- #STAR WARS BATTLEFRONT 2 CLASSIC MODS INSTALL#
- #STAR WARS BATTLEFRONT 2 CLASSIC MODS ZIP FILE#
- #STAR WARS BATTLEFRONT 2 CLASSIC MODS MOD#
- #STAR WARS BATTLEFRONT 2 CLASSIC MODS FULL#
- #STAR WARS BATTLEFRONT 2 CLASSIC MODS MODS#
#STAR WARS BATTLEFRONT 2 CLASSIC MODS MOD#
All the files from \data have been copied into your new folder, and the files in \TEMPLATE have been modified, and renamed automatically, and placed in your mod directory to create your new map according to the options you specified. So if, for example, you were to create a world called ABC, you will now find a data_ABC directory in your BF2_ModTools folder. What this has now done, is create a mod directory under your BF2_ModTools directory for your new mod. (There is also a "Space Map" check box that is covered below.)
Now that that’s all our of the way, all that’s left to do, is check the boxes for the game modes you want to include on your new map (the choices are Conquest, 2-flag CTF, 1-flag CTF, and Hero Assault) and click “Create World”.
#STAR WARS BATTLEFRONT 2 CLASSIC MODS FULL#
The Full World Name and World Description are what will show up in the shell when you go to select your new map to play it. Once you’ve entered a 3-letter world name, you’ll need to enter a Full World Name, and a World Description for your new map. Note: the 3-letter name thing is unfortunately required by many systems in the game, so this was something we were unable to change. I’ll use ABC as the example for this document. The first thing you’ll need to do to put you on the path of getting your very own Battlefront II map up and running, and choose a 3-letter name for your mod. It is very important that VisualMunge knows this path, as this is where your mod data will be copied to for being run in the game. If this popup should rear it’s ugly head, simply browse to your \Star Wars Battlefront II\GameData directory, and click ok. If it fails to auto-detect, you’ll get a pop-up dialog asking you to enter your Battlefront II directory.
#STAR WARS BATTLEFRONT 2 CLASSIC MODS INSTALL#
The first time you run ModTools VisualMunge.exe, it will try to automatically detect your Battlefront II install folder. To begin, browse to your \BF2_ModTools\data\_BUILD folder, and run the program called ModTools VisualMunge.exe ModTools VisualMunge.exe- Creating a World Under the root of the mod tools folder you’ll also find the EULA (End User Licensing Agreement) called license.txt and README.txt. The assets used in the examples for the Jedi Creation.doc represented here under sides, odf, and combo. There are a few extra steps to get a debug log if you're using the DVD version. Run this in that folder while testing a map to get a debug log (BFront2.log) that will help you find the errors in a map.
To be copied over to the same folder that contains BattlefrontII.exe (in almost all cases \Star Wars Battlefront II\GameData). \BF2_ModTools\XSI_AddonĬontains the Pandemic addon for XSI that adds commands such as edit flags and an exporter.
\BF2_ModTools\ToolsFLĪ bunch of tools related files that you don’t have to worry too much about in creating new levels for Battlefront II. The game mode, world files, and script files are stored here. This folder contains the template files that VisualMunge uses to create your new world. This folder is basically the same as the assets folder, except for space maps and assets. Many of the game’s systems are documented in these files. Many of these have been transposed to this website, but be sure to check out these docs as they will certainly be helpful when endeavoring to create some spiffy new Battlefront II content. This folder contains many useful documents which will help you along your way to creating some nifty Battlefront II mods. VisualMunge will create a copy of this database, and there will be the files that you’ll want to modify. These files will be copied to your new mod folder (which VisualMunge.exe will create, this will also be explained later) DO NOT MODIFY ANY FILES IN THIS FOLDER. This folder contains most of the files actually needed to make a working level mod in Battlefront II. Keep these as the original data, meaning, DO NOT MODIFY ANY FILES IN THIS FOLDER. Note: it would be wise not to directly edit these files without copying them into your mod folder first.
#STAR WARS BATTLEFRONT 2 CLASSIC MODS MODS#
This folder contains many of the original assets from Battlefront II, many of which you’ll need to copy into your mod directory manually if you wish to make mods using these files. Inside, you’ll find the following folders: \BF2_ModTools\assets It can however it can go into any file directory without spaces in the name. We can’t be held responsible should you put it somewhere else, and things don’t work, so just take our advice, this is where you want to put your BF2 Mod Tools files.
#STAR WARS BATTLEFRONT 2 CLASSIC MODS ZIP FILE#
Distributing your new level/mod Directory Structureįirst, unzip your BF2_ModTools zip file into the root of your C: drive.