For side mods in Battlefront II. Includes: Recovered SWBFII code and models for sides. Some source code from BFP weapons and powers. "Soldier Side" contains assets for characters with some weapon models I made.
"Vehicle Side" contains recovered Pandemic Vehicles and Remote Frigate Ships for space maps.
"SoldierAnimationBank" has source animation sets for knife, prone, chaingun.
"BFP REQ" folder and "addme" file are for loading BFP sides. You have my permission to load BFP sides in your mod maps.
Not included: BF3 models, BF2 stock models, and work of other modders. Not Full Sides! Add files to your mod map side.
( You can copy a side from "Modtools\assets\sides" and put them in your XXX mod map folder "Modtools\data_XXX\Sides" to start )
Many files include my notes about code functions. I renamed things and added notes without testing the files again so there maybe some typos. Modify these files as you wish! If you release mod with BFP V.2 sides, include all credits from BFP V.2.
From ReadMe:
Syth's Mini Asset Pack 2018,
For side mods in Battlefront II,
From Battlefront Project Power (BFP) V.2.4
Details:
Soldier Side\ ODF Units: Example units and hero. Shows how to use ammo-share and heat-share for multi-mode weapons.
Soldier Side\ ODF Weapons: code and effects for weapons and abilities.
Punch,
Baricade,
E-Web Turret,
Carbine with stun mode and blaster scorch marks,
Thermal detonator with charge up,
EMP grenade,
Disguise kit,
Orbital Stike binoculars,
Poison Dart,
Marine Rifle (rockets, stun shot, auto, semi)
Pistol whip (requires animation),
Imperial Probe Droid,
Jango Z6 Backpack Missile,
Flame thrower,
Frag grenade,
jetpack effects.
Soldier Side\ ODF Force Power: jedi and sith powers.
New BFP light saber combos with linked attacks,
Charge up force push,
Force Stasis (holds enemies in air),
Improved lightening,
Force sonic,
aura and battle meditation (like in KOTOR),
Saber throws,
Soldier Side\MSH: recovered BF1&BF2 models for units.
Soldier Side\Syth MSH: Models I made.
Vehicle Side: recovered vehicles with my newest weapons code.
Battlefront 1: MTT, Rebel Tank(all_hover_combatspeeder), MAF, Skiff, Cloud Car(bes_fly_cloudcar), gian speeder(nab_hover_gianspeeder),
Clone Wars Game: GAT, HAG, ATXT, SPHAT, Dreadnaught(cis_hover_cydon), dwarf spider,
Extra: Millennium Falcon(all_fly_falcon), Swamp Speeder(rep_hover_ss), Catamaran(wok_hover_catamaran), 2-man speeder(all_hover_speeder), k-wing, ep5 probe droid weapon for AT-AT.
Vehicle Side\Remote Space Ship ODF: code for remote freighters/frigates for each faction from my upcoming space map. Also code for remote big guns.
-Models not included, stock Frigate models are in the Mod Tools space map files.
Big guns: "spa1_prop_all_shipturret"
Remote Big guns: "spa1_prop_all_shipturretRC"
Remote Turret File: "tur_bldg_spa_all_frigate"
Remote Ship Weapon: "all_weap_spa_frigate"
Remote Ship: "all_weap_spa_frigate_ord"
Remote Ship Gun: "tur_weap_spa_heavy_red1"
To use: in ZeroEditor space map, place "tur_bldg_spa_all_frigate" out in space, and then assign it the "spa_veh_turret_chair" on the capital ship. Same thing for the "spa1_prop_all_shipturretRC".
Animations:
Soldier Side\Munged:
"Gunner", for under hand chaingun.
"Recon", my new animation in BFP that includes knife animation and recovered prone from BF1.
"bfp", my basic BFP animation that includes knife animation.
The rest are modified animations for light sabers in "ODF Force Power".
Source Animations (SoldierAnimationBank):
Not for SIDE folder, for mod folder "Modtools\data_ABC\Animations\SoldierAnimationBank"
*"recon", default munge output is set to the local "ALL" side, just edit munge.bat and change "ALL" to a side in your mod.
"bfp", default munge output is local "REP" side.
"gunner", default munge output is local "REP" side.
"munge_animation", the most recent program from Gametoast.com for compiling the animation files in SoldierAnimationBank.
*Note 1: Only Battlefront 1 base poses work with prone the in "Recon" animation.
**Note 2: Loading too many different animations will crash your mod.
"BFP REQ" is for modders. It has my req files that list all the names of units and vehicles you can load in your map (BFP V.2 files not included).
Option 1: Copy the sides in "Star Wars Battlefront II\GameData\addon\BFP\data\_LVL_PC\SIDE" into your mod map addon folder.
Then load the sides and units you want from your LUA file, example:
ReadDataFile("dc:SIDE\\rep2.lvl",
"rep_hero_ARC_commander"
"rep_inf_ep2_ARC_elite")
Option 2:Load the files direct from the BFP mod in your addon folder like this:
ReadDataFile("..\\..\\addon\\BFP\\data\\_LVL_PC\\SIDE\\rep2.lvl",
"rep_hero_ARC_commander"
"rep_inf_ep2_ARC_elite")
If you load rebels from the "ALL2" side, also load the skins from the separate urban, forest, or desert sides in your LUA like this:
ReadDataFile("..\\..\\addon\\BFP\\data\\_LVL_PC\\SIDE\\forest.lvl",
"all_skins")
The "REP2" side with clones may also need skins loaded from the urban, forest, or desert sides in your LUA like this:
ReadDataFile("..\\..\\addon\\BFP\\data\\_LVL_PC\\SIDE\\urban.lvl",
"new_inf_ep3armoredpilot",
"new_inf_ep3_sniper",
"new_inf_ep3_officer",
"new_inf_ep3_jettrooper",
"new_inf_ep3_elite")
"addme.LUA" file shows how to use the Unofficial 1.3 SWBFII patch to add BFP CW and BFP GCW eras to your maps.
For BFP era your LUA mission scripts must be named "XXX_p_con.LUA" for clone wars and "XXX_q_con.LUA" for original gcw (Replace XXX with your 3 letter mod name).
Tips:
> To use these files for SWBFII, you need to download Pandemic's Star Wars Battlefront II Modtools and read files in \Modtools\documentation\
> If you are new to modding SWBFII, Gametoast.com has the files to get started.
> To process the game files in newer versions of windows, you may need updated munge programs (because of a code glitch using "" marks in the munge path).
> Animations for BF1 males, wookies, droids, BF2 females, and heroes all use different baseposes and skeletons - to munge a new animation you need the matching basepose. Look at \Modtools\assets\Animations\SoldierAnimationBank\
> New models float on the HUD, fix with the below code in the "weapon.ODF" file under [Properties] , or use the tutorial by Gametoast.com member FragMe! >>> Gametoast.com
HUDTag = ""
Credit:
Pandemic Studios and LucasArts for SWBFII Mod Tools and models of vehicles, trooper, barrier, marine rifle, e-web turret,
AceMasterMind from Gametoast.com helped me export models,
pysch0fred for the lists of ODF and LUA code for SWBFII.
guru and GameToast.com
Models by Syth: DH17, Thermal detonator, Binoculars, Frag grenade, CR24 Flame thrower, Jango's Westar 34, Captain Fordo Westar 15, Zam's KYD Pistol, Clone's grenade,
author email: sytheramon91@gmail.com
Legal Information: If this mod damages your game, I will not be held responsible. These Files are Shareware, and cannot be sold for any profit.
THESE FILES ARE NOT DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
*Fascinating.*
I remember I wanted to take a look at how this stuff worked and/or use it for something... I just wish I remembered what I wanted to do with it...
Any reason as to why you chose to release these?
WOW Thanks Syth!
any chance you'll add this stuff to bfp?
have the kwing instead of the bwing in some maps?
adding the remote control of corvettes?
the millennium falcon in certain maps?
How Install
you don't...these are ASSETS
how to install?? :3
Are u planning on modding? cus its only useful to modders check the description its probable has everything u need
so can we use this in game or no
if you put the asset into a map and save it as a map, via modding...
what is that airplane like craft? that's weird!
How did you extract these? Asset Extractor or something else?