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PS2 Mod Problems

Posted: Mon Jan 11, 2016 6:51 pm
by DylanRocket
Hello, I've recently been attempting to create some new maps for the PS2 version of SWBF2 and I've managed to get them to load but there are huge graphical problems with the maps.

Naboo Prototype loads up but the terrain doesn't appear, objects disappear from far away, and many textures are glitchy or non-existent. (The skydome works but it doesn't appear due to my emulator settings) The Naboo Prototype assets are from Teancum's Secret Assets (data_NabooPrototypeVer1)
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Bespin: Cloud City has severe graphic problems. The map was converted using the original map's assets.
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Tatooine Dune Sea crashes when loaded in CW era, while in GCW era the game locks up in the load screen.

Bespin and Naboo Prototype still play fine however. I did attempt to use the PS2 mod tools but I received munge errors.

Any help would be appreciated!

Re: PS2 Mod Problems

Posted: Mon Jan 11, 2016 6:59 pm
by AnthonyBF2
Me and a friend tried to do PS2 mods before, converting Bespin Cloud City and we got same results. Objects don't appear, and there are tons of graphic issues. Small scale mods work fine, we've been able to add hero assault in every default map and a few more hunts. We also got Fake Console going. But those were all script mods, which are the same for all platforms.

Re: PS2 Mod Problems

Posted: Mon Jan 11, 2016 7:13 pm
by Teancum
I never actually tried to mod content on the PS2, but you can't use PC munge files. They all point to PC "optimizations", and that's why it breaks on the console. The PS2 modtools were never tested, but they update all the .bat files inside the mod tools to compile for PS2 instead of PC. Essentially you'd have to do that. You might check the progress with the PSP mod as it would be set up in the correct way to do PS2 mods as well.