST_Data\.

You'll notice it has the necessary .lvl files located in the tree view. To test the pack, just click action->test on local xbox. Also, you should probably test the package running from a burned copy of the *shipped* version of the game with the patch(es) installed (check out Battlefront2\Xbox Patches\ for info on the patch).

To get the files to show up in the mission list, we're using the same "addme.lua" hack from the first game. This script is located in the addme\ folder. It basically tells the game the names of the new levels and adds them to the mission list. It gets run sometime after the normal mission list has been created during the load process. However, the VisualMunge doesn't know that addme.lua exists, so you'll have to run the mungeAddme.bat located in the same folder. It's supposed to munge to _LVL_XBOX\addme.script, and will get loaded directly by the engine. Note: If you have trouble getting it to overwrite the current addme.script, delete the contents of the addme\munged\ folder.

Finally, ****don't forget to keep the manifest file up to date if you remove or add any files!!!!****
Does this mean that you can make a maps or mods and put them on the xbox? :|

Re: Xbox Modding??

Posted: Mon Oct 29, 2007 3:43 pm
by Teancum
Yeah, I did it on my Xbox, but you have to replace files, plus have a modded Xbox (you can't add maps like on the PC, you have to replace mission.lvl). I was working with the guys over at projectmimesis.com to create user-created Downloadable Content through their program (making it free and legal), but haven't heard anything in months, so I dropped it. The process isn't much fun, and definitely not worth it if you have the PC version. The devs took out all of the actual Xbox stuff, so you have to fudge around it using PC munges and whatnot. It's certainly possible, but it requires knowing the munge process really well.

In the end the only legal way to do it is to have the guys at projectmimesis.com jump on board, since using their homebrew Downloadable Content program doesn't require a modded Xbox. But the project has been semi-dead for several months now. I'd love to see it rejuvinated, as there's tons of great mappers here that deserve to have their stuff on other platforms too.

Re: Xbox Modding??

Posted: Mon Oct 29, 2007 5:45 pm
by [SBF]ATATFIGHTR
Cool, It would be great if they started back up again. I'm not even going to try to mod the xbox, sounds a little to complicated for me :lol:

Re: Xbox Modding??

Posted: Wed May 28, 2008 11:53 pm
by cyguration
I know this thread has been dead for a long time, but the guys over at Scenxy(?) or Xbox Scene have made huge breakthroughs using the SWBFII Modtools. Google "battlefront xbox mods" or something to that extent.

Anyway, I was simply trying to increase the bots on the map from 32 to 64 (for the Xbox). I managed to edit the scripts and some forum members even created an Xbox Munge...the problem is that there's no tutorials on how to propely apply mods to work with the Xbox.

Re: Xbox Modding??

Posted: Thu May 29, 2008 12:05 am
by Maveritchell
Given that the forum you mention hasn't had activity for about a year, I'd imagine they haven't had quite the tremendous success you imagine them to have had. There were few replies (and no confirmation of anything really working) to the topic that mentioned any sort of xbox munge.bat, so I couldn't tell you if it's something that really works.

All in all, I'd go ahead and defer to what Teancum always says about this, and that's that Xbox modding is limited to mission.lvl mods.

Re: Xbox Modding??

Posted: Thu May 29, 2008 12:06 am
by AceMastermind
Here's what Teancum posted a few weeks ago about creating Xbox mods:
Teancum wrote:So I finally decided to test all theories on putting NEW maps from the PC to the Xbox. Result: It doesn't work. The map will load, but will be 100% totally dark. On occasion you'll see a few lit up polygons that will flicker terribly, but that's it.

SO, NEW maps are not possible for the Xbox. The most we can do is a modified mission.lvl that allows for new scenarios on existing maps (things that use assets that are on the Xbox). To make any mods that would have new characters, weapons or maps we'd need xbox_modelmunge.exe, xbox_shadermunge.exe and xbox_terrainmunge.exe, which aren't in the mod tools. (Please don't bother with a "I wonder how we can get those, let's ask Pandemic" type conversation. We won't get those files, live with it)

Conclusion: It's not worth it. Plain and simple. It requires someone to replace mission.lvl, which means they 100% MUST have a modified Xbox. Gametoast will NOT teach anyone how to do this, as undoubtedly someone will use their modified Xbox as a warez machine, and that's not allowed here. If I ever do any full-out Xbox modding I will release only the compiled files with no instructions as to what to do with them. (If you know what you're doing, they'll be easy to install, and if you don't you shouldn't be trying to install the mods.)

Re: Xbox Modding??

Posted: Thu May 29, 2008 12:57 am
by trainmaster611
http://forums.xbox-scene.com/index.php?showtopic=534605

Is that what you're talking about? This sounds interesting. I'm not totally familiar with the munge process, but what do you all think of that? Does someone try it out?

Re: Xbox Modding??

Posted: Thu May 29, 2008 1:32 am
by cyguration
Okay, here's the deal: I have a modded Xbox...pretty much anyone using Xbox-Scene for Xbox related material has a modded Xbox. If GameToast isn't down with Soft/Hard-modding Xboxs then people can Google search that elsewhere.

But my main concern was about the munging process...I'm not sure if you're supposed to munge a new world or munge through the existing, default Data directory. The tutorial on Scenyx didn't say. But it (Xbox munge) does create a new Mission.lvl, the only thing is it doesn't work because I'm not sure about the proper file placements. The Mission.lvl is missing a lot of content.

See, the original tutorials for the Modtools only tells you how to make new maps, but doesn't say how to edit existing ones. I tried munging a new Mission.lvl with the 64 bots and then compare it to the one on the Xbox, but the file sizes were different because the proper files weren't munged. Mainly, again, it's because I'm not sure where to put everything.

I've been scouring through the net looking for more info but no one seems to know anything. The guys over at Xbox-Scene evolved from Hex editing to conversions. The only problem is that they never released any full tutorials to the general public. There's brief descriptions on making new content for the Xbox in the Mod Tools documentation, but like above, it's written for those who have the SDK. I'm still not sure how to edit the scripts and munge them to existing maps.

The only thing that could be helpful is the original post on Xbox-Scene concerning the Xbox_Munge -- it's actually part of an Xbox Mod Tools package. But the filefront file doesn't work. How convenient.

Re: Xbox Modding??

Posted: Thu May 29, 2008 7:53 am
by Teancum
They aren't doing anything over there that hasn't been done here. The reason whole new maps can't be made is that we lack the munge executables to do so. (each version had specific executables to munge models, terrain, sound, etc). Mission.lvl can be replaced, but that's all. Trust me, I wanted to put all of my maps on my Xbox and tried for a long time to do so. We just don't have the tools to do anything on the Xbox that's worthwhile.

Re: Xbox Modding??

Posted: Thu May 29, 2008 11:08 pm
by cyguration
Well...pardon me for asking a question that may have been asked before, but how do you create a new Mission.lvl for the Xbox if you can't create a new world?

I already know how to rearrange some of the Sides. But I just wanted to increase the amount of bots in certain maps (viz., Hoth just isn't quite right with only 32 bots).

As I mentioned, I can't find any tutorials on how to do this for the Xbox. But thanks in advance for at least responding.

Re: Xbox Modding??

Posted: Thu May 29, 2008 11:45 pm
by Teancum
You have to have the PC version of the game to do this, but:

1-Create a new project, name it whatever you want.
2-Copy over mission.req from \BF2_Tools\data\Common\
3-Copy over all \BF2_Tools\data\Common\Scripts
4-Edit your scripts as needed
5-Build the project
6-Grab mission.lvl and FTP it to your Xbox hard drive

Re: Xbox Modding??

Posted: Fri May 30, 2008 1:22 am
by cyguration
*Edit: I had other questions but there's no need to ask them now...it actually worked! All of it!!!

Thanks a bunch!


I figured out that the bots for the Xbox aren't actually controlled by any of the individual scripts for the levels. However, the scripts for ALL the levels (viz., pertaining to bots) can be modified in the Common folder of a newly created world. ObjectiveConquest.lua, ObjectiveAssault.lua, etc., each have a phrase: ScriptCB_SetNumBots{}

Whatever is inside the brackets just delete it and manually set the number of bots to play with for any of the modes being edited. I don't know if any of this makes sense, but I figured I would share it just in case anyone else was wondering how to do this.

Also, I'm completely baffled as to why Lucasarts didn't let Xbox gamers set the bots up to 64??? I played with this setting on Hoth and it ran at the same framerate it always has, even when it was set on 16 bots.

Re: Xbox Modding??

Posted: Fri May 30, 2008 8:36 am
by Teancum
My guess is it'd slow down bigtime when you're playing on Xbox Live. Playing on one machine vs over the internet issues you know.