how to make a core.lvl that can replace the games one

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666rulerofclones
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how to make a core.lvl that can replace the games one

Post by 666rulerofclones »

how do i make a core.lvl that can replace the shipped core.lvl? i tried one earlier, but it cause the game to crash after showing the Battlefront 2 Logo while loading the game. any ideas?

EDIT: i got it to work until i select "Instant Action" then it crashes. here is my core.req
Hidden/Spoiler:
ucft
{
REQN
{
"bnk"
"align=2048"
"global"
}

REQN
{
"config"
"global"
}

REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"gamefont_tiny"
"gamefont_supertiny"
}

REQN
{
"loc"
"comments"
"english"
"french"
"german"
"italian"
"japanese"
"spanish"
"uk_english"
}


REQN
{
"texture"
}


REQN
{
"texture"
"platform=ps2"
"specular"
"fogspread"
}

REQN
{
"texture"
"platform=xbox"
"cube_normalizationmap"
"specularspot"
"attenuation_volume"
"specularcubemap"
}

REQN
{
"texture"
"platform=pc"
"cube_normalizationmap"
"hemisphere_normalizationmap"
"specularspot"
"attenuation_volume"
"linear_ramp"
"specularcubemap"
}

REQN
{
"shader"
"platform=xbox"
"transform_unskinned"
"transform_skinned"
"transform_skinned_normals"
"transform_skinned_binormals"
"transform_hardskinned"
"transform_hardskinned_normals"
"transform_hardskinned_binormals"
"lighting_vertex_diffuse"
"lighting_vertex_spec"
"lighting_vertex_diffuse_spec"
"normal_shader"
"stencilshadow_shader"
"terrain_shader"
"sprite_shader"
"interface_bitmap_shader_notexture"
"interface_bitmap_shader_texture"
"interface_maskedbitmap_shader"
"interface_vector_shader"
"particle_shader"
"lightbeam_shader"
"skysun_shader"
"dropshadow_shader"
"staticshadow_shader"
"water_shader"
"sample_shader"
"copy_shader"
"screenspace_shader"
"flare_shader"
"skyfog_shader"
"transparent_shader"
"filtercopy_shader"
"colorcontrol_shader"
"foliage_shader"
"prereflection_shader"
"normalmapadder_shader"
"focusblur_shader"
"specular_shader"
"ocean_shader"
"detail_shader"
"detail_transparent_shader"
"refraction_shader"
"decal_shader"
"shield_shader"
"bump_shader"
"zpass_shader"
}

REQN
{
"shader"
"platform=pc"
"normal_shader"
"interface_shader"
"particle_shader"
"terrain_shader"
"sprite_shader"
"skyfog_shader"
"foliage_shader"
"lightbeam_shader"
"scroll_shader"
"flare_shader"
"sample_shader"
"rain_shader"
"normalmapadder_shader"
"prereflection_shader"
"water_shader"
"stencilshadow_shader"
"shadowquad_shader"
"specular_shader"
"detail_shader"
"ocean_shader"
"refraction_shader"
"decal_shader"
"filtercopy_shader"
"shield_shader"
"bump_shader"
"zprepass_shader"
}

}
am i missing something or what?
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Teancum
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Re: how to make a core.lvl that can replace the games one

Post by Teancum »

You can't without having the original sound munge files. The folks who received them were asked not to give them out. What are you trying to do?
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666rulerofclones
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Re: how to make a core.lvl that can replace the games one

Post by 666rulerofclones »

im trying to make a core.lvl that can override the shipped games core.lvl, i got the instant action working, but the map is all black!!!!! and the game had no sounds, do i call up sound//map files in it or what?
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Teancum
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Re: how to make a core.lvl that can replace the games one

Post by Teancum »

I guess I should have been more clear... Why are you trying to make a new core.lvl?
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[RDH]Zerted
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Re: how to make a core.lvl that can replace the games one

Post by [RDH]Zerted »

Yes, your req is missing things. You can use the extract tool to peak inside your core.lvl to see what you are missing, or you can search on GT and find the working core.req I posted on April 7th, 2008. You also need to go through the req and make sure that you have each file listed in its correct folder location. I don't remember if any files are missing for core.req (there are some files missing for the retail ingame.req). We used to have a topic on replacing core.lvl...

Also, why are you creating a new core.lvl? That is one of the few files we shouldn't touch.
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666rulerofclones
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Posts: 281
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Re: how to make a core.lvl that can replace the games one

Post by 666rulerofclones »

where is the extract tool?
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