
Xbox/Gamecube/PS2 all require hardware or emulators that may or may not encompass the original hardware (Dolphin runs every Gamecube game now, but for ages TCW was the only game it COULDN'T run because of custom memory mapping wizardry by Pandemic's programmers that was not seen before or afterward).ģ.) Battlefront was much more mainstream than TCW2002. This simplified many of the investigative tasks because Pandemic provided the keys to the car.Ģ.) Battlefront plays on PC, which makes it many times easier to test file changes and deploy them right in the game.
BAREBONES.MAP MODTOOLS MOD
FIL and ANM are the surface level file types.Īfter that there's very little to explain the mission structure, which isn't good for modding.ġ.) Battlefront had mod tools and a debugger deployed with it. I have no clue what the files in the bin folder are for. World data structures are contained in data.zwp as far as I know. No one has ever successfully replaced any of these files, and even if we could, we'd have to be very aware of memory limits. I can figure out the sound engine, there's some common structures to BF (plus on Xbox they're mostly already WAV format). Textures have been converted as they are one of the DXT variants and it's pretty well documented I think. The msh (model) file format is pretty well documented in several places.
BAREBONES.MAP MODTOOLS PC
Sticking with the Xbox version as this is closest to PC theoretically, we can start breaking down the formats of files. I don't know whether this is correct or not.

This is great and all, but I think it converts these files based on a commonality with BF. Peaceįor The Clone Wars, there is a script at XenHax (or Xentax, whatever it's been called) that will split the big data.zwp (ZWP just being a wrapper file) file into parts. Hoping to hear from you guys, either here or via DM. I am willing to put in as much work as humanly possible to make this a successful project, though. I'm open to thoughts/criticisms/questions about it.Īlso, I have no experience with coding or modding.

I highly recommend going back and messing around with it if you haven't in awhile. However, it's such a strange and unique hybrid of genres (3rd person tank shooter, MOBA, RTS) that it's a shame that a more polished, fleshed out game of its type hasn't been made yet. There are many (many) flaws in the vanilla game and it is quite bare bones, comprising of only 4 playable maps and a handful of playable vehicles.

As a quick reminder, Conquest was the mode where your aim is to destroy the opposing base, either directly or by capturing outposts across the map which produce units that you can order to do the dirty work for you. I think the multiplayer, and more specifically the Conquest multiplayer mode, has a ton of potential for improvement and optimization and is generally a really unique and interesting game mode.
BAREBONES.MAP MODTOOLS FULL
These might be around 20 or so people to start with then increase with size.ĮDIT: As Lucon said we will have priority test stages but until the full mod tools are released there isn't much point in us discussing them until we are actually ready to work on it.Hey everyone, sorry for bumping an old thread but I figured I'd introduce myself as well as let you guys know that I am definitely interested in this game and in the project of modding it. These sessions might be something like this: Regarding infantry melee, what I thought would be best is to get a barebones system in place, then essentially have some sessions with community members on FSE and ask them to test that starting system and review it then move ahead with feedback. We will answer some questions here but only if they are of course within reason Main reason being is don't forget the modding tools are still not quite fully released a lot of stuff on the coding side for example is still only in theory rather than what we consider to be practical at this time.

However large design questions should really go to our Google form for the Q&A: Guys I don't mean to rain on your parade as asking questions is of course what we want you to do.
