Is it possible 2 make a new era?

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Is it possible 2 make a new era?

Post by jango »

Is it possible 2 make a new era? like have modern day era. and is it possible 2 create a custom galactic conquest?
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Re: Is it possible 2 make a new era?

Post by giftheck »

Not in Battlefront I.
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Re: Is it possible 2 make a new era?

Post by Teancum »

Yep, unfortunately not. We didn't get as many tools and assets with the SWBF1 tools as we did with the SWBF2 tools.
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Re: Is it possible 2 make a new era?

Post by giftheck »

The only thing that seems to dictate that would be core.lvl. If we knew what scripts were in there, somebody might be able to recreate them (or use BF2 scripts, if they worked). Shame the LVL Extractor stopped development only after 1 beta.
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Re: Is it possible 2 make a new era?

Post by Teancum »

There's a lot more inside core.lvl than just lua scripts. You'd need the ability to rebuild all of those as well, as their munged format aren't the same as non-munged.
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Re: Is it possible 2 make a new era?

Post by BattleBelk »

why core.lvl? some textures, fonts, localisation blocks and shaders here

I've recreated core.req but almost all sorucre files for example fonts is missing in mod tool
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"global"
}

REQN
{
"config"
"global"
}

REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"gamefont_tiny"
"starwars_small"
"gamefont_super_tiny"
}

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


REQN
{
"texture"
"cube_normalizationmap"
"hemisphere_normalizationmap"
"specularspot"
"attenuation_volume"
"linear_ramp"
"specularcubemap"
}

REQN
{
"shader"
"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"
}
}
[/code]
lua scripts in common.lvl, shell.lvl and mission.lvl but source files available only for mission.lvl and others as Teancum said in munged lua-byte code...
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Re: Is it possible 2 make a new era?

Post by giftheck »

Ah, right. Well, we don't have those either. Perhaps using some BF2 scripts might work?
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Re: Is it possible 2 make a new era?

Post by Teancum »

Yeah, it's worth a shot, but I'd say the era loading code is likely in shell.lvl, as that's where it is in SWBF2.
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Re: Is it possible 2 make a new era?

Post by giftheck »

I have the BF2 mod tools. Where would I find the requirements for the "Textures" part? It would certainly help fix localization issues! If we at least had the core stuff...

Edit - never mind, found the textures in BF2 Mod Tools. So this should be your structure:

DataMODID/Common/

Effects/ (Found in "Assets/Shipped Common Effects")
Fonts/ (BF2 Mod Tools)
Mission/
Scripts/
Shaders/ (BF2 Mod Tools)

Not sure about the global bnk entry though... it's not in BF2 mod tools, perhaps it will survive without?
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Re: Is it possible 2 make a new era?

Post by Teancum »

Nope, that's a required file. SWBF2 guys get around by "stacking" a custom common.lvl over the original, but that only works on a per-map basis.

For example: (syntax is just an example)

ReadDataFile("DC://common.lvl")
ReadDataFile("common.lvl")

Then what they do is only include the files they want to change in their new custom common.lvl. But again, this only works on a per-map basis.
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Re: Is it possible 2 make a new era?

Post by giftheck »

No, I described the core.lvl. If so, I take it the "global" file is just the menu sounds.

EDIT: It seems munge.bat in the Common folder is incomplete.
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Re: Is it possible 2 make a new era?

Post by Teancum »

You take it wrong global is used for a LOT more than that.. I literally just explained what you'll have to do.
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Re: Is it possible 2 make a new era?

Post by BattleBelk »

Actully possible rebuild original .lvl file even when not all source files available its need correct spilt lvl file to munged pre-lvl files and then setup .req file for LevelPack.exe from mod tool. I used this trick in Interface Tool.
For example I've splitted file to blocks, changed a texture and build .lvl file
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Re: Is it possible 2 make a new era?

Post by giftheck »

"bnk" is used for sounds, right? I looked inside Global, the only req file for that seems to be used for "global" sfx ie Menu sounds. BF2's core.lvl would probably have more inside it. However, the "global" entry under "config" I am not sure about.
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Re: Is it possible 2 make a new era?

Post by Teancum »

Global.bnk is a global sound definition file for the game. So anything that's not specific to one map is specified in their first, then each map's individual files. The problem is it was never shipped with either SWBF1 nor the SWBF2 tools. Without it the game will have serious sound issues. If you went BattleBelk's way and 'chunked out' global.bnk you might be able to just re-inject it, but I've never done anything along those lines with SWBF1/2.
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Re: Is it possible 2 make a new era?

Post by giftheck »

Yeah, I saw that there was a 'global' in the Shipped Sound Config files, the global.sfx had only menu and laoding sounds. One could record them from the game, or use custom sounds.
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Re: Is it possible 2 make a new era?

Post by giftheck »

I found this:

http://www.mpcgamers.com/forums/viewtop ... f=12&t=273

So it is possible, but for now only on MP maps, but there's hopes it can be translated into SP.
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Re: Is it possible 2 make a new era?

Post by Teancum »

Two quick things on that:

1-MP would be easy, especially if you're running a dedicated server. If a dedicated server was started via command line with tst3_add as one of the maps it would show up in the server list and be playable. Technically that's not creating a new era, but it would allow you to play a custom mode online. Eras are handled in the shell, so you'd need to be able to decompile the shell or get the source code to make a true era.

2-I noticed you mentioned that psych0fred never told the community how he got six classes. Remember he was a developer for SWBF1, and that very well could have been a development screenshot. If it wasn't he used to have (but no longer does - I've talked with him) tools that we didn't have, and so could do stuff like that.
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