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How to munge a full Core.lvl
Posted: Thu Jun 15, 2006 10:41 pm
by [RDH]Zerted
For those of you who are heavily modding the game, here is the core.req file needed to munge a replacment core.lvl.
Code: Select all
ucft
{
REQN
{
"bnk"
"align=2048"
"global"
}
REQN
{
"config"
"global"
}
REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"starwars_small"
"gamefont_tiny"
"gamefont_super_tiny"
}
REQN
{
"loc"
"english"
"spanish"
"italian"
"french"
"german"
"uk_english"
}
REQN
{
"texture"
"platform=pc"
"white"
"cube_normalizationmap"
"hemisphere_normalizationmap"
"specularspot"
"attenuation_volume"
"linear_ramp"
"specularcubemap"
"null_detailmap"
"default_spotlight"
}
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"
"hdr_shader"
"normal_terrain_shader"
"perpixeldiffuselighting_shader"
"pervertexdiffuselighting_shader"
"specularlighting_shader"
"terrain_shader2"
}
}
According to extract, this core.lvl is still missing
CORE SPECIAL section of length 63472(F7F0) which is present at the start of the retail core.lvl version, but it seems to work fine without it.
Also, I copied the textures null_detailmap, default_spotlight, and white into the PC directory. I'm not sure if it matters.
There may be an extra shader and/or font or two, but I don't feel like testing them all out. Enjoy.
Edit: Darn, I found a problem with it. If you play on Hoth, almost all the whiteness is missing.
RE: How to munge a full Core.lvl
Posted: Thu Jun 15, 2006 10:53 pm
by Teancum
Holy crap! You're the man. Send me any localization keys you'll be adding to your shell. I can put all that plus all the BF1 pack in ONE core.lvl.
RE: How to munge a full Core.lvl
Posted: Mon Jun 19, 2006 1:56 pm
by Teancum
Sorry to bump, but Zerted -- what do you mean that almost all of the 'white' is missing? Can you post a screen? It might help in analyzing whether it's a shader or texture. If it's a texture, we can extract it from core.lvl
Posted: Tue Jun 20, 2006 6:58 pm
by sawyerdk9
What are some of the things you could do with the new core.lvl? Could you take out the bonuses?
Posted: Tue Jun 20, 2006 7:18 pm
by [RDH]Zerted
The core.lvl is mostly for the language strings, shaders, and some textures. I'll get a picture up in a couple of days.
Posted: Wed Jun 21, 2006 11:32 am
by Qdin
So like the in-game screens?

like making new buttons instead of the old ones?

Posted: Wed Jun 21, 2006 5:43 pm
by [RDH]Zerted
We can get English text and descriptions into a new shell, but we need to create a custom core.lvl inorder to convert the strings into other languages so people who don't read English can understand them too.
shell.lvl - startup sequence, credits, the main menus, displays, and main campain screens you see when you are not in a game
common.lvl -stat screens, pause menu, option screens, pop-up messages, keyboard, controls, mouse, some other interface utility scripts
mod maps' core.lvl -new strings used by mod map
game's core.lvl -fonts, all strings, some map textures, shaders
ingame.lvl -side/map/character/spawn selection screens, fake console, spectator screen, ingame textures (huds, map icons, etc...), effects (weapon trails, explosions...), some common models and classes (CPs, flags, ammo packs...)
inshell.lvl -effects used while in the shell?
mission.lvl -game mode scripts, retail maps' scripts
Posted: Wed Jun 21, 2006 10:46 pm
by sawyerdk9
So I'm thinking it's a no go with taking out the awards? I wonder where they get called from.
Posted: Wed Jun 21, 2006 10:48 pm
by Teancum
Awards are related to the sides. The normal weapon has an award weapon setting in the odf.
Posted: Thu Jun 22, 2006 9:55 am
by sawyerdk9
Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
Posted: Thu Jun 22, 2006 10:33 am
by Hebes24
sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
I hate those too :evil:!! they can even make my computer lag sometimes!!:evil::evil:
Posted: Thu Jun 22, 2006 10:33 am
by Vyse
sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
You can take all that away by making a new side.
Does this core.lvl mean we can have our own custom loading screen shot?

Posted: Thu Jun 22, 2006 1:05 pm
by Teancum
Nope -- all that's done in load.lvl -- I have all the configs, but I'd have to remake it to include every downloaded map. It won't work for individual ones at the moment. I *THINK* it might work like the BF1 preview movies did. If that's the case, I should be able to get something working on a per-map basis.
Posted: Thu Jun 22, 2006 1:11 pm
by sawyerdk9
Vyse wrote:sawyerdk9 wrote:Yes, of course. I mean like the damage reduction and guardian, sorry. I just despise those little auroras? and noises.
You can take all that away by making a new side.
Does this core.lvl mean we can have our own custom loading screen shot?

Vyse you're saying that you can make it so that there is no powerups (Guardian, damage reduction, etc) through a new side. I mod the game hardcore with all different sides and I've never seen anything related to those.
Posted: Thu Jun 22, 2006 1:35 pm
by [RDH]Zerted
I haven't spent much time looking into how the awards get activated. I think its done by the game's exe which is illegal to change (or even look at). I'll look into disabling the awards from the Lua scripts after I get the new shell and noname hack block posted. I dislike the awards too.
Posted: Fri Jun 30, 2006 4:17 pm
by Teancum
Okay -- so findings on that Hoth error you were talking about Zerted. Apparently there's some sort of terrain shader that blends multple texture layers in-game. Dagobah, Yavin.... any map with more than one texture for the terrain shows nothing. Plus, it may just be the terrain shader period. It may have nothing to do with multiple layers - one layer might present a problem as well.
Posted: Fri Jun 30, 2006 4:25 pm
by MasterSkywalker
Thx dude, I really needed this to get the SWBF1 interface back. Do you also have the req for the SWBF1 core?
Posted: Fri Jun 30, 2006 6:50 pm
by Teancum
Huh? This has NOTHING to do with the SWBF1 interface. And it is 100% impossible to do the old interface. The HUD maybe, but I don't know anyone who wants to take a huge project like that on.
Posted: Fri Jun 30, 2006 9:00 pm
by [RDH]Zerted
No, I never even downloaded the SWBF1 mod tools. I used a program called extract, to take a look inside the game's .lvl files, then I attempted to create an .req that matched what I saw. Search through the earily modding posts for more info on extract.
Any ideas on what file that blender is?
I think the game reads the strings from the custom maps by setting the DC directory to that map. If this is correct, we could create a custom map with all the strings, and have the game default to that map whenever it wants to read strings from the retail core.lvl.
Posted: Sat Jul 01, 2006 12:46 am
by Teancum
I got it to munge. It was quite simple actually. Just remove:
"terrain_shader2"
from the req. It was causing a conflict.