Hex Editing
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jedikiller32
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I can munge it if that's what you are talking about.
I actually don't understand what I'm supposed to do to give the jet trooper unlimited fuel.
And I've tried changing weapons. With this, am I still bound to the hex editing restrictions, or can I do whatever I want?
And also... is it possible to make a mod tool for Mac?
I actually don't understand what I'm supposed to do to give the jet trooper unlimited fuel.
And I've tried changing weapons. With this, am I still bound to the hex editing restrictions, or can I do whatever I want?
And also... is it possible to make a mod tool for Mac?
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Leviathan
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Off-topic : Porting Star Wars Battlefront Modification Tools towards Apple® Mac OS-based Platforms could be primarily achieved by obtaining the Source Files of the concerned Microsoft® Windows Applications, which is actually way far from being that easy to complete, as such Resources are placed under the Direct Administration and Control of LucasArts®, even though this Company has not been that "Extrovert" and "Cooperative" since the first times it was created. Moreover, as you must have guessed, you are henceforth free from any Restriction and Prohibition previously presented by the Hexadecimal Editing's use, additionally to the fact modifying specific Elements had become even more easy to realize. Indeed, in order to edit the Properties and Characteristics associated towards the Jet Trooper's Jetpack, all you have to do is having a look at the "rep_inf_jet_trooper.odf" file located into the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\REP\ODF" Directory...
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jedikiller32
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Leviathan
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Unfortunately, such a Request might not be actually that Accurate and helpful to me in order to provide you the Instructions and Resources which could suit better your possible Expectations, and that's why I would want you to supply me a little more Informations regarding the exact Star Wars Battlefront Playable Character(s) you would have wished to apply brand-new Textures on, while reminding that two major Means of completing this Demand have currently been found out and exploited by GameToast members around this sub-forum. On the other hand, contrary to what you may think about both the two concerned Processes, they aren't that comparable, since only one of them could allow you to make the calling of several Targa Graphics Files much easier on one Common Mesh - As proven by the fact the Clone Trooper and Sharpshooter's *.MSH files are basically unique although the Textures fitting them are slightly different from each other -, whereas the second Procedure requires a few changes towards the implicated MeSH Entities through an Hexadecimal Editor...
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jedikiller32
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Leviathan
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Off-topic : I guess that giving me even more Informations and Plannings on the modifications you would want to intend towards Star Wars Battlefront Imperial Faction might help me in order to determine which Method could appear as being the most easy to understand and to implement so as to achieve your current Project(s), and that's why telling me whether you would have wanted to call different Textures on only one Animated Model being common to several Classes might be much more helpful to me than you may currently imagine...
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jedikiller32
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Leviathan
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Well, in that precise case, I would suggest having a look at the content supplied into the "MSH" sub-folder present towards the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\IMP" Directory once you will have transferred a Copy of the concerned Folder from the "[Hard-Drive's letter]\BFBuilder\Assets\Sides" Path towards the one I have written above, and especially at the TarGA Graphics Files shipped with this Location bearing the same Labels as the Hexadecimal Entries I may have provided to you previously, while precising that this sort of Documents should be openable and modifiable through Image Viewing / Editing Softwares conceived and intended towards Apple® Mac OS-based Platforms...
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jedikiller32
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Leviathan
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Off-topic : It was actually that simple and easy to set up, but I have to say that this Process is way far from being the most "Professional", Effective and Appreciable one amongst those I was thinking to while requesting you a little more Informations about what you had originally planned on intending the concerned Textures towards, and that's why I might sooner or later consider teaching you some more "Advanced" Knowledges and Advices which could certainly appear as being rather welcome and helpful in the months and years to come...
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jedikiller32
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Leviathan
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Off-topic : Henceforth, I assume that seeking and figuring out how to modify or even enhance the Possibilities offered by the editing of a Faction shipped with Star Wars Battlefront might almost only be achieved by letting you browsing and having a look at the multiple files contained inside the "IMP" sub-folder associated towards the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides" Directory, as it is certainly the most Effective Means of becoming even more Skilled and Talented into the development of Sides exploitable by the targetted LucasArts® Devising...
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jedikiller32
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Leviathan
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Compared to almost any other Unit featured through Star Wars Battlefront, both the Republic Jet Trooper and the Imperial Dark Trooper are the only Classes whose respective Object Definition File contains a Section referring to the Additional Equipment you are attempting to aggregate towards other Regular Playable Characters, and that's why I would greatly advise you to have a look at the "rep_inf_jet_trooper.odf" file located towards the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\REP\ODF" Directory, additionally to both those labelled "imp_inf_dark_trooper.odf" and "imp_inf_dark_troopersnow.odf" easily findable through the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\IMP\ODF" Path. Furthermore, in case you would want not to limit any longer the Amount of Health inherent to each of the targetted Units, then I would suggest giving a shot to the *.ODF Entity associated to one of the Heroes shipped with this LucasArts® Product, such as the one named "cis_inf_countdooku.odf" present into the "ODF" sub-folder of the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\CIS" Location, and especially to the Lines beginning with the "MaxHealth" and "AddHealth" Expressions...
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jedikiller32
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Leviathan
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This time, I am not sure to have understood properly what you awaited from me through this Request, since a lot of Possibilities are actually offered and proposed by the multiple Descriptions we could make regarding it, and that's why I would wish you to answer to the following questions before getting a few additional Informations on how to design brand-new Factions aiming Star Wars Battlefront :
- Which exact Classes affiliated towards the Confederacy of Independent Systems' Side would you want to merge with the Rebel Alliance's ?
- Will Units shipped and called from the Original "all.lvl" file be entirely kept once the Requested Transfer will have been completed ?
- Are you really sure that copying the content of the "cis.lvl" file towards the one labelled "all.lvl" was the only Means of conceiving the Modification you have mentioned above ?
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jedikiller32
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What I wanted to do was just replace the entire CIS side witht the Rebels.
Make the super droid the soldier, the rocket guy the rebel rocket guys, and so forth.
I'd also reskin them, and give them force push.
For the Rep side, I'd like to give them the BF2 models, so I can apply BF2 skins.
Is this possible?
Make the super droid the soldier, the rocket guy the rebel rocket guys, and so forth.
I'd also reskin them, and give them force push.
For the Rep side, I'd like to give them the BF2 models, so I can apply BF2 skins.
Is this possible?
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Leviathan
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Seriously speaking, I do not see any Interest and Productivity into replacing the entire Confederacy of Independent Systems' Faction by the LeVeL file affiliated towards the Rebel Alliance, and that's why I would want you to supply me as many Precise Details as possible with regards to the Star Wars Battlefront Modification you would like to conceive by proceeding so. While awaiting for this Response, I would equally advise you to have a look at the Object Definition Files directed towards Heroes shipped with this same LucasArts® Product, and especially to the one named "rep_inf_macewindu.odf" located into the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\REP\ODF" Directory, since it refers to Commented Sections which could highly arouse your Curiosity...
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jedikiller32
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here's the list of things we hope to accomplish...
from Weili, an admin on forums.swbfmac.com, the forum I'm making this on:
If we're serious about seeing this project to completion, I believe we should coordinate better and this thread should help.
Anyway, right now this is my plan for the project:
There are two sides, Jedis and Clones, each with five classes. The Jedis will have different skins, secondary weapons (force), and hopefully different colors of lightsabre to top it off. The Clones will remain more or less the same except I'll see if we can somehow acquire Episode 3 skins, maybe from Karnage's Episode 3 mod? We can play with their weapons a bit too.
Jedis:
Jedi No. 1
Appreance: Slightly modified clone armor with face mask off revealing the Jedi's face.
Lightsabre: Blue
Power: Force Explosion - throws the green gernade from the Commando in Rhen Var: Chaos but make the gernade invisible.
Jedi No. 2
Appreance: Wookie's skin, maybe a tiny modification.
Lightsabre: Green
Power: TBD
Jedi No. 3
Appreance: Modified Rebel sniper's skin
Lightsabre: Blue
Power: TBD
Jedi No. 4
Appreance: Modified Luke Skywalker's skin
Lightsabre: Purple
Power: Disguise
Jedi No. 5
Appreance: Windu's skin with a different face.
Lightsabre: Red
Power: Force Push
Clones:
TBD
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Stages:
Early Development - Concepts for all classes, weapons and skins finalized.
Development - Building the actual mod (mostly Jedikiller)
Alpha - First playable.
Beta - Bug hunting.
How do I accomplish these things?
from Weili, an admin on forums.swbfmac.com, the forum I'm making this on:
If we're serious about seeing this project to completion, I believe we should coordinate better and this thread should help.
Anyway, right now this is my plan for the project:
There are two sides, Jedis and Clones, each with five classes. The Jedis will have different skins, secondary weapons (force), and hopefully different colors of lightsabre to top it off. The Clones will remain more or less the same except I'll see if we can somehow acquire Episode 3 skins, maybe from Karnage's Episode 3 mod? We can play with their weapons a bit too.
Jedis:
Jedi No. 1
Appreance: Slightly modified clone armor with face mask off revealing the Jedi's face.
Lightsabre: Blue
Power: Force Explosion - throws the green gernade from the Commando in Rhen Var: Chaos but make the gernade invisible.
Jedi No. 2
Appreance: Wookie's skin, maybe a tiny modification.
Lightsabre: Green
Power: TBD
Jedi No. 3
Appreance: Modified Rebel sniper's skin
Lightsabre: Blue
Power: TBD
Jedi No. 4
Appreance: Modified Luke Skywalker's skin
Lightsabre: Purple
Power: Disguise
Jedi No. 5
Appreance: Windu's skin with a different face.
Lightsabre: Red
Power: Force Push
Clones:
TBD
---------
Stages:
Early Development - Concepts for all classes, weapons and skins finalized.
Development - Building the actual mod (mostly Jedikiller)
Alpha - First playable.
Beta - Bug hunting.
How do I accomplish these things?
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Leviathan
- Missing Jedi Admin
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As far as I am concerned, supplying you and all other GameToast members interested into completing this Star Wars Battlefront Modification most of the Instructions and Resources you would eventually need could not present many Interests and Advantages for all the implicated Users, and that's why I simply prefer advising you to take advantage out of the Assets shipped with the "Modification Tools" designed for this LucasArts® Product, and especially of the Object Definition Files associated towards the Force-wielding Characters available through it, since they usually refers to the exact Lightsaber and Special Abilities they can handle and master along this Video Game. Furthermore, having a look at the Targa Graphics Files located towards the "[Hard-Drive's letter]\BFBuilder\DataFACTIONS\Sides\[Faction's Prefix]\MSH" Directory might not be that unhelpful. On the other hand, in case you would experience Troubles or Difficulties while attempting to generate this Star Wars Battlefront Side, then feel free to ask me to help you with this...
