277 lines
17 KiB
Plaintext
277 lines
17 KiB
Plaintext
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Cade_Allos' Guide to HEX-Editing, for beginners.
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This is my first guide, so it may not be good for some, but I hope it helps.
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Requirements:
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Hex Editor. Pspad recommended, I use it and find it very good.
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Star Wars Battlefront II, already installed
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Patience
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Recommended:
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Mouse with scoll wheel, to move up and down easily, although not essential, it works best.
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Use this tree for easy reference. Just type in the code in the find cosole and it should take you there.
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1.0 Introduction
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1.1 How I will be explaining this guide
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1.2 What files to mod and where to find them
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1.3 Rules
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2.0 Changing Heroes
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2.1 Changing Infantry
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2.2 Changing On-ground vehicles
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2.3 Swapping Space Vehicles and Sides with another Side
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3.0 Miscellaneous Stuff
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3.1 Factions and their code formats
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3.2 Vehicle and Infantry code guide
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3.3 Give your Ewok firepower!!!
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3.4 Just as real
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3.5 Credits
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1.0 Introduction
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This is a more advanced version of a hex editing guide. Here I will explain the very basics of hex editing, as
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well as some more advanced techniques. WARNING: THIS GUIDE IS FOR BEGINNER MODDERS ONLY, AND IS SUITABLE FOR
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THOSE WITH LOW INTERNET SPEEDS SUCH AS MYSELF. IF YOU HAVE BROADBAND OR A HIGH INTERNET SPEED, JUST DOWNLOAD THE
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MOD TOOLS FROM: starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Modding_Tools;34987.
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1.1 How I will be explaining the guide:
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* Ok, I will be addressing the character and vehicle lines as "codes". An example of a "code" would be: rep_hero_anakin.
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* You MUST abide the rules at all times, to save yourself from trouble
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* I will only be explaining modding in Instant Action, Conquest mode. I will not do anything else, like CTF.
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* Sides are the armies such as Republic or Empire
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* Important notes will be displayed something like ***NOTE***
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* In a HEX editor there are two sides, left and right. The left is numbers the right is letters. I will name the left
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as the 123 side and the right as the ABC side.
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* The Heros and Villains will be referred to as 'Infantry' as putting them in is the same as putting ordinary infantry in
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* You must save after each change you finish
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* Although long and tiring, I suggest you check your mods in the game if they're working correcly, before you mod anything
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else, as if you make a mistake, it will be difficult to find the problem
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* A good way to evade that last rule, is to make backups of your mods. So if you finished a mod, save it and store it
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in a folder AWAY from the original mission.lvl. Be sure to create subfolders e.g: Original mission.lvl backup and
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Republic vs. Empire mission.lvl backup.
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1.2 What files to mod and where to find them:
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Ok, the main files to mod are found in: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc
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Just copy that link and paste it into your file browser. The main file that most or maybe all of your mods will be
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the mission.lvl file. Make sure you have at least 2-3 backup copies. More files will be used to mod things such
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as switching vehicles, but that will be covered later on in the guide.
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1.3 Rules
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* Before you do a single mod, you MUST backup all files. Just copy the LucasArts folder and paste it in a handy folder.
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I have a folder named: "Star Wars Battlefront II mod files". I'd advise you to make a folder like that for mod files and
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backups if you don't want your files scattered all over the desktop.
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* I hope this doesn't put you down, but you must only edit an infantry or vehicle code that has more chatacters than the
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infantry or vehicle you are trying to add.
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* I am not yet a master of HEX editing, but there are some things you can't change. Sometimes when you change things
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it will either not appear or worse, crash to the desktop.
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* You can only REPLACE ingame infantry or vehicles. There is no way you can ADD, otherwise that will change the size of the
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folder and the game won't read your file properly.
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* Choose a good editor that highlights your changes. I use Pspad because it highlights my changes in yellow.
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2.0 Step 1: Changing heros
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I've started with changing heros first, because it is more basic and will start you off with the needed knowledge for other
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steps. Now you maybe wondering, what on earth is Obi-Wan Kenobi doing on the death star? Or perhaps you have grown tired
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of Ki-Adi-Mundi because you hate how long his lead is? Well read on.
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First off, you will need to select your world with the hero you want to change. In this example, we will be going to replace
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Mace Windu, on Coruscant. Open up your mission.lvl file with your Hex Editor. Now if you're a first timer to Hex
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editors, then you might be freaked out at the amount of random characters. Don't change ANY character. Only change
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the correct characters to mod. If you change a character thats not supposed to be changed, then your mission.lvl won't
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work with the game properly. You will be using the right side for editiing. Ok, now to work. Tap Ctrl+F to bring up the
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'find' console. Type in: cor1_conquest. Scroll up until you see rep.lvl. This is the Republic Side. Don't drag the box on
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the side or it will take you too far up or down. Now scan the lines until you see the codeline rep_hero_macewindu. This
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line is Mace Windu's SWBFII game code. Now this is were it gets tough. Click on the 'r' of rep_hero_macewindu, basically
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the beggining character of the code. Now type over the code with: rep_hero_anakin.
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***IF YOU MAKE A MISTAKE, DON'T HIT DELETE OR BACKSPACE. JUST CLICK ON THE LETTER AND WRITE OVER IT. You musn't delete
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any character otherwise it will change the file size of the mission.lvl folder, and if it changes, you won't be able to
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play the game. If you do make a mistake and save the file accidently, simple copy and replace the mission.lvl file in
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C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc with your backup.***
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Now you should be left with rep_hero_anakinndu. Now click on the second "n". Now look on the 123 side of the hex pad.
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You should see the character "6E" highlighted. Click on it. You should see the characters 64 75 after 6E [6E64 75].
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Now those are the extra "ndu" characters on the ABC side. Now you need to remove these. To do this, you have to write
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0000 00 over 6E64 75. The '00's show that you are saying 'nothing'. When done, you should see the 'ndu' replaced with
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3 dots (on some editors, it may show rectangular squares). These dots mean nothing, while the dots (formerly full-stops)
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on your keyboard is not the same. Don't use the full stop on you keyboard. Every two '0's (00) represent one dot.
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You have now replaced Mace Windu of Coruscant
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with Anakin Skywalker.
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***On some maps it's different. There will not always be something like hot1_conquest, you'll have to find it yourself.
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If you're modding other maps, and you're not sure if its the conquest side you are modding, there is a neat trick
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to find out how. When you select your world, you may want to keep scrolling down until you find something that says
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'conquest' or 'con2' for example. If you find it, you're on the right track. Now just scroll down a bit more until you
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find the codelines of the map you want to mod. Thats the conquest side.***
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2.1 Step 2: Changing Infantry:
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Infantry. Soldiers. Quite. Well now you have the basics of replacing. Now a harder step. You may sometimes want a
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CIS vs. Rebels war or a Empire vs. Republic war, or even a Rebels vs. Rebels war (i've already made and tried that,
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real confusing unless you use lock on lol.) So first off, we will be changing the Coruscant Clones into Rebels.
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Now do the same as in Step 1 to get to the rep.lvl side. Now this time you don't need to look for anything else once you
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find rep.lvl, because that's the first thing you're going to change. Now this will be the first thing you will need to
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change if you are putting in a new army for any map. So for example, we will be using the Rebels right? So then we will have
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to replace rep.lvl with all.lvl. That means you are changing the Republic to the Rebel Alliance. Well you've got your army,
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but who's in it? Now scroll down a bit until you see some codes like rep_inf_ep3_rifleman. That code there is the
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Clone trooper. You're gonna wanna change it to a Rebel Soldier. If the Clone trooper is there under the all.lvl side,
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then he won't appear at all as he doesn't correspond with that particular army. So replace him with the Rebel Soldier'
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code: all_inf_rifleman. You'll notice you're left with all_inf_ep3_riflemaneman. Just fix that with "00"s on the 123
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side. Well now you've replaced the Clone trooper with the Rebel Soldier. I will list what to replace next to make it
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easier. Along the way you will come across rep_fly_assailt_DOME and rep_fly_gunship_DOME. Don't touch those.
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REPLACE: WITH:
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rep_inf_ep3_rifleman all_inf_rifleman
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rep_inf_ep3_rocketeer all_inf_rocketeer
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rep_inf_ep3_engineer all_inf_engineer
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rep_inf_ep3_sniper all_inf_sniper
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rep_inf_ep3_officer all_inf_officer
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rep_inf_ep3_jettrooper all_inf_wookie
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And the Hero:
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rep_hero_macewindu all_hero_chewbecca
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Both heroes are exacltly 18 characters each. No need to replace anything. You can replace Chewie if you want ;)
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2.2 Step 3: Changing On-ground Vehicles
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***Make a backup of EVERY folder you mod.***
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Vehicles. Tanks. Starfighters. Hell. This is far more complicated than replacing infantry, because now you need to start
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modifying another folder. The other folder you will be modifying along with mission.lvl is the maps game file. Now some
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may be asking what is it. For those that don't know, it can be found in C:\Program Files\LucasArts\Star Wars Battlefront II
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\GameData\data\_lvl_pc. Now in there, do you see alot of folders, like myg, nab, cor, kam or mus? Those are the map
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folders. First off you'd need to choose the world WITH vehicles that you want to mod. But that's after you finish reading
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this tutorial, because we will be modding Hoth. Find the Hoth, conquest section in the pad. Tap Ctrl+F to bring up the
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'find' console, and then search: hot1.lvl. You'll have to find the conquest section from there. Now you will need to
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change all Imperial infantry into the Republic, because we will be replacing the Imperial AT-AT with a Republic vehicle.
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Just like the infantrys rules, you can only have Republic vehicles with Republic. If you do something like Empire with
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Republic vehicles, the vehicles won't appear in the game.
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Now once you've found it, scroll down to the Imperial side. Now if you look closely, you will see the codeline
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imp_walk_atat. That's the AT-AT's game code. Now replace over it with rep_walk_atte. Easy, no need to replace any
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characters. Happy? You're not done. Save the mission.lvl. Now go to your C:\Program Files\LucasArts\
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Star Wars Battlefront II\GameData\data\_lvl_pc folder. Select the map you're modding. Since we're modding Hoth, open
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up the 'hot' subfolder. Inside it you should see a file named: 'hot1.lvl'. That's Hoths map file. Open it in your hex
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editor. Since imp_walk_atat and rep_walk_atte have the same amount of characters, this will be a very easy step. Open
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up the 'replace' console by tapping Ctrl+H. Please note that it may be different for other hex editors, but considering
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you're using Pspad, you're doing good. Now type in: imp_walk_atat in the 'find' field. Now type in: rep_walk_atte in the
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replace field. Click 'ok' and you should see a loading bar. Once it finishes loading, you're done! To be certain, you
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may want to check if it had been successful. So type in the new code in the 'find console, and if it takes you to that
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code, then you're done! Save, and open up the game. Open the Hoth map, and enjoy a faster moving AT-TE!
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2.3 Step 4: Swapping Space Vehicles and Sides with another Side
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Space Vehicles. Star Destroyers. Star Fighters. Probably some of the most things you want to change. Here I will show you
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how to change space vehicles. Some fellow HEX editors may not know this step. Simply because the space maps aren't assigned
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to simple files like space_tat.lvl. This is were you'll find most useful things for modding space maps. First off, you'll
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need to edit the mission.lvl file. In this example we will be modding the Space Kashyyk map. Open up your mission.lvl
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file with your hex editor. Now open up the 'find' console and type in: rep_fly_anakinstarfighter_sc. Now this isn't the
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one you'll need, so hit 'F3' on your keyboard twice and then you'll come to the right one. First things first, you'll
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need to put in your army that you want to add, just like infantry. Just scroll down a bit until you see: cis.lvl.
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change that to imp.lvl. You've added your Imperial army, now you need to give it infantry. Scan the lines until you fin
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the following lines. Replace them with the ones i've stated below.
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REPLACE: WITH:
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cis_inf_pilot imp_inf_pilot
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cis_inf_marine imp_inf_marine
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Simple you just replcace 'cis' with 'imp. Well, you've got your infantry, but how are they gonna fly? Red Bull gives you
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wiiiiings...joking lol. After the infantry codelines, you'll notice some codes like cis_fly_fedlander_dome and cis_droid_
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starfighter. You musn't change the cis_fly_fedlander_dome. Those codes are the space vehicle's game codes. Now just
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replace all those codes as follows:
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REPLACE: WITH:
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cis_fly_droidfighter_sc imp_fly_tiefighter_sc
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cis_fly_greviousfighter imp_fly_tieinterceptor
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cis_fly_droidgunship imp_fly_trooptrans
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cis_fly_tridroidfighter imp_fly_tiebomber
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***WHAT NOT TO CHANGE:***
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cis_fly_droidfighter_dome
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cis_fly_fedlander_dome
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***Take extra caution with replacing the grevious fighter. make sure you type in GREVIOUS and not GRIEVOUS. Some people
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tend to get mixed up. The vehicle won't appear of you don't get the code right.***
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***Remember, if there are still characters leftover from the code you replaced, just replace it with the '00's on the
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123 side of the pad.***
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Now once you've done that, save. You're not finished. Go to C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data
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\_lvl_pc and look for the folder 'spa'. Open it and you should see spa1.lvl spa2.lvl etc. Now THESE are what the space
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maps are called, I think. You'll have to find out what they are yourself. A way to do this would be opening up spa_sky.lvl
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and searching for fel or kas or tat etc. But I do know that spa3.lvl is Kasyyk, so that is the file we're going to mod.
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For starters, open up spa3.lvl with your editor. Now you'll have to do the hard work from there. Just search for the CIS
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ship codes you want to replace and replace it with how I listed it above. Remember to replace any leftover
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characters with '00's on the 123 side of the pad. When done, save. Now open up your game and load up Space Kashyyk.
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Enjoy Brothers vs. Brothers!
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***If it doesn't work, then replace the mission.lvl and spa3.lvl with your backups, and then either leave it or retrace
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the steps.***
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3.0 Miscellaneous Stuff:
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3.1 Faction: Infantry Format: Hero Format:
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Republic = rep.lvl rep_inf_***_**** rep_hero_****
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cis = cis.lvl cis_inf_**** cis_hero_****
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Alliance = all.lvl all_inf_**** all_hero_****
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Imperial = imp.lvl imp_inf_**** imp_hero_****
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Replace the **** with the infantry names. The *** is what episode you want the clone to be from. Yes, episode 2 or 3,
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you choose what clones you want! If you want the Phase I clones, type in ep2, for episode 2. E.g, rep_inf_ep2_rifleman.
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And the same with Phase II clones, just with ep3. E.g, rep_inf_ep3_rifleman. I personally enjoy this feature, becuase
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I have the Phase II Clone Trooper on Hoth with the Phase I Sniper and Rocketeer.
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3.2 Vehicle and Infantry code guide.
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I will enclose a Vehicle and Infantry Codeline guide with this package. Now all credit goes to Fiminopter because he made
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it. I'm just adding it to this package for easy reference.
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3.3 Give your Ewok firepower!!!
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Well, I just thought i'd tell you how to give Ewoks Blaster Rifles! Haha ok go to Go to C:\Program Files\LucasArts\
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Star Wars Battlefront II\GameData\data and open up the 'side' folder. Look around until you find ewk.lvl. That's
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the Ewok's side file. Open it up in your hex editor. Bring up the 'replace' console and type in: ewk_weap_inf_spear.
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in the 'find' field and type in: all_weap_inf_rifle. Now it should load. Save and then done! You can even try diffucult
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things like give wookiees lightsabers, but I must warn you, it is frustrating TRYING to do it. Yes, i've tried and failed.
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3.4 Just as real
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If you have a Empire vs. Republic war, then you may notice some of the infantry saying things like, "Get the traitors!"
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or "Take out that Clone!", just like the Campaign mission where you have the Empire vs. The ARC Rebellion Clones.
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There are many limited things you can mod with HEX editors. It would be wise to get the mod tools. With those, you'll
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practically be able to do many things, such as create your own Jedi. Most people like myself once before eagerly search
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forum after forum, site after site for a good HEX editing guide. I hadn't found a good one yet, apart from Fiminopters,
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so I decided to develop this Tutorial Guide. Hope this guide helped, leave comments if you can. Well, have fun modding!
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3.5 Credits:
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* LucasArts for creating the Star Wars Universe
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* Pandemic for making Star Wars Battlefront II
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* starwarsbattlefront.filefront.com for inspiring me to mod SWBFII
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* Fiminopter for his original Hex editing guide, and for his examples
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* Me, Cade_Allos, for making this extended version
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