Capturing the drama and epic conflict of Star Wars, Battlefront II brings the fight online. Attention to detail and scale make this game a joy to behold, with 16 incredible new battlefronts such as Utapau, Mustafar and the space above Coruscant, as well as the Death Star interior and Tantive IV, Princess Leia's blockade runner seen at the beginning of the original Star Wars.
Tool that acts as a robust replacement for VisualMunge.
Please follow this project's page on GitHub for quicker updates.
Bugs and suggestions can be submitted HERE.
The goal of Zero Munge is to act as a robust replacement for VisualMunge, the automated build tool provided with the SWBF2 mod tools.
It is written in Visual C# for .NET Framework 4.
At its core, Zero Munge goes through a user-specified list of munge.bat files and executes each one at a time and copies the associated LVL files to the appropriate staging directory.
Zero Munge includes the following features.
Download the latest release and extract the archive to your project's _BUILD directory.
The first thing you need to understand is that VisualMunge does not munge things, it executes batch scripts that execute the necessary logic to turn raw assets into LVL files. The flow of how it works is this:
At its core, Zero Munge essentially does the same thing that VisualMunge does - except you're given far more control over what you want to munge. How so? You're able to specify all the individual munge.bat scripts to execute, and optionally Zero Munge will also copy over the LVL file(s) associated with each munge.bat script to the correct folder in your project's addon directory.
Using Zero Munge is fairly easy - to munge something, all you do is add the desired munge.bat scripts to the File List and press 'Run':
Alternatively, you can click the 'Add Folders' button to select folders containing munge.bat scripts to add. For example, if you wanted to add the munge.bat scripts for the CIS and REP sides in one action, you'd click 'Add Folders', browse to data_***\_BUILD\Sides, select the CIS and REP folders, and click 'Open' - the munge.bat scripts for the CIS and REP sides would then be added to the File List.
Examples of munge.bat scripts:
* Note: You will probably have to manually edit your world's munge.bat script in order to munge it. All you have to do is open the script in a text editor like Notepad and change YAV to your world's map ID (e.g. ABC).
** Note: By default, the sound munge.bat script munges all sound folders specified in data_***\soundmunge.bat. Also by default, Zero Munge doesn't automatically detect the outputted LVL files for sound munging, but optionally you can manually edit the Munged Files field for the sound munge.bat file to list the sound LVLs.
Yes there is! You can click the 'Add Project' button, which will prompt you to select a project directory (e.g. BF2_ModTools\data_***) whose typical munge.bat files should be added to the File List. The following files, if found, will be added: