C++ Library handling files from Star Wars Battlefront 2 (2005) and the Mod Tools.
still developing. Looking for participants.
Join us on Discord
This library is capable of reading various proprietary file formats from the old Star Wars Battlefront 2 game, focusing primarily on munged file formats, and providing desired data (models, textures, terrain, sounds, etc...) to the user in a high level, easy to use manner.
From how this library is implemented on a low level, altering any value, or even creating a munged file from scratch is technically possible, although at this point write serializers are not implemented yet.
How to grab the image data of a single texture (no nullptr/success checks applied here for more readability)
using LibSWBF2::Wrappers::Level;
using LibSWBF2::Wrappers::Texture;
using LibSWBF2::ETextureFormat;
Level* lvl = Level::FromFile("geo1.lvl");
const Texture* texture = lvl->GetTexture("geo_main_1");
uint16_t width, height;
const uint8_t* data;
// param 1: Desired format you want the image data to be in.
// Resulting data is always uncompressed.
// The lib handles decompression and conversion, if necessary
// param 2: Mip map index. Use 0 to always get the highest available resolution.
texture->GetImageData(ETextureFormat::B8_G8_R8_A8, 0, width, height, data);
// ... now, do what you want with the image data. copy, export, whatever.
Level::Destroy(lvl);
Note that the data
pointer will get invalid once the Level instance is destroyed.
Everything else is handled in a similar manner. An overview of available calls:
GetModels()
GetTextures()
GetWorlds()
GetTerrains()
GetScripts()
GetSounds()
GetModel(String modelName)
GetTexture(String textureName)
GetWorld(String worldName)
GetTerrain(String terrainName)
GetScript(String scriptName)
GetSound(String soundName)
- MSH
- LVL
- BNK
- ZAFBIN
- ZAABIN
This project uses CMake