Hex Editing
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jedikiller32
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Leviathan
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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 :If you need more explanations on a few steps mentioned inside this minor Tutorial, just let me know...
- 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
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 :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 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 00Code: 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
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jedikiller32
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Leviathan
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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...
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jedikiller32
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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?
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Leviathan
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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...
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...
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jedikiller32
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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.
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Leviathan
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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...
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...
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jedikiller32
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Leviathan
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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...
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jedikiller32
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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?
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?
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Leviathan
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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...
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...
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jedikiller32
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Leviathan
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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...
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jedikiller32
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OK. Here you go.
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Leviathan
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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...
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jedikiller32
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Leviathan
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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...
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jedikiller32
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Leviathan
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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...
