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red99

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About red99

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  1. red99

    Bf1943 Files (555Mb)

    This is the decompressed exe from Bad Company 1 (360). http://www.mediafire.com/?32nhj0htwtph308 The plaintext in it hints at Win32 settings, whether this is just leftover code and meaningless I don't know. PcPadSensitivity....PcMouseSensitivity..UseGlobalGamePadInput...UseMouseAndKeyboardSystem But I have a strong belief BC1 was developed primarily on Win32 and they ported it across at the last minute to 360/PS3. For delving deeper into the exe take look at this guide - http://www.noxa.org/blog/2011/08/13/building-an-xbox-360-emulator-part-5-xex-files/ These were the libraries inside the exe. Static Libraries 0) XNET v2.0.6534.1 1) XONLINE v2.0.6534.1 2) XMP v2.0.6534.1 3) LIBCPMT v2.0.6534.1 4) XAPILIB v2.0.6534.1 5) XBOXKRNL v2.0.6534.1 6) XAUD v2.0.6534.1 7) D3DX9 v2.0.6534.1 8) XGRAPHC v2.0.6534.1 9) XHV v2.0.6534.1 10) D3D9LTCG v2.0.6534.1
  2. red99

    Bf1943 Files (555Mb)

    The textures could be converted to a PC readable format, as well as the sounds. I found a lot of the dbx files in the BC1 Xenon distro had references to Win32 in them. But I'm guessing without a properly coded exe it's meaningless. I'm wondering if these leaked dev files have any use in this respect - http://ninjamule.com/dev/bfbc2/
  3. You can adjust the position and spawn new vehicles (that already located within the level FBRB) by copying/pasting the vehicle code already in the the level DBX. You need to give the vehicle a new GUID (which also has to be added to the Objects list at the very top of the DBX) and change the coordinates. This is code is from Bad Company 1, but it should apply to BC2. The coordinates follow this principle. (DICE made the Y axis back to front for some reason). The center of the map would obviously be 0/0/0. If you use the coordinates of a nearby combatarea already in the dbx file it's easier to pinpoint down. As for adding vehicles not in the FBRB package, I tried copying the entire file tree from another FBRB package into the existing one (without overwriting any files) to get access to other vehicles, but on loading it would crash, I don't know why (any files it needed would surely already be there?).
  4. red99

    Xml Converter

    What value/file did you change to remove the boundaries? I take it you are not talking about the server command Server.DesertingAllowed
  5. http://www.mediafire.com/download.php?8cxdvwx7nfvc9xu http://www.mediafire.com/download.php?0mb5asv7am6d7l0 http://www.mediafire.com/download.php?alch7xywf0fwr2k This game released before BC2. Might be something there of interest.
  6. http://www.megaupload.com/?d=0J6L5YZZ BC2 Vietnam Radio Sountrack, something to listen to while we wait ...
  7. red99

    New Maps

    I have uploaded the new maps which were part of an update on the Xbox 360. These include mp005gr - Atacama Desert Rush mp007gr - White Pass Rush mp008cq - Nelson Bay Conquest mp012cq - Port Valdez Conquest Perhaps somebody can find a way to extract any interesting details, e.g. map layout. http://rapidshare.com/files/404126740/bc2_new_levels.zip.html EDIT: I notice the same maps are referenced in the Windows Server files so maybe this thread is redundant, does anybody have any further details on the maps however?
  8. Look in \Sound\Ambients As for gun fire/explosion I believe these are dynamically rendered to account for echos etc. I haven'nt seen any files relating to them so far. I would be interested to know more.
  9. red99

    Music Extracting Thread

    If you want to extract the sounds from the Xbox 360 version you first need to get a hold of the game image. Then extract the contents using 'Xbox Image Reader'. After that extract the .fbrb files using QuickBMS like you would on PC. Then follow this thread, it has details about the various batch scripts etc. - http://forum.xentax.com/viewtopic.php?f=17&t=4104&start=0&st=0&sk=t&sd=a You also need to get a copy of ToWav (for converting the XMA audio to WAV) - http://www.ctpax-x.ru/index.php?goto=files&down=24
  10. red99

    Music Extracting Thread

    Here's an extracted wav file. http://rapidshare.com/files/357529740/vomp...s_stream1_1.zip Taken from (streaming_vo_en-00.fbrb) \Sound\VO\EN\bc2_us\gm\gmge
  11. http://www.megaupload.com/?d=8I9WACB9 http://rapidshare.com/files/355396980/ah64.res Extracted from ondemand_awards-00.fbrb (\awards\images\vehicles\size1) I attempted to open it in ResView and fbtexconvert.
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