Red Shell Build (for SWBF1)

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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BattleBelk
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Red Shell Build (for SWBF1)

Post by BattleBelk »

This is my build of Psych0fred "Red Shell" project

Image

http://www.secretsociety.com/forum/down ... cts/Shell/

http://files.filefront.com/RedShellBuil ... einfo.html

How to install:

Backup yours

Star Wars Battlefront\GameData\Data\_LVL_PC\Common\ENG\common.lvl

Star Wars Battlefront\GameData\Data\_LVL_PC\Load\load.lvl

And replace to my ones


Addons for modders (folder "Compile"):

.tga and .option files for munge textures

Special light version of mod tools (textures munge only)


Actually not all things is red couse i think Psych0fred didnt finish it
But its just expiriment

I also think about SWBF2 shell interface for SWBF1 (i dont like SWBF2 interface but its looks amazing :) )
Look that as example http://img227.imageshack.us/img227/8643 ... ll2zz8.jpg

Special thanks to Psych0fred for him .tga files
Commander_Cody771
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Re: Red Shell Build

Post by Commander_Cody771 »

AWSOME! How did you edit the shell?????
BattleBelk
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Re: Red Shell Build

Post by BattleBelk »

Well i will try explain but its probably difficult couse need know how hexedit lvl file format. And iam sorry for my bad english

You need extract .dds files by using .LVL Extractor (0.0.6)
dds file contain textures

Most of textures have 2 or more formats (DXT3, A4R4G4B4 etc) and diffrent MipMaps levels
You can see that by using Windows Texture Viewer

Now open one of format .dds in photoshop with dds plugin installed

Edit it (Aplha chanel contain information about transaprent texture)
Now save texture as tga file with 24 bit if no alpha and 32 bit if with alpha

Then you munge it. You need build it with same formats as have dds
So if texture have 2 formats for example DXT3, A4R4G4B4 and have 1 MipMap you need create 2 .tga files and 2 .option
.option file is text file contain parameters for munge texture in need format
for DXT3 and mip map 1 it will

Code: Select all

-maps 1 -format DXT3
My redshell build contain folder "Complie" where u can find all tga and option files as example
Also you can munge it here couse my redshell build contain "Special light version of mod tool (textures munge only)"

I know some people remeber Bcompiler for build dds but its dont correct buld some DXT3 formats with mipmaps so i didnt used it. There is also tutorial about texture hexedit but i can't find.

Then go to folder "munged" and open in hexeditor your texture (2 or more formats)

Now if all ok and your texture have same fromat as dds FMT_ sections will be same size as setions in your lvl file for texture (tex_ sections aka chunks)

Copy and replace FMT_ chunks from your munged file in lvl one. Look likns below for know how hexedit lvl file

Usually texture have this order of FMT_ chunks:
DXT3
A4R4G4B4

Some USEFUL likns:

Star Wars: Battlefront Riley's Editing Reference

RepSharpshooter hexedit tutorial
Commander_Cody771
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Re: Red Shell Build

Post by Commander_Cody771 »

BattleBelk wrote:Well i will try explain but its probably difficult couse need know how hexedit lvl file format.
Thank you for the tut. And I'm a pro at hex coding.
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