Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 6:38 am
by AnthonyBF2
Hi, I have been successful in getting remunged maps to at least load in the psp version of swbf2, to do that part alone involved removing models that have too much data and making textures smaller. The only thing out of my reach are the huge graphical bugs that happening when I use a newly munged map. So far I have rebuilt 3 maps that would be normally inaccessible on the psp version; Kamino, Death Star and Jabba's Palace. Out of the 3 maps, Kamino came out fine. No textures or graphics problems at all and plays perfectly fine, it's just not as pretty as PC since all the textures are 32x32
But the other two maps come with lots of bugs; trooper models don't appear or appear glitchy, can't see object I'm currently in, able to see other objects before reaching them, other objects disappearing based on the direction I'm looking and moving, can't see command post holograms, and probably more. The following is some screenshots of the issues;
What I have done to the two bad maps so far (or tried);
Remove all alpha channels in all tga files
Experiment with the 5th byte in all msh files (04,08,14,18 and many more)
Replacing all 5th place model bytes with 00 and material bytes with 00
I even played a munged Death Star without adding tga files. The result was that the sky dome texture was put on all objects and the graphic bugs still persisted.
None of those solved the issue. Some combinations of the mentioned methods seems to reduce the graphics glitches but only by a small percent.
It would be nice to get some help with this. This is probably my favorite project. I don't know why I'm fascinated with the psp version but I just am. Trying to revive all the unused stuff so the game can have more potential.
And another clue/note that might help is that the psp game has some default texture bugs on maps I didn't even touch, like Mos Eisley, a standard working level in the psp game has this bug where you can see an object on the other side of something by looking through a gate with holes;
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 12:44 pm
by Teancum
Glad to see another modder take an interest in non-PC mods. I had looked into fixing up the maps that had holes in them (Jabba's Palace was a big one) by creating a new layer in ZeroEdit with just those invisible boxes (I forget what they're called) to create floors, walls, ramps, etc. Then I'd munge just that and load both the stock map .lvl and my invisible wall .lvl together. I've used that trick before, but I never got around to doing it on the PSP. It would work to fix those two maps, but unfortunately it doesn't fix any other problems.
You might look into the documentation on model flags. There may have to be some things in the -option files that must be tagged for the PSP. Also portals and sectors might be closer together on the PSP. For an example of how to use them see the Tantive IV or Jedi Temple maps. You might have to have more complex portals and sectors to ensure that things load when and where they should.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 4:21 pm
by AnthonyBF2
Yes the PSP is a cool thing. I've already got a functional mission.lvl with new scripts (all missions not ready) and also a functioning shell(that also has bugs and issues I'll attack later)
I can almost include new map entries into the shell and add them as new missions, the last step for that is getting the right settings for core.req to get a proper core.lvl that works with the PSP.
Thanks for the tips. I will look at them.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 4:48 pm
by Teancum
Are you using my PS2 modtools I posted? You'll definitely have trouble if you're using the default PC version of the mod tools.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 5:31 pm
by AnthonyBF2
Your tools were not helpful. I didn't even see the difference between them and the PC mod tools. But the PSP does piggy-back on PS2 munge platform
I just studied hard on the default mission.lvl in psp and discovered the extra commands that need to be added to mission lua scripts so new ones can work on the psp. Other things like shell rebuilding and map building is experimental, trial and error. I had to remove objects on some maps that were too much.
The rancor cave on Jabba's
The railings/rafters in Death Star
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 07, 2015 9:29 pm
by Teancum
anthonybf2 wrote:Your tools were not helpful. I didn't even see the difference between them and the PC mod tools. But the PSP does piggy-back on PS2 munge platform
The difference was that all command line switches in the .bat files were forced to PS2, rather than PC. If you haven't done that on your builds be sure to do so.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 14, 2015 9:45 am
by AnthonyBF2
Yes I've done it already. PC munge files don't work in PS2 or PSP in my experience. The only PC munged file that can work in all versions is the mission.lvl
EDIT
Well the things about portals and sectors didn't do much, if anything. It just makes the graphics bugs do what they do a bit differently. I don't get much else about model data.
I tried to compare Kamino files to Deathstar and Jabba's Palace files, since a freshly munged Kamino works fine. I couldn't really find anything different. I looked in msh files, options files and in the textures.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sat Nov 21, 2015 11:23 pm
by DylanRocket
Are you testing these mods on an actual PSP console or a PSP emulator? From my experience, some mods that work on the emulator don't work on the real PSP. For example, I used the PS2 shell.lvl to access the cut maps on PSP emulator but according to some other people who have tried this, it doesn't work on a real PSP.
The glitches you're having on the Death Star and Jabba's Palace look similar to the glitches I encountered when trying to load Felucia on PPSSPP. I also tried loading Death Star and Kamino. Death Star had no textures while Kamino worked well, although missing many textures. (https://www.youtube.com/watch?v=2gNYQjgVwi4)
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sun Nov 22, 2015 4:18 am
by AnthonyBF2
I've been using the emulator but have considered picking up an actual console at some point. It was a pretty sweet little device and I miss having it. I too have thought that results may vary on the actual console.
About test map, the assets exist for PC, And I could probably smoosh them down to size and get it to load on PSP. Using a custom shell I can put Test map in the map selection as with all of the other maps. My current progress in PSP mods at this time;
Create new missions or rebuild old ones(this is just the code that runs a map alone)
Create a custom shell(used to display new or edited map lists entries, but comes with lots of bugs)
Create a custom core.lvl used to localize things so they don't look like common.accept or com_weap_inf_shotgun. (We need this to localize new map entries added to the shell)
Create custom maps (so far, Kamino, Death Star, Jabba's Palace)
Can load every map so far, whether or not it's .lvl world file is original or has been rebuilt.
-Have not messed with space maps or test map yet as I don't really care about them but I will later.
Some of the bugs in my work and progress
Hidden/Spoiler:
Using a new shell;
-Black background
-Forced to always create a new save upon loading the game, the option to present the load profile isn't appearing
-Cannot use the instant action options (global, hero, ctf, conquest, etc - the buttons just don't work)
-Galactic Conquest crashes
-The PSP-Specific missions like Rebel Raider don't appear because we don't have the original PSP shell's scripts assets to create buttons for those bits of the game.
Advantages of a new shell;
New map entries + show unusued/revived map entries
Bugs with custom mission.lvl (map scripts)
-We don't have the original assets for the Rebel Raider and other mini-campaigns (if using custom shell+custom missions file, this doesn't even matter since the maps won't exist or be displayed)
-How ever I can add custom game mode scripts with the same mission names so that if using old shell, something will be there when the user tries to play the mini missions, but the actual gameplay objeects or mode would be different. I was thinking of adding Razac's FFA scripts/modes in place of the old mini missions.
-The only bug with missions is mention above, we don't have the mini missions, but the main, and very huge advantage of using new missions file is that we can do anything we want with already works in the psp game. Anything from Wampas on Endor to putting clones vs Empire on Naboo. The missions are a staple in making the game better.
Bugs/progress regarding a new core.lvl
-Some things still look like common.save.psp and such since the PSP bits weren't localized in the PC files, but I can easily fill them in since I know the root localize names. (I'm just too lazy to do that)
- The advantage of a new core.lvl is the ability to localize new map selections (in cooperation with a new shell to have them displayed)
So far in all I would say I've made PSP game more like the PS2 game.
DylanRocket wrote:Are you testing these mods on an actual PSP console or a PSP emulator? From my experience, some mods that work on the emulator don't work on the real PSP. For example, I used the PS2 shell.lvl to access the cut maps on PSP emulator but according to some other people who have tried this, it doesn't work on a real PSP.
The glitches you're having on the Death Star and Jabba's Palace look similar to the glitches I encountered when trying to load Felucia on PPSSPP. I also tried loading Death Star and Kamino. Death Star had no textures while Kamino worked well, although missing many textures. (https://www.youtube.com/watch?v=2gNYQjgVwi4)
Do you still have a PSP? Perhaps we can work together.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sun Nov 22, 2015 12:17 pm
by Teancum
PSP modes can be recovered by striiping them out with a hex editor and drooping them back in your /MUNGED folder. The shell just needs the proper entries added to the luz. Background images can be extracted and reused in the same way. That's what I did in the Xbox mod.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sun Nov 22, 2015 5:27 pm
by DylanRocket
anthonybf2 wrote:Do you still have a PSP? Perhaps we can work together.
Yup, still got two, both with CFW. I'd be glad to help out. Just like you, I've always been interested in the PSP version.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Sun Nov 22, 2015 8:50 pm
by AnthonyBF2
Teancum wrote:PSP modes can be recovered by striiping them out with a hex editor and drooping them back in your /MUNGED folder. The shell just needs the proper entries added to the luz. Background images can be extracted and reused in the same way. That's what I did in the Xbox mod.
This is what I was trying with the 1.3 patch files from the pc version. I was trying to extract the source scripts by Zerted to insert them to into new files, it didn't work. It just came out with some error about "... is not a valid UCF binary file"
Re: Rebuilding content for PSP swbf2, huge graphical bugs
That's the one I have, and I am not aware of any others.
EDIT: YES! Your clue about the header was it.
I inserted the header data into the extracted file from the original file, dropped it in munge, and it got put in the new file. Played successfully.
Hidden/Spoiler:
This will be wonders for my other project in getting fake console into the PS2 version
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Mon Nov 23, 2015 1:49 am
by Teancum
Good to hear. That's an easy way to get back your images, the missing PSP missions, etc. Of course they'll need to be added to the .req file. Let me know if you need help adding all the PSP modes to the shell. It's a matter of updating the mission list to account for those types.
Oh, and technically speaking you can add most of the campaign stuff back in, too. There wouldn't be movies of course, but other than that it'd work fairly well. Some tweaking may be needed, and a few individual missions might have to be dropped (who knows?) but it's better than no campaign at all.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Mon Nov 23, 2015 2:12 am
by AnthonyBF2
I am already familiar with shell and missionlist. I got Rhen Var added to the mission reqs, and updated the shell to reflect it and made it use the rhn2.lvl already included in the psp folders. I created conquest and hero assault on that map. I can essentially create custom maps as long as I put them in shell, make localize data, and setup mission reqs and don't go overboard with textures and objects.
In the future I am interested to put swbf1 maps in the psp version of swbf2, But the conversions are long and boring.
For now I have already gotten the psp-specific levels back into a new mission.lvl but it's matter of putting different header data for each map script. I'm noticing the same header data won't work for all the map scripts.
Re: Rebuilding content for PSP swbf2, huge graphical bugs
Posted: Mon Nov 23, 2015 2:39 am
by Teancum
I guess I wasn't clear. The suffix data for the PSP gametypes doesn't normally exist in the mission list, so they won't appear. If you've already tackled adding that code, then ignore my last.