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master
Maxim Stewart 4 years ago
parent
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d447570020
  1. 3
      FX_Files/NOTE.TXT
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      FX_Files/effects/fx_ember.tga
  3. 67
      FX_Files/ember.fx
  4. 12
      FX_Files/fog.fx
  5. 51
      FX_Files/rain.fx
  6. 67
      FX_Files/snow.fx
  7. 17
      FX_Files/sun.fx
  8. 499
      Other/000_Notes/AnimationSystem.txt
  9. BIN
      Other/000_Notes/Anyone can do skins tutorial 3.pdf
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      Other/000_Notes/Attached Effects.doc
  11. 2056
      Other/000_Notes/Battlefront2API.doclua
  12. 277
      Other/000_Notes/Cade_Allos' Guide to Hex Editing/CadeAllosguidetohexediting.txt
  13. 224
      Other/000_Notes/Cade_Allos' Guide to Hex Editing/Charactor Guide #2.txt
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  15. 674
      Other/000_Notes/LICENSE
  16. 2345
      Other/000_Notes/ODF Parameters.txt
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      Other/000_Notes/Particle Editor and You.doc
  18. 71
      Other/000_Notes/Settingup_Uber_Mode.TXT
  19. 81
      Other/000_Notes/Vegati's Guide to Making a Decent Map in BF2.txt
  20. 81
      Other/000_Notes/Vegatis_guide_to_making_a_decent_map_in_bf2/Vegati's Guide to Making a Decent Map in BF2.txt
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      Other/000_Notes/fierfeks_bf2_mapping_and_modding_tutorial.doc
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      Other/000_Notes/fierfeks_mapmaking_guide.doc
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      Other/000_Notes/fierfeks_mapping_and_modding_tutorial.doc
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      Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_guide.doc
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      Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_tutorial.doc
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      Other/000_Notes/fierfeks_star_wars_battlefront_ii_modding_tutorial_3.5.doc
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      Other/000_Notes/how_to_make_first_maps.doc
  28. 1
      Other/NOTE.txt.TXT
  29. 656
      Other/Spaceships_1.0_Final/Cis-Assaultship.obg
  30. 769
      Other/Spaceships_1.0_Final/IMP-Stardestroyer.obg
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      Other/Spaceships_1.0_Final/REB-Spaceship.obg
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      Other/Spaceships_1.0_Final/Readme.doc
  33. 656
      Other/Spaceships_1.0_Final/Rep-Assaultship.obg
  34. 229
      Other/Terragen_Sky_Box_TGCs/skybox_cameras.tgc
  35. 200
      Other/Terragen_Sky_Box_TGCs/skybox_render.tgc
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3
FX_Files/NOTE.TXT

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-- Copy one of the files to the worlds folder of ones map.
-- Rename it to the 3 letter name of the map exactly!
-- Try copying other settings too.

BIN
FX_Files/effects/fx_ember.tga

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67
FX_Files/ember.fx

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// regular ember
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_ember");
ParticleSize(0.025);
Color(255, 255, 255);
Range(15.0);
Velocity(-0.3);
VelocityRange(1);
PC()
{
ParticleDensity(20.0);
}
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.5);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.5, 0.9);
RotationRange(25);
}
// light ember
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_ember");
ParticleSize(0.015);
Color(255, 255, 255);
Range(15.0);
Velocity(2.0);
VelocityRange(0.8);
PC()
{
ParticleDensity(100.0);
}
ParticleDensityRange(0.0);
CameraCrossVelocityScale(1.0);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.3, 0.45);
RotationRange(2.0);
}
// heavy snow
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_ember");
ParticleSize(0.015);
Color(255, 255, 255);
Range(15.0);
Velocity(4.0);
VelocityRange(0.8);
PC()
{
ParticleDensity(256.0);
}
ParticleDensityRange(2.0);
CameraCrossVelocityScale(1.0);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.3, 0.45);
RotationRange(2.0);
}

12
FX_Files/fog.fx

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Effect("FogCloud")
{
Enable(1);
Texture("fluffy");
Range(60.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

51
FX_Files/rain.fx

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// light rain
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);
GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(256.0);
Velocity(9.0);
StreakLength(1.0);
GroundEffectsPerSec(15);
}
}
// heavy rain
Effect("Precipitation")
{
Enable(1);
Type("Streaks");
Range(12.5);
Color(216, 220, 228);
VelocityRange(1.0);
ParticleDensityRange(0.0);
CameraCrossVelocityScale(0.2);
CameraAxialVelocityScale(1.0);
GroundEffect("com_sfx_rainsplash");
GroundEffectSpread(8);
PC()
{
AlphaMinMax(0.3, 0.45);
ParticleSize(0.02);
ParticleDensity(512.0);
Velocity(15.0);
StreakLength(4.0);
GroundEffectsPerSec(15);
}
}

67
FX_Files/snow.fx

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// light snow
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_snow");
ParticleSize(0.015);
Color(255, 255, 255);
Range(15.0);
Velocity(2.0);
VelocityRange(0.8);
PC()
{
ParticleDensity(100.0);
}
ParticleDensityRange(0.0);
CameraCrossVelocityScale(1.0);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.3, 0.45);
RotationRange(2.0);
}
// heavy snow
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_snow");
ParticleSize(0.015);
Color(255, 255, 255);
Range(15.0);
Velocity(4.0);
VelocityRange(0.8);
PC()
{
ParticleDensity(256.0);
}
ParticleDensityRange(2.0);
CameraCrossVelocityScale(1.0);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.3, 0.45);
RotationRange(2.0);
}
// blizzard
Effect("Precipitation")
{
Enable(1);
Type("Quads");
Texture("fx_snow");
ParticleSize(0.025);
Color(255, 255, 255);
Range(15.0);
Velocity(-0.3);
VelocityRange(1);
PC()
{
ParticleDensity(500.0);
}
ParticleDensityRange(4.0);
CameraCrossVelocityScale(0.5);
CameraAxialVelocityScale(1.0);
AlphaMinMax(0.5, 0.9);
RotationRange(25);
}

17
FX_Files/sun.fx

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SunFlare()
{
Angle(120.000000, -30.000000);
Color(255, 255, 255);
Size(5.0);
FlareOutSize(40.0);
NumFlareOuts(40);
InitialFlareOutAlpha(70);
HaloInnerRing(0.0, 255, 255, 255, 255);
PC()
{
HaloMiddleRing(10.0, 255, 200, 0, 128);
}
HaloOutterRing(40.0, 255, 127, 0, 0);
SpikeColor(230,230,0,128);
SpikeSize(9.0);
}

499
Other/000_Notes/AnimationSystem.txt

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------------------------------------------------------------------------------
Soldier Animation System
------------------------------------------------------------------------------
Character:
human [custom]
Soldier animations are organized at the top level by a hierarchy of
character types, each of which (except human, the root) inherit from
another character type in the hierarchy (default: human).
Examples of custom character types are 'bdroid', 'ewok', and so on.
Custom character types are generally distinguished from human by a custom
skeleton, and allow the overriding of movement and action animations
independent of the weapon being used. Custom types may be defined in
soldier ODFs using the SkeletonName or AnimationName tag.
Weapon:
rifle bazooka tool pistol grenade melee
[custom]
Soldier animations are organized next by a hierarchy of weapon types, each
of which (except rifle, the root) inherit from another weapon type in the
hierachy. For the predefined standard types, bazooka and tool inherit
from rifle and pistol, grenade, and melee inherit from tool. Custom
weapons may be defined in weapon ODFs using the CustomAnimationBank or
ComboAnimationBank tag and must specify either a standard type or a
previously defined custom type as their parent.
Examples of custom weapon types might be 'hanblaster' from 'pistol' or
'lukesaber' from 'melee'. Custom weapon types are useful for defining new
weapon animations while still inheriting a skeleton and movement
animations independently based on character type.
Each weapon may or may not support alert states. For instance, bazooka
and melee do not, since they are effectively always alert. Combo weapon
types also specify a combo file controlling the weapon FSM simulation and
associated animation states.
Posture:
stand crouch prone standalert crouchalert pronealert
A soldier who is not playing action, custom, or override animations is
always in one of the above postures. Alert postures are used for a few
seconds after playing a weapon_shoot* animation to avoid popping when
shooting repeatedly.
Scope:
upper lower full
A soldier is divided into upper and lower parts which can be animated
independently or together.
Animations:
Animations come in several types, but most have the following parameters:
Loop - does the animation loop when it completes.
Blend time - how long does the animation take to blend in when it begins.
Scope - if the animation does not override it, what parts of the soldier
are affected by the animation.
Currently, loop and blend time are hard coded.
Weapon Animations:
shoot shoot2 shoot_secondary shoot_secondary2
charge reload
Weapon animations cover various weapon specific actions, and are named
<character>_<weapon>_<posture>_<anim>[_<scope>]. For example,
human_bazooka_stand_reload.
<posture> does not include alert postures for weapon animations - weapon
animations are effectively always alert.
<scope> defaults to 'upper' for all weapon animations, as they will
generally be combined with movement animations on the lower body. A
weapon animation that overrides this to 'full' by being named, for
instance, human_rifle_stand_shoot_full, will also have precedence over
idle movement animations on the lower body.
<loop> is false for all weapon animations.
<blend time> is 0.02s for shoot*, 0.5s for other weapon animations
Any weapon animations that are not directly defined for a character and
weapon combination will inherit from other animations based on the
following rules, until a defined animation is found. For example, for
bdroid_tool_crouch_shoot2:
1) from <character parent>_<weapon>_<posture>_<anim>, i.e.
from human_tool_crouch_shoot2
2) for shoot* anims, from shoot or shoot2 or shoot3, i.e.
from bdroid_tool_crouch_shoot, bdroid_tool_crouch_shoot3
3) for posture 'crouch', from <character>_<weapon>_stand_<anim>, i.e.
from bdroid_tool_stand_shoot2 (this is to support grenades/melee)
4) from <character>_<weapon parent>_<posture>_<anim>, i.e.
from bdroid_rifle_crouch_shoot.
Note that all inheritance actually happens character by character, and
that rule 1 is applied for all weapons before rules 2-4 are applied. In
simpler terms, all human_* animations are resolved before bdroid attempts
to inherit from human, and all bdroid_tool_* animations inherit from
human_tool_* before bdroid_grenade_* attempts to inherit from them.
Additional rules for inheritance are defined in specific cases -
See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have
become complicated...
After the inheritance rules have been applied, all animations except
must be defined for the upper body, and no animations must be defined for
the lower body. Weapons without a charge state do not need a charge
animation, and weapons without reload do not need a reload animation.
The inheritance rules allow for only one of the shoot* animations being
defined, and for crouch animations being undefined, since they default
to stand posture.
Movement Animations:
idle_emote idle_checkweapon idle_lookaround(idle_takeknee)
turnleft turnright
walkforward runforward walkbackward runbackward
walkright runright walkleft runleft
Movement animations cover various turning and walking actions, and are
named <character>_<weapon>_<posture>_<anim>[_<scope>]. For example,
bdroid_tool_prone_idle_checkweapon.
<posture> may include alert animations for weapons that support them.
<scope> defaults to 'full' for human_rifle_*, to 'lower' for turn*
animations, and to 'upper' for other animations.
<loop> is true for all animations except turn*.
<blend time> is 0.4 for prone/pronealert postures and 0.15 for others.
Any movement animations thate are not directly defined for a character
and weapon combination will inherit from other animations based on the
following rules, until a defined animation is found. For example, for
bdroid_tool_crouchalert_idle_lookaround:
0) for alert postures with weapons that do not support alert states,
simply copy the final results from non alert posture.
1) from <character>_<weapon parent>_<posture>_<anim>, i.e.
from bdroid_rifle_crouchalert_idle_lookaround. For alert postures,
weapons which support alert states inherit from the first parent which
also supports alert states, skipping any that do not.
2) from <character parent>_<weapon>_<posture>_<anim>, i.e.
from human_tool_crouchalert_idle_lookaround.
3) from <character>_<weapon>_<nonalert posture>_<anim>, i.e.
from bdroid_tool_crouch_idle_lookaround
4) for human_*idle* and human_*turn* animations, from idle_emote then
stand_idle_emote, i.e. human_tool_crouch_idle_checkweapon would
inherit from human_tool_crouch_idle_emote, then
human_tool_stand_idle_emote.
Inheritance works as in weapon animations, with rules 0, 1 applied first.
Additional rules for inheritance are defined in specific cases -
See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have
become complicated...
After the inheritance rules have been applied, all idle animations must be
defined for the full body, turn animations for the lower body. At least
one of walk/run must be defined for the full body for forward and backward.
If at least one of walk/run is defined for left and for right, the
character will sidestep rather than twisting his body when moving left or
right. The inheritance rules also allow for idle_checkweapon and
idle_lookaround being undefined.
Action Animations:
sprint
jump jump_up jump_forward jump_backward jump_left jump_right
landsoft landhard fall thrown_flail
thrown_flyingfront thrown_flyingback
thrown_flyingleft thrown_flyingright
thrown_tumblefront thrown_tumbleback
thrown_bouncefrontsoft thrown_bouncebacksoft
thrown_landfrontsoft thrown_landbacksoft
thrown_restfrontsoft thrown_restbacksoft
diveforward jetpack_hover
stand_getupfront stand_getupback
stand_getdown_prone crouch_getdown_prone
prone_getup_stand prone_getup_crouch
stand_death_forward stand_death_backward
stand_death_left stand_death_right
Action animations cover various full body transitions and special
movements, and are named <character>_<weapon>_<anim>[_<scope>]. For
example, bdroid_tool_jump.
<scope> defaults to 'full' for human_rifle_*, and to 'upper' for others.
<loop> is true for thrown_flail, thrown_tumblefront, thrown_tumbleback,
abd jetpack_hover, and false for all others.
<blendtime> is 0.8s for fall, 0.5s for thrown_flail, 0.4s for jump*,
thrown_land*, 0.1s for thrown_tumble* and thrown_bounce*, 0.05s for
landsoft and landhard, and 0.15s for all others.
Any action animations that are not directly defined for a character and
weapon combination will inherit from other animations based on the
following rules, until a defined animation is found. For example, for
bdroid_tool_jump_up:
1) from <character>_<weapon parent>_<anim>, i.e.
from bdroid_rifle_jump_up.
2) from <character parent>_<weapon>_<anim>, i.e.
from human_tool_jump_up.
Inheritance works as in weapon animations, with rule 1 applied first.
Additional rules for inheritance are defined in specific cases - for
instance, jump_* -> jump, sprint -> stand_runforward, jetpack_hover ->
jump, and so on. See SoldierAnimatorClass.cpp::_PostLoad() for the
details, which have become complicated...
After the inheritance rules have been applied, all animations must be
defined for the full body.
Combo Animations:
[custom]
Combo animation names are defined in combo files, along with data
controlling their blend times, looping behavior, and so on.
Custom Animations:
[custom]
Custom animations generally cover various full body poses, generally
used when piloting various vehicles, and are named either
<character>_<weapon>_<anim> or <character>_<anim>. For example,
human_minigun_9pose or bdroid_ride_stap.
The names of these animations are defined in vehicle ODFs using one of
the tags PilotAnimation, SoldierAnimation, or AttachTrigger (used by
Sarlacc Technology (TM)).
Custom animations are always full body and do not support _<scope>.
Custom animations also do not loop or blend.
Any custom animations that are not directly defined for a character and
weapon combination will inherit from other animations based on the
following rules, until a defined animation is found. For example, for
bdroid_tool_stap_ride:
0) from <character>_<weapon parent>_<anim>, i.e.
from bdroid_rifle_stap_ride.
1) from <character>_<anim>, i.e.
from bdroid_stap_ride.
2) from <character parent>_<weapon>_<anim>, i.e.
from human_tool_stap_ride.
Inheritance works as in weapon animations, with rules 0, 1 applied first.
After the inheritance rules have been applied, all custom animations must
be defined for every character.
------------------------------------------------------------------------------
Soldier Low Resolution Animation System
------------------------------------------------------------------------------
Character:
humanlz [custom]
Low res animation banks are separated by character type. Custom types
default to inheriting from humanlz, but may specify an alternate parent
if it is already defined. Examples of custom types are bdroidlz, and
ewoklz.
Animations:
rifle_stand_idle_emote rifle_crouch_idle_emote
[rifle_prone_idle_emote] rifle_stand_flail
rifle_jetpack_hover rifle_diveforward
rifle_stand_runforward rifle_stand_death_backward
Low res animations cover all possible lowres animation states, and are
named <character>_<anim>, for example bdroidlz_rifle_stand_idle.
All are full body in scope. Any low res animations that are not defined
for a character type inherit from the parent bank. All animations must
be defined in humanlz.
With the exception of runforward and death, all are single frame poses
that may be shared by any number of low res soldiers.
Run animations use a pool of N (currently 3) looping animators, which can
be shared - i.e. if there are more than 3 humanlz low res soldiers on
screen, they will begin to share poses.
Death animations use a pool of N (currently 8) unshared LRU non-looping
animators. If there are more than 8 humanlz low res soldiers on screen
and dying, additional soldiers will take animators from the oldest
animating soldier.
Combo Animations:
[custom]
Combo animation names are defined in combo files, along with data
controlling whether the animation is reduced to a pose or not. The low res
animation system currently just uses the high res animations from the high
res banks, applied to the low res skeleton - perhaps 10% performance could
be gained by converting these animations to the low res skeleton.
Combo animations use a special high res unshared pool of fixed size, similar
to the death animation pool, unless they have been defined to use a single
frame pose, in which case they behave like a shared single pose anim.
Custom Animations:
[custom]
Low res custom animations work similarly to those for high res animation,
except that there is no support for alternate weapons (the animation for
ride_stap must be named [bank]_ride_stap or [bank]_rifle_ride_stap.
------------------------------------------------------------------------------
Soldier First Person Animation System
------------------------------------------------------------------------------
Character:
humanfp droidekafp
First person animation banks are separated by character type, so that
droideka animations will only be loaded when droideka are present on a
map. No custom types are supported currently.
Weapon:
rifle bazooka tool grenade (lascannon)
First person animations are grouped by weapon type. No custom weapon
types are supported currently.
Animations:
idle run shoot shoot2 charge reload repair
jump flail handsdown
First person animations cover all possible first person animation states,
and are named humanfp_<weapon>_<anim>, with the exception of
handsdown, which is named humanfp_<handsdown>.
Droidekafp only contains four animations, idle, walk, shoot, and reload,
but is otherwise similarly named (droideka_rifle_<anim>).
First person animations are loaded according to a hardcoded table. Some
animations do not exist for some weapons and are hardcoded to load
alternates. Any animations which are not found default to
humanfp_tool_idle.
------------------------------------------------------------------------------
Animation System Data
------------------------------------------------------------------------------
Tools/Bin/ZenAsset.exe
Extracts the skeleton and animations from a set of msh files in a
directory named basepose.msh and <anim>.msh, and outputs a ZAF file
containing the skeleton, a ZAA file containing the animations, and an
ANIMS file containing a utfc format (text) list of animations in the ZAA.
Tools/Bin/BinMunge.exe
Converts ZAF and ZAA files to ZAFBIN, ZAABIN files used by the game,
respectively.
Tools/Bin/OdfMunge.exe
Now generates requirements for individual animations, soldier animation
sets, as well as for ZAABINs and ZAFBINs correctly.
Tools/Bin/LevelPack.exe
Now handles requirements for individual animations, soldier animation
sets, as well as for ZAABINs and ZAFBINs correctly, using an updated
version of FILES table of content files.
Data/Animations
Contains all animation data used to build the ZAABIN, ZAFBIN, and ANIMS
files used during the game munge process. Animations are built as a
separate munge process using the munge.bat in this directory, and the
resulting files are checked into perforce in the appropriate munged
directory (Data/Common/munged, or Data/Sides/ALL/munged, for example).
Animations are broken down into subdirectories based on type:
SoldierAnimationBank/ for soldier animation banks and lowres animation
banks, SoldierAddon/ for soldier addons like capes, FirstPerson/ for first
person animation banks, Prop/ for world prop animations, and Vehicle/ for
vehicle animations.
ZAFBIN files - contain a skeleton, possibly associated with a ZAABIN file of
the same name.
ZAABIN files - contain a bank of animations.
ANIMS files - contains a text format (utfc) list of animations in a ZAA.
Data/Common/config/SoldierAnimation.SANM file
A config format file containing data controlling the looping, blending,
and other animation properties of all standard high-res soldier animations.
See combo.txt for formatting information - the format is the same as
Animation tags from that combo config files.
Soldier Animation Banks:
Soldier animation banks follow some specific additional rules.
Banks are expected to be named either <character> or <character>_<weapon>.
A bank is expected to only contain animations with names beginning with
the bank name, i.e. bdroid.zaabin should contain animations matching
bdroid_*, and human_melee.zaabin should only contain animations matching
human_melee_*. A bank may consist of only a skeleton (zafbin), or may
also contain override animations.
Any bank may additionally be broken into multiple parts in order to
deal with the size limitation imposed by the in game loader. The
resulting parts must be named with an appended '_0', '_1', and so on.
human.zaabin, for instance, is split into human_0 through human_4.
Only human_0's associated skeleton (zafbin) is required at load time.
ODF Properties -
Soldier ODFs:
AnimationName = "<character> [<parent>]"
SkeletonName = "<character> [<parent>]"
AnimationName and SkeletonName are synonyms.
If no property is found, <character> defaults to 'human'.
<parent> defaults to 'human'.
Specifies a custom skeleton and possibly animation bank to use
for this soldier and its place in the character hierarchy.
Generates a requirement for <character>.zafbin and optionally for
<character>.zaabin.
ex. SkeletonName = "wookie"
AnimationLowRes = "<character>"
SkeletonLowRes = "<character>"
AnimationLowRes and SkeletonLowRes are synonyms.
If no property is found, <character> defaults to 'humanlz'.
Specifies a custom low res skeleton and possibly animation bank to
use for this soldier.
Generates a requirement for <character>.zafbin and optionally for
<character>.zaabin.
ex. SkeletonLowRes = "wookielz"
Weapon ODFs:
AnimationBank = "[<character>_]<weapon>"
<character>_ defaults to 'human_'.
Specifies the weapon type used by this weapon for animation,
which must either be a standard type or a type previously defined
with CustomAnimationBank (see below).
At run time, <character> is ignored, since the character type is
based on the soldier wielding the weapon.
Generates a requirement for <character>_<weapon>_* animations
which requires a zaabin containing the given animations. If the
animations in question are in a weapon specific bank, i.e.
gam_melee_* to be found in gam_melee.zaabin, it is useful to
specify <character> in order to generate the correct requirement.
ex. AnimationBank = "rifle"
CustomAnimationBank="[<character>_]<weapon> <parent> [alert|noalert]"
Defines a custom weapon type used by this weapon for animation
and its relationship to the weapon hierarchy.
<character>_ defaults to 'human_'.
<parent> must either be a standard type or a type previously
defined with CustomAnimationBank.
If alert or noalert is specified, the weapon will either support
alert postures or not. If not specified, it will inherit the
alert support of its parent weapon.
At run time, <character> is ignored, since the character type is
based on the soldier wielding the weapon.
Generates a requirement for <character>_<weapon>_* animations
which requires a zaabin containing the given animations. If the
animations in question are in a weapon specific bank, i.e.
gam_melee_* to be found in gam_melee.zaabin, it is useful to
specify <character> in order to generate the correct requirement.
ex. CustomAnimationBank = "leia_pistol pistol alert"
ComboAnimationBank="[<character>_]<weapon> <parent> <combofile>"
Defines a custom melee weapon that uses a combo file to control
the weapon simulation and animations, and its relationship to
the hierarchy.
<character>_ defaults to 'human_'.
<parent> must either be a standard type or a type previously
defined with CustomAnimationBank/ComboAnimationBank.
At run time, <character> is ignored, since the character type is
based on the soldier wielding the weapon.
Generates a requirement for <character>_<weapon>_* animations
which requires a zaabin containing the given animations. If the
animations in question are in a weapon specific bank, i.e.
human_sabre_* to be found in human_sabre.zaabin, it is useful to
specify <character> in order to generate the correct requirement.
Also generates a requirement for <combofile>.combo.
ex. ComboAnimationBank = "human_sabre melee all_hero_lukejedi"
Other ODFs:
AnimationName = "<bankname>"
Specifies a skeleton and possibly a bank of animations to use for
this object.
Generates a requirement for <bankname>.zafbin and optionally for
<bankname>.zaabin.
...Animation = "<animname>"
Specifies a specific animation to be found in an already loaded
animation bank.
Generates a requirement for an animation named <animname>.
Controllable ODFs:
PilotAnimation = "<animname>"
Defines a custom soldier animation <animname>.
Generates a requirement for a soldier animation named
'human_<animname>'.
OrdnanceGrapplingHook/WeaponAreaEffect ODFs:
SoldierAnimation = "<animname>"
Defines a custom soldier animation <animname>.
Generates a requirement for a soldier animation named
'human_<animname>'.
EntityPropAnimated ODFs:
AttachTrigger = "<name> <...> <animname> <soldier_animname> ..."
Defines a custom soldier animation <soldier_animname>.
Generates a requirement for an animation '<animname>' and a
soldier animation named 'human_<soldier_animname>'.

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

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Other/000_Notes/Cade_Allos' Guide to Hex Editing/Charactor Guide #2.txt

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A long time ago in a galaxy far, far away...
STAR WARS
Guide for hex editing charactors version 2
Written by Fiminopter
Finnished 3/8/06
I didn't update much, but it's enough and all (hopefully).
I added some charactors to the rep side and added the missing vehicles.
I also made it a little more organized (for me).
Table of Contents
1) Republic Side
2) CIS Side
3) Allience Side (rebels)
4) Imperial Side (empire)
5) Jedi Side
6) Other Goodies
7) Credits
________________________________________________________________________________________________________1.) REPUBLIC SIDE
EPISODE 2
Clone Trooper rep_inf_ep2_rifleman
Heavy Trooper rep_inf_ep2_rocketeer
Clone Sharpshooter rep_inf_ep2_sniper
Clone Engineer rep_inf_ep2_engineer
Clone Commander rep_inf_ep3_officer (ep3 not ep2)
Jet Trooper rep_inf_ep2_jettrooper
Jet Sniper rep_inf_ep2_jettroper_sniper
Jet Rifleman rep_inf_ep2_jettrooper_rifleman
Rocket Officer rep_inf_ep2_rocketeer_chaingun
EPISODE 3
Clone Trooper rep_inf_ep3_rifleman
Heavy Trooper rep_inf_ep3_rocketeer
Clone Sharpshooter rep_inf_ep3_sniper
Clone Engineer rep_inf_ep3_engineer
Clone Commander rep_inf_ep3_officer
Jet Trooper rep_inf_ep3_jettropper
Cameo Trooper rep_inf_ep3_sniper_felucia
Clone Pilot rep_inf_ep3_pilot
Clone Marine rep_inf_ep3_marine
HEROES
Mace Windu rep_hero_macewindu
Yoda rep_hero_yoda
Obi-Wan Kanobi rep_hero_obiwan
Aayla Secura rep_hero_aalya
Ki-Adi Mundi rep_hero_kiyadimundi
Anakin rep_hero_anakin
Lord Vader (Anakin) rep_hero_cloakedanakin
VEHICLES
AT-TE rep_walk_atte
IFT-X rep_hover_fightertank
AT-RT rep_oneman-atst
BARC Speeder rep_hover_barcspeeder
Republic Starfighter rep_fly_anakinstarfighter_sc
V-Wing rep_fly_vwing
ARC-170 Starfighter rep_fly_arc170fighter_sc
Republic Attack Cruiser rep_fly_assault_dome
________________________________________________________________________________________________________2.) CIS SIDE
Super Battle Droid cis_inf_rifleman
Asault Droid cis_inf_rocketeer
Assasin Droid cis_inf_sniper
Engineer Droid cis_inf_engineer
Manga Guard cis_inf_officer
Droideka cis_inf_droideka
Pilot Droid cis_inf_pilot
Droid Marine cis_inf_marine
HEROES
Count Dooku cis_hero_countdooku
Jango Fett cis_hero_jangofett
Darth Maul cis_hero_darthmaul
General Grievous cis_hero_grievous
VEHICLES
Spider Walker cis_walk_spider
Hailfire Droid cis_tread_hailfire
Armored Tank Droid cis_tread_snailtank
AAT cis_cis_hover_aat
STAP cis_hover_stap
Droid Trifighter cis_fly_tridroidfighter
CIS Strike Bomber cis_fly_greviousfighter
Droid Starfighter cis_fly_droidfighter_sc
Droid Gunship cis_fly_fedlander_dome
________________________________________________________________________________________________________3.) ALLIENCE SIDE
Rebel Soldier all_inf_rifleman
Rebel Vanguard all_inf_rocketeer
Rebel Marksman all_inf_sniper
Rebel Smuggler all_inf_engineer
Bothan Spy all_inf_officer
Wookiee Warrior all_inf_wookiee
Jungle Soldier all_inf_rifleman_jungle
Jungle Vanguard all_inf_rocketeer_jungle
Jungle Maksman all_inf_sniper_jungle
Snow Soldier all_inf_rifleman_snow
Snow Vanguard all_inf_rocketeer_snow
Snow Marksman all_inf_sniper_snow
Snow Smuggler all_inf_engineer_snow
Snow Spy all_inf_officer_snow
Snow Wookiee all_inf_wookiee_snow
HEROES
Rebel Pilot all_inf_pilot
Rebel Marine all_inf_marine
Pilot Luke all_hero_luke_pilot
Luke Skywalker all_hero_luke_jedi
Princess Leia all_hero_leia
Han Solo all_hero_hansolo_tat
Chewbacca all_hero_chewbacca
Luke Stormtrooper all_hero_luke_storm
Han Stormtrooper all_hero_hansolo_storm
VEHICLES
Snowspeeder all_fly_snowspeeder
Alliance AAC-1 all_hover_combatspeeder
Tauntaun all_walk_tauntaun
Speeder Bike imp_hover_spederbike
A-Wing all_fly_awing
Y-Wing all_fly_ywing_sc
X-Wing all_fly_xwing_sc
Alliance Assault Craft all_fly_gunship_sc
________________________________________________________________________________________________________4.) IMPERIAL SIDE
Stormtrooper imp_inf_rifleman
Shock Trooper imp_inf_rocketeer
Scout Trooper imp_inf_sniper
Imperial Engineer imp_inf_engineer
Imperial Officer imp_inf_officer
Darktrooper imp_inf_dark_trooper
Snowtrooper imp_inf_rifleman_snow
Snow Shocktrooper imp_imf_rocketeer_snow
Snow Scout imp_inf_sniper_snow
Snow Engineer imp_inf_engineer_snow
Imperial Pilot imp_inf_pilot
Imperial Marine imp_inf_marine
HEROES
Darth Vader imp_hero_darthvader
Boba Fett imp_hero_bobafett
The Emperor imp_hero_emperor
VEHICLES
AT-AT imp_walk_atat
IFT-T imp_hover_fightertank
AT-ST imp_walk_atst
Speeder Bike imp_hover_speederbike
TIE Fighter imp_fly_tiefighter_sc
TIE Bomber imp_fly_tiebomber_sc
TIE Interceptor imp_fly_tieinterceptor
Landing Craft imp_fly_trooptrans
________________________________________________________________________________________________________
5.) JEDI SIDE
Dual Saber or Double Blade Jedi are jedi masters
Single blade jedi are jedi knights
Jedi Jumpers Are dual blade jedi
jed_master_01
jed_master_02
jed_master_03
jed_master_04
jed_knight_01
jed_knight_02
jed_knight_03
jed_knight_04
jed_jumper
jed_sith_01
***Some of these don't work***
________________________________________________________________________________________________________
6.) OTHER
Acklay geo_inf_acklay
Ewok ewk_inf_basic
Gamorrean Guard gam_inf_gamorreanguard
Geonosian (geo side) gen_inf_geonosian
Gun-Gun Defender gun_inf_defender
Gun-Gun Soldier gun_inf_soldier
Jawa* tat_inf_jawa
Naboo Queen gar_inf_naboo_queen
Temple Soldier gar_inf_temple_soldier
Temple Vanguard gar_inf_temple_vaguard
Tusken Hunter* tat_inf_tuskenhunter
Tusken Raider* tat_inf_tuskenraider
Queen Guard gar_inf_soldier
Wampa snw_inf_wampa
Wookiee wok_inf_basic
* Belongs to the desert (des) side and not the tatooine (tat) side
________________________________________________________________________________________________________7.) This is the boring stuff that nobody wants to read
Thanks to Tiger_Boy27 and Kazooie said that they wanted a guide.
Also thanks to ~SC~ Dave [S] for giving me the luke and han stromtrooper charactors.
I also want to thank whoever approved my last version of the guide
I will only come out with another guide if you find more charactors to write about, so have fun!

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12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
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not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
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License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
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option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
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If the Program specifies that a proxy can decide which future
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to choose that version for the Program.
Later license versions may give you additional or different
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15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
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ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS