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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by Teancum »

anthonybf2 wrote: The 2 models that worked from the conversion pack assets were unexpected, and as of now I don't have a explanation for their functionality. Qui-Gon also still has a little spike going through his body but it didn't bother me much. IG-88 looked 100% complete but his gun fired blocky lasers
They may work because they're both rather low poly with low complexity when it comes too the model rigging.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

I am, Me and a Friend are on my hotspot, but the maps won't scroll. Whenever I press add it just stops, but when I press the back button it runs normally.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

Due to a scripting space limit, there currently can be no MP with the modded copy of the game. I forgot to mention that in the past.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

anthonybf2 wrote:Due to a scripting space limit, there currently can be no MP with the modded copy of the game. I forgot to mention that in the past.
:eek: NOOOOOOOOOOOOOOOOOOOOO!
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

I will have MP fixed at a certain point but I have a difficult task to do in order for that to happen.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

anthonybf2 wrote:I will have MP fixed at a certain point but I have a difficult task to do in order for that to happen.
If you need help, I could be of some use.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

I am writing a temp fix, this post will be edited in a few minutes with the information.

To enable a functional multiplayer, for now, follow these directions;

Open the game's current shell.lvl in hex editor. Go to offset 00018199 and change the byte 73 to 6D
This will tell the game to show the map list selection in MP instead of SP. Now the host is the only person who should do this.

So basically, just keep two game copies - one that shows the map list in MP and the other in SP.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by DylanRocket »

anthonybf2 wrote:I am writing a temp fix, this post will be edited in a few minutes with the information.
Would it be possible to rebuild the Shell.lvl from the PSP version? I believe you can extract the .lub scripts from the PSP shell.lvl. I can extract most of the shell images using Texmod with PPSSPP. Would we need anything else to get a new Shell working?
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

As of now I have always been rewriting missionlist.lua inside of the old PSP shell.lvl, but the script has to be equal or less total size so it doesn't break the game. To save a chunk of space in missionlist.lua I didn't add MP map list selections.

There is no need to rebuild the whole file because we don't need to replace anything else, other than updating map list selections. Rebuilding a new shell.lvl would take a silly amount of work to make it work on the PSP. So many of the scripts are different according to my research, and of course the scripts used on PSP aren't included in mod tools assets. Same for Battlefront 2 on PS2.

It's hard for me to explain how but I am close to building a "new" shell.lvl with all of the old PSP shell.lvl data, but will have an added amount of huge empty space that will allow me to toss in a larger missionlist.lua to fix MP and SP simultaneously.

And about extracting the .tga files from the shell.lvl, that would be freaking sweet! I never found a way. When I finish my "new" shell, I was going to use this image to fill in where images are loaded :lol:
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

anthonybf2 wrote:I am writing a temp fix, this post will be edited in a few minutes with the information.

To enable a functional multiplayer, for now, follow these directions;

Open the game's current shell.lvl in hex editor. Go to offset 00018199 and change the byte 73 to 6D
This will tell the game to show the map list selection in MP instead of SP. Now the host is the only person who should do this.

So basically, just keep two game copies - one that shows the map list in MP and the other in SP.
I'm having a hard time trying to find the Offset... Is this it?
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by suLac »

Version 3 is nice step forward :thumbs:

Things I noticed during my first plays:
Mustafar isn't working at all (freeze while loading)
Kamino is now fully playable (thx a lot :runaway:) but I think, it's a little bit too dark (as well as Corusant) and it crashes now on round ending screen :wink:
Corusant is now playable, albeit a bit laggy :lol:
(Would it be possible to make the doors on Kamino transparent?)

I am very happy about every new release of your mod!
Keep it up mate, your're doing awesome work :thumbs:
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by DylanRocket »

suLac wrote:Version 3 is nice step forward :thumbs:

Things I noticed during my first plays:
Mustafar isn't working at all (freeze while loading)
Kamino is now fully playable (thx a lot :runaway:) but I think, it's a little bit too dark (as well as Corusant) and it crashes now on round ending screen :wink:
Corusant is now playable, albeit a bit laggy :lol:
(Would it be possible to make the doors on Kamino transparent?)

I am very happy about every new release of your mod!
Keep it up mate, your're doing awesome work :thumbs:
Try Mustafar in Campaign mode or GCW conquest. I don't believe CW era works yet.

I believe it's possible to have transparent doors on Kamino but I think that may require editing the model or something.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

ARC117 - Mobile hex editors are a joke, you really need to do this on your computer. And yes what you are trying is wrong.
Sulac - At the time I am not concerned with small scale graphics issues. Mustafar works with me on GCW fine.
Dylan - Can you really get the textures from shell.lvl? How soon?

Farther details for ARC117; On your computer, download HxD Hex Editor, and open the file shell.lvl. Press ctrl+g to open the find offset dialogue and enter the numbers I mentioned earlier and change the data (1 byte) as I instructed. Then your game will present map list on MP instead of SP, and remember only the one who will host needs to do this.
Last edited by AnthonyBF2 on Wed Jan 20, 2016 6:50 pm, edited 1 time in total.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by DylanRocket »

anthonybf2 wrote:Can you really get the textures from shell.lvl? How soon?
I've already got most of them a few months ago I think. I'm missing a few and I'm also not sure if all of the textures are named correctly.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

I can tell what screens each images are linked to. Can you send me what you've got so far?

As a reference I marked down all texture names I found in the PSP shell.lvl that don't exist in BF2 Mod Tools. Some of these can be taken with simeple screen shot utilities like Fraps.

Code: Select all

 "_localize_english_bootesrb"
 "_localize_french_bootesrb"
 "_localize_german_bootesrb"
 "_localize_italian_bootesrb"
 "_localize_spanish_bootesrb"
 "_localize_uk_english_bootesrb"
 "dolby_logo" (dolby sound)
 "gal_tab1"
 "gal_tab2"
 "gal_tab3"
 "his_brief_bg"
 "movie_bg"
 "movie_bg2"
 "titlebar_large"
 "mode_icon_sc" (icon for rebel raider)
 "mode_icon_dc" (icon for imperial enforcer)
 "mode_icon_mc" (icon for rogue assassin)
 "savage_logo" (load screen for savage entertainment)
 "psp_mainmenu_1"
 "psp_merc_load" (load screen for rogue assassin)
 "psp_smuggler_load" (load screen for rebel raider)
 "psp_sniper_load" (load screen for imperial enforcer)
 "psp_submenu_1" (psp_submenu_1 or _2 must be the Jango screen or the regular screen showing rebel soldier/imperial officer)
 "psp_submenu_2"
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

Is there anyway I can help test out a few maps and skins?
I could try a few new skins like galactic marines.
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

I really don't want to share any of my tools and methods at the time, mainly because it would take too long to actually explain a chunk of my methods and how we are doing things. If you have some textures, send them to me with a list of due credits. :wink:
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

Lol, ok. Do you want me to pm them to you or just send them here?
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by AnthonyBF2 »

ARC117 wrote:Lol, ok. Do you want me to pm them to you or just send them here?
Here so that others may use them. :mrgreen:

... and ...

I give you the hovernaut!
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Re: Battlefront 2 (PSP) Upgrades + 3rd Release

Post by ARC117 »

anthonybf2 wrote:
ARC117 wrote:Lol, ok. Do you want me to pm them to you or just send them here?
Here so that others may use them. :mrgreen:

... and ...

I give you the hovernaut!
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That looks amazing!! You've already added entirely new vehicles!
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Is this what you want?
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