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Posted: Mon Jun 26, 2006 5:37 pm
by jedikiller32
Skins Imp is for the CIS side, and SkinsRep are for the Republic.
Posted: Tue Jun 27, 2006 9:20 am
by Leviathan
OK,
jedikiller', as I assume you do not wish to await any longer for the Instructions I may have talked to you for a while, I prefer providing it to you now, while reminding that you might need additional Informations concerning some of the Steps mentioned inside this Tutorial, such as the Hexadecimal Values associated to
specific Units affiliated to either the Republic or the
Confederacy of
Independent
Systems, for samples. Moreover,
here are the converted
Microsoft® DirectX Graphics Files you have requested earlier, while hoping you will succeed in exploiting them successfully through
Star Wars Battlefront...
Leviathan wrote:
As promised, here are the steps you must follow so as to get the custom texture you've requested so far working in
Star Wars Battlefront, while reminding that it was
originally intended to another
GameToast member, which might explain why the content of a few instructions could eventually trouble you :
- Open the *.DDS file you've finished to conceive into an hex-editor like HHD Software Hex Editor, and remove only the eight first lines (Containing a large part of "00" characters), which form the "header" of any DirectX Graphics file
- Save changes applied to your DirectX Graphics file
- Copy "rep.lvl" (Located into the "LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\Side" directory) and paste this LeVeL file into a temporary folder
- Open simultaneously the "rep.lvl" file you've finished to transfer and "[Your DirectX Graphics file]" into your usual hex-editor
- Search for the following hexadecimal entry in "rep.lvl" (Which corresponds to the "header" of Episode III Standard Clone Trooper's skin), using your editor's appropriate feature :
Code: Select all
74 65 78 5F C0 00 0A 00 4E 41 4D 45 13 00 00 00 72 65 70 5F 69 6E 66 5F 65 70 33 74 72 6F 6F 70 65 72 00 00 49 4E 46 4F 0C 00 00 00 02 00 00 00 44 58 54 31 17 00 00 00 46 4D 54 5F 40 00 02 00 49 4E 46 4F 10 00 00 00 44 58 54 31 00 02 00 02 01 00 01 00 01 00 00 00 46 41 43 45 20 00 02 00 4C 56 4C 5F 18 00 02 00 49 4E 46 4F 08 00 00 00 00 00 00 00 00 00 02 00 42 4F 44 59 00 00 02 00
- Once you've located an occurency, copy the entire content of "[Your DirectX Graphics file]", and paste it after the "BODY...." tag of each found section. (But be sure not to replace one of the "." located after the word "BODY" by "[Your DirectX Graphics file]" bytes !)
- Repeat the process for all other matches, by pressing the "[F3]" key while your hex-editor is still active
- Close the "[Your DirectX Graphics file]"
- Save all changes applied to "rep.lvl"
- Copy the Republic Side's *.LVL file you've just finished to edit into the path where you got it from
If you need more explanations on a few steps mentioned inside this minor Tutorial, just let me know...
PS : Do not forget to make a back-up of the original "rep.lvl" file, in case of further needs...
PS N°2 : If you wish to replace
Episode III Jet Trooper's
main texture by one of those you've got so far, just replace the hexadecimal value quoted above by the following one :
Code: Select all
74 65 78 5F C4 00 0A 00 4E 41 4D 45 16 00 00 00 72 65 70 5F 69 6E 66 5F 65 70 33 6A 65 74 74 72 6F 6F 70 65 72 00 00 00 49 4E 46 4F 0C 00 00 00 02 00 00 00 44 58 54 31 17 00 00 00 46 4D 54 5F 40 00 02 00 49 4E 46 4F 10 00 00 00 44 58 54 31 00 02 00 02 01 00 01 00 01 00 00 00 46 41 43 45 20 00 02 00 4C 56 4C 5F 18 00 02 00 49 4E 46 4F 08 00 00 00 00 00 00 00 00 00 02 00 42 4F 44 59 00 00 02 00
Furthermore, since I have noticed you have equally requested the conversion of an Imperial Storm Trooper's
primary texture, I assume you will need the hexadecimal references associated to this
Star Wars Battlefront Unit, which can be obtained below : (However, do not forget that you will be forced to edit the "
imp.lvl" file in order to replace the concerned skin, instead of the "
rep.lvl" file we have worked on so far)
Code: Select all
74 65 78 5F 60 58 0D 00 4E 41 4D 45 10 00 00 00 69 6D 70 5F 69 6E 66 5F 74 72 6F 6F 70 65 72 00 49 4E 46 4F 0C 00 00 00 02 00 00 00 44 58 54 31 17 00 00 00 46 4D 54 5F 18 AC 02 00 49 4E 46 4F 10 00 00 00 44 58 54 31 00 02 00 02 01 00 0A 00 01 00 00 00 46 41 43 45 F8 AB 02 00 4C 56 4C 5F 18 00 02 00 49 4E 46 4F 08 00 00 00 00 00 00 00 00 00 02 00 42 4F 44 59 00 00 02 00
Posted: Wed Jun 28, 2006 6:50 pm
by jedikiller32
There was no matching entry in rep.lvl for the Episode III Clone Trooper skin. And also, I want to apply the files in SkinsImp to the CIS. So, can you tell me how I do the CIS side editing, and also help me with the Republic skins? Thanks.
Posted: Sat Jul 01, 2006 11:32 am
by Leviathan
As I may have told you earlier, the above Tutorial was intended to another GameToast member willing to modify Textures shipping with a few Star Wars Battlefront II's LeVeL files, and that's why you won't be able to locate Hexadecimal Entries fitting Episode III Clone and Jet Troopers inside Star Wars Battlefront ones, jedikiller32. Furthermore, most of the Textures you submitted to me had been in fact based on Star Wars Episode III : Revenge of the Sith Regular Clone Units, which means that integrating them inside Star Wars Battlefront's Sides would not have much Interest, since they do not contain the Models required to exploit properly the concerned Skins. As sample, I doubt that applying one of these Microsoft® DirectX Graphics File on either Episode II Clone Troopers or Separatist Battle Droids would be rather enjoyable, especially if these Playable Characters own Meshes on which the Textures I talked of would not fit at all...
Posted: Sat Jul 01, 2006 3:58 pm
by jedikiller32
Well then could I do it another way? Have the Rebels side be the Republic and the Imperial side be the Empire? And could
these skins be a better choice?
Posted: Sun Jul 02, 2006 11:48 am
by Leviathan
Of course,
jedikiller', and that's why you should probably look at the content delivered through
this local thread, as it is probably one of the rarest Ways of Proceeding which could allow you to exploit decently and properly the
Star Wars Battlefront II Textures you submitted to me a while ago.
Regarding the additional ones you have accepted to provide me earlier, they have appeared as being primarily intended to the "
imp.lvl" file, which means you could easily exploit them through the aimed Faction, as long as you do not mind working with Low Quality Skins...
Finally, as you must have assumed yourself, you have indeed to draw benefits from both
Star Wars Battlefront II's "
rep.lvl" and
Star Wars Battlefront's "
imp.lvl" Entities so as to make your own Modifications as much realistic as possible...
Posted: Sun Jul 02, 2006 12:25 pm
by jedikiller32
Actualy I was intending to make some of them on the Rebels. However I did assume that those skins which i gave you first would work, as Karnage made a mod with BFII skins in it. So I thought it would work. But if you could tell me how to apply the second pack of skins I gave you earlier, I'd be happy with just them, even if they aren't the best around.
Posted: Sun Jul 02, 2006 1:28 pm
by Leviathan
Alright, in that case, you should get your hands down on the converted
Microsoft® DirectX Graphics Files I have generated from the Textures you have provided to me, which can be easily obtained through
this web-address, and in my opinion, you shouldn't face too many problems while integrating them inside the "
imp.lvl" file if you decided to exploit the Instructions I have shared with you earlier.
Furthermore, as it seems
all the concerned
Targa and
JPEG Entities contained inside your last "
Texture Pack" were based on the Imperial Storm Trooper's
primary Skin / Layer, I would highly advise you to apply the newly-conceived *.DDS files to this
Star Wars Battlefront Unit, thanks to the Hexadecimal Reference associated to it I must have given to you through this Topic's Previous Pages...
Posted: Sun Jul 02, 2006 2:06 pm
by jedikiller32
Oh great. Problem. I've stuck my dds files contents after BODY,and made sure not to replace any of the dots after BODY. I don't understand what I did wrong. I did remove the dds files header. I'm sure I did everything right, but I don't see what went wrong. Any ideas?
Posted: Mon Jul 03, 2006 9:01 am
by Leviathan
In fact, ensuring that none of the Dots present after the "BODY" Sections you are forced to exploit in some cases might indeed lead to Issues similar to the one you seem to have recently faced, and in case I have not precised this Detail earlier, you have to make sure that the content of your custom Microsoft® DirectX Graphics File is pasted after the fourth of the concerned Characters, which means that the Beginning of the embedded *.DDS files will be placed from the fifth Point. Moreover, while you were deleting the Header contained inside the Graphics Files I have submitted back to you, you should have only removed the eight first lines shipping with it, without getting rid off Dots which might remain after your Selections, jedikiller32...
Posted: Mon Jul 03, 2006 10:39 am
by jedikiller32
Yeah, I only removed the eight first lines. Ok, let's try this...
EDIT: Ahhhhhhh. This is really getting annoying... God I wish I had Battlefront for PC.... this would be a LOT simpler... I'd just use the editor...
Anyway, the game crashes every single time I load a Galactic Civil War map. I placed it at the beginning of a new line. Should I have not done this?
Posted: Mon Jul 03, 2006 12:26 pm
by Leviathan
Indeed, attempting to insert external Hexadecimal Sources to a Location different from the one I have provided to you earlier would surely lead Star Wars Battlefront to unexpectedly crash, no matter whether you have chosen to aggregate these additional Sections except for either a Line or even a Character !
Above all, you mustn't forget that this sort of un-wanted Behaviors adopted by the aimed LucasArts® Product may equally be inherent to both the Original Texture you have willed to substitute, and the Brand-New one you would have wished to insert instead, and that's why I would like you to provide me those two Informations, so as to determine whether the concerned Mistakes could be worked out rather easily or not...
Posted: Mon Jul 03, 2006 12:31 pm
by jedikiller32
You want the dds file and my edited imp.lvl? Is that it? That's about what I gathered from your message there... If that's right tell me and I'll get it to you right away. Or if iit's something else, tell me.
Posted: Mon Jul 03, 2006 12:40 pm
by Leviathan
Off-topic : Why not, jedikiller' ? By proceeding so, your chances to make the concerned Star Wars Battlefront Faction to work properly through the aimed Pandemic Studios Product would be even more increased, and that would be a valuable manner of showing you what might be wrong with your modified "imp.lvl" file...
Posted: Mon Jul 03, 2006 1:29 pm
by jedikiller32
Posted: Tue Jul 04, 2006 8:33 am
by Leviathan
Off-topic : That's fine, jedikiller', the Star Wars Battlefront-related files you have accepted to share with me are currently being repatriated towards my main Hard-Drive, and hopefully, I will look carefully at their whole content in order to locate the possible Origins of the problems you have experienced so far while attempting to exploit them, and I could equally provide you Screen Captures which would present what are the exact Steps you have to follow so as to make your tweaked Faction to work through Star Wars Battlefront...
Posted: Tue Jul 04, 2006 10:46 am
by jedikiller32
Thanks Leviathan!
Posted: Wed Jul 05, 2006 12:28 pm
by Leviathan
OK, as you seemed to be in dissension with the fact you had to proceed to a few critical Steps
manually, I have decided to generate another Package of pre-compiled
Microsoft® DirectX Graphics Files which might make things a little easier for you, and that's why I would
highly advise you to download the aimed *.TEXTURE files through
this web-address, in order to exploit them
directly inside your modified "
imp.lvl", without having so to remove certain Sections contained in the former *.DDS Entities thanks to your usual Hexadecimal Editor. Thus, all you will have to do can be merely summed up by the following Instruction : Just manipulate the *.TEXTURE files you would wish to aggregate towards
Star Wars Battlefront Galactic Empire's Side as if it was one of these modified *.DDS Documents I may have talked about earlier, and if I have not mistaken, then your chances to apply the demanded chances might be even more increased than never before, which incidentally means that the Issues you could experience using the proper
LucasArts® Product should be as much lowered as possible...
Posted: Thu Jul 06, 2006 1:13 pm
by jedikiller32
GAHHH!!! It crashed AGAIN!!! This is getting REAL annoying!! I'm thinking I put it somewhere wrong... I don't know...
Posted: Fri Jul 07, 2006 10:06 am
by Leviathan
Off-topic : Remember that you have to work on a non-modified version of the "imp.lvl" Side before attempting to replace some of the Microsoft® DirectX Graphics Files being packed inside it, additionally to the fact you must repeat the Process described above for all Sections tracked by the Hexadecimal Entries I have provided to you and meeting your Wishes, without forgetting to copy and paste the whole content of the *.TEXTURE file you would be willing to merge with the concerned Star Wars Battlefront Faction after the fourth Dot located near the proper "BODY" Tag...