Modding Battlefront 2 Extreme mod 2.2

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Constantino
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Modding Battlefront 2 Extreme mod 2.2

Post by Constantino »

Hello everyone,

I been playing the Extreme mod for Battlefront 2, and I have been thoroughly enjoying it, however, there are some changes that I would like to make, such as increasing the damage of Super Battle Droids's lasers, and increasing the accuracy of Droidekas. I located the LVL CIS side file here:

C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc\side\BFX

and tired opening it with a hex editor, but I have no clue what it is showing me. It is just a bunch of random characters. Is there anyway for me to convert it to an XML file, or something that I can understand, and edit easily?

I do not understand these LVL files at all. Any help would greatly be appreciated, thank you.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by noMatt »

Marth8880
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Marth8880 »

I'm almost positive the mod's author specifically stated in the mod's readme that he does not want people modding BFX.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Bob »

Marth8880 wrote:I'm almost positive the mod's author specifically stated in the mod's readme that he does not want people modding BFX.
README from the BFX assets wrote: 1. Do NOT continue BFX. There are some exceptions, stated below, but, I will not allow using the BFX assets to make a mod that is similar to it.
2. If you are planning to make a mod that uses assets from BFX, please contact me on GameToast via PM and ASK MY PERMISSION.
3. I will allow mods like BFX Campaign Mode, or adding BFX to the Conversion Pack. However, ASK MY PERMISSION first.
4. It is not necessary to ask my permission if you just want to use the BFX assets in a MAP.
5. GIVE CREDIT when you use these assets. Not just to me, but also to the people who made the original asset, as listed below.
He doesn't say anything about modding the mod, but from the direction rule #1 takes I'd say he won't allow it.
Constantino wrote: [...]however, there are some changes that I would like to make, such as increasing the damage of Super Battle Droids's lasers, and increasing the accuracy of Droidekas.

[...]I do not understand these LVL files at all. Any help would greatly be appreciated, thank you.
.lvl files are not supposed to be opened, they are already compiled and thus a human can't understand what's going on there.
Also, modifying another dudes work without explicit permission is bad.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by noMatt »

I think its ok as long as he dont release anything. Just doin it for fun on your own pc is ok or?
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Constantino »

Thank you for the link noMatt. It manages to extract some files, but not the ones I am looking for. I want to modified the mod for fun, and I am not planing to release anything. If I was planning to, then I would obviously ask the creator for permission and give him credit.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by AQT »

Since the BFX assets had already been released, it would be easier to just download them and make the modifications you want. Of course, you would need to learn how to use the SWBF2 mod tools in order to do that. But in this case here, it's just a matter of setting up a data folder, editing a couple of files, and compiling a new .lvl file, all of which shouldn't be difficult to do.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Constantino »

Hello, I actually spoke to ARC_Commander (the maker of BFX) and he recommended that I downloaded the BFX source files,which I did. I actually managed to make all of the modifications that I wanted to the CIS side ofd file as well.

Now, I have another problem. Does anyone know how to compile a Sides file into a LVL file, so I can overwrite the original file in my addons folder? Please help me if you can, and thanks for all the help so far.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by AQT »

[b][color=#FF8000]The FAQ / Everything You Need Thread Version 2.0[/color][/b] wrote:...
Q and A:

Question #1 - Where can I download the ModTools?
Answer - The Battlefront 2 ModTools can be found HERE
...
Sides ...
Like I wrote right directly above your post, use the SWBF2 mod tools to set up a data folder. Everything you will need to compile a new .lvl file will be included with the tools, as well as instructions on how to. The second link there will show you where to put the BFX asset files.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Constantino »

Hello AQT,
Thank you for the help. I have been trying to use the mod tools but to no avail. I followed the instructions and manged to create the following through the mod tools:
C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\BFE\data\_LVL_PC

"BFE" is just the the tile of the "mod" I made which just includes the source cis side folder with the edits I made, but when I munge it to compile it, nothing happens and my _LVL_PC file remains empty.

EDIT
I apologize for the double post, but when I munge, I get the following output:

\ATI was unexpected at this time.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Creating mod dir "BFE" dir in addon dir...done.
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "BFE" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished

Is the "\ATI was unexpected at this time." line an error? I am not sure if I am doing something wrong.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Loopy53 »

You need the vista (and windows 7/8) munge fix which can be found in the FAQ/everything you need to know thread.
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Constantino »

Yes, that fixed it! Thank you very much for the help Loopy53!
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Re: Modding Battlefront 2 Extreme mod 2.2

Post by Marth8880 »

Huh, I always thought it wasn't located in that thread, actually, but instead in the Asset Links thread. ;) Whatevs.
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