Adding new stuff with hexediting?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Sith
User avatar
Posts: 1278
Joined: Fri Oct 15, 2004 6:34 pm
Location: Germany

Adding new stuff with hexediting?

Postby Rends » Sat Sep 10, 2005 1:47 pm

Well i couldn´t post this in the hex board so i will do it here.

I know you hex changed stuff in SWBF1 but did you also added new stuff?

It just came into my mind that if there are no cockpit views in SWBF2 i could create them and one of the hexgurus bring that into the game.
But this would require to add new stuff and changes to the odf. So what do you think will it be possible?

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

RE: adding new stuff with hexediting

Postby Leviathan » Sat Sep 10, 2005 3:25 pm

I thought hex-editing could only change existing stuffs, and not add new ones... :?
For info, I've already tried to tweak SWBF's shipped "core.lvl" through an hex-editor, in order to give a longer name to some weapons, and it crashed the game...

Jedi
User avatar
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 pm

RE: adding new stuff with hexediting

Postby Ace_Azzameen_5 » Sat Sep 10, 2005 3:39 pm

I think the lvl file can't get any larger, it must have the same amount of characters as it used to.

Jedi Admin
User avatar
Posts: 103
Joined: Wed Oct 20, 2004 9:35 pm

RE: adding new stuff with hexediting

Postby Nimlot » Sat Sep 10, 2005 3:43 pm

Yea, can't get any larger without having to change all the size markers.

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

RE: adding new stuff with hexediting

Postby Leviathan » Sat Sep 10, 2005 3:54 pm

What are those "size markers" ? :roll:

Jedi Admin
User avatar
Posts: 103
Joined: Wed Oct 20, 2004 9:35 pm

RE: adding new stuff with hexediting

Postby Nimlot » Sat Sep 10, 2005 5:26 pm

Take a look at Rileys lvl documentation, but they are basically the 4 bytes following any header. The 4 bytes tell the engine how many bytes follow, or give that chunks size.

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

RE: adding new stuff with hexediting

Postby Leviathan » Sun Sep 11, 2005 12:58 pm

What's the link to this *.LVL documentation, please ?

PS : If I understand properly, enhancing this hexa-decimal number could allow you to add more stuffs to a *.LVL file. Right ?

Riley75

Postby Riley75 » Sun Sep 11, 2005 2:16 pm

Yes, you can add new objects to a *.lvl file. The link to my documentation is in my signature. ;)

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

Postby Leviathan » Sun Sep 11, 2005 2:19 pm

Thanks to you, Riley'... :wink: (I'm over-excited ! :D )

Bobafett16

Postby Bobafett16 » Fri Sep 16, 2005 5:56 pm

Riley75 wrote:Yes, you can add new objects to a *.lvl file. The link to my documentation is in my signature. ;)

oh good so that means u or "we" can mod BF2? cuz if u can hexedit u can do basically anything right? :?
i better get my skills up on the hexediter :wink:

Riley75

Postby Riley75 » Sat Sep 17, 2005 9:44 am

Well... "anything" within the limits of the game engine. And keep in mind that if the data format has changed from Battlefront 1, we'll have to figure out those changes.

Rends, you mean they took out cockpit views entirely? Are we sure they're not an option, the same way you can switch between 3rd-person view and cockpit view in Battlefront 1? I'd been away from all this for a good six months, so I must've missed some things...

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

Postby Leviathan » Sat Sep 17, 2005 11:51 am

Actually, we're sure of nothing... :|

Bobafett16

Postby Bobafett16 » Mon Sep 19, 2005 9:18 am

Leviathan wrote:Actually, we're sure of nothing... :|


well then if we are shure of nuthing then how can some one say "BF 2 can not be modded" :? should we not WAIT to see for our selves if it can be or not?

Missing Jedi Admin
Posts: 3277
Joined: Fri Nov 12, 2004 2:54 pm

Postby Leviathan » Tue Sep 20, 2005 12:39 pm

Yes, I can't contradict you... We'll see whether SWBF II can be modded once it'll be out... :)

Bobafett16

Postby Bobafett16 » Tue Sep 20, 2005 5:28 pm

well i suppose we will just have to wait then :wink: :cry:

Old School Staff
User avatar
Posts: 1232
Joined: Mon Feb 21, 2005 4:54 am
Location: Heartland, Texas

Postby ShadowHawk » Tue Sep 20, 2005 5:38 pm

Anything can be Modded, just the ease of it is not guarranteed.

"In the Beginning God created the Hexguru and the Scriptmonkey. Then he said "Let there be Highspeed internet." and it was. Then he made the C++ of his own kind, and the VB of his own kind, and the .Net of his own kind. Then he created the Silicon Microprocessor from the dust of the earth. He then told the Microprocessor, "I will make you a companion." So he took a piece of silicon from his ribs and created the Motherboard."

I am so going to hell for blaspheming.

Bobafett16

Postby Bobafett16 » Tue Sep 20, 2005 5:53 pm

hehe hoho haha that was um funny(well sort of) but i agrea w/ shadowhawk ANY thing can be modded but the ease of it is not guarranteed.!

good saying "Hawky" :wink:

Jedi Admin
User avatar
Posts: 103
Joined: Wed Oct 20, 2004 9:35 pm

Postby Nimlot » Tue Sep 20, 2005 6:16 pm

Yep, SWBF2 shouldn't be too hard, at least at first glance. Replacing textures and models should be easy, lua's might not be too hard if its set up like SWBF1 was.

On a side note, I have been able to easily extract textures from the game, so it shouldn't be too long until the tool I'm working on now (a lot like winzip, it "extracts" the whole lvl, then you will repack it up) is stable enough to test new mods with.

Bobafett16

Postby Bobafett16 » Tue Sep 20, 2005 6:44 pm

well nothing will be hard for GURU the GREAT and NIMLOT the AWSOME,but it is US SMALLER guy's who don't know things as well as u great guy's, so for u nothing will be to hard :wink: :wink:

Jedi Admin
User avatar
Posts: 103
Joined: Wed Oct 20, 2004 9:35 pm

Postby Nimlot » Tue Sep 20, 2005 7:27 pm

Think winzip easy. Thats the ultimate goal for us, to make it as easy as possible for everyone.

Next

Return to SWBF2 Modding

Who is online

Users browsing this forum: No registered users and 2 guests