Since december 2012 Battlestations: Midway is supported by GameSpy no longer. The only one possibility for Midway players is GameRanger. Please visit www.gameranger.com, download Gameranger client and make new account. You can find other Midway players in the Gameranger rooms. BS:M patch 1.1.1 is required to play online battles. Iowa Mission Pack and Midway Modders Mappacks 1 and 2 are recommended.
Re: Mission Editor
Midway has no editor - that's the reason people thinks this game can't be modded. It's probably intentionally by Eidos. They wants to have full control. So I think situation will be similar with pacific. Look - they released 3 new add-ons for Pacific in 2 months, all of them are "you must pay if you want to play". As far as I know there is only one tool, called BSPRipper. You can find it on Google.
Re: Mission Editor
That software can open MPAK files (both Pacific and Midway uses MPAK archives to store game files). Can also build new MPAK after user modification.
EXTRACTING GAME FILES
First you must open the game's .MPAK file to display the files contained in the .MPAK.
1. Click the "Open Game .MPAK File" button and browse to the game's .MPAK file you wish to work on.
A file list of the .MPAK is presented in the File List box. These are the files contained in the .MPAK.
Select the file or files you wish to extract. To start, "Select All" is the best option because all files must be extracted if you ever wish to repack an .MPAK. However, individual files may be extracted at any time.
2. Click the "Extract Selected File(s)" button to extract the selected files.
The proper game folder tree will be created with the extracted files resident.
3. Click the "Open Folder" button to view the files.
Most (98%) game graphics are in .DDS format. For some reason, the internal .MPAK file list usually refers to them as .TGA in the file extension. For instance, the File List box reference to "bofors.tga" is actually "bofors.dds" when the graphic file itself is extracted. When modding graphics, be sure to stick to the same file type, i.e., make sure your modded "bofors.dds" is resaved in .DDS format and not in .TGA format.
.LUA files are script files. They can be modified at you pleasure. Some are mission scripts, some are general scripts, some are device characteristics, and many more. If you encounter a file with the .MWZ extension, it is a compiled .LUA script. It is not modifiable or decompressible. If you would like to learn the .LUA scripting language, see http://www.lua.org/.
.MMOD files are the model files. The unit originals are found in the "Class" .MPAKs, but .MMODs of other game models are found elsewhere too. Click the "List Model Graphics" button and browse to an .MMOD file and a list of the graphic files associated with the model are displayed. Remember, .TGA is .DDS!
Finally, a word about the "Library" folder you will find in the BSP Ripper application folder. The first time you unpack a game's .MPAK file, a table of contents (TOC, .toc) file for the .MPAK will be created and saved to the Library folder. A sub-table of contents file (STOC, .stoc) is usually created as well. These are important files which will be used in the packing process when you pack a new .MPAK. They contain references to the original game files. It is not generally necessary to modify the .toc file. If the .toc file or the .stoc file become corrupted, delete both, then reopen the game's ORIGINAL .MPAK to recreate them. The .stoc file can be user-modified under certain circumstances, and you can choose to maintain the .stoc file yourself when adding new files to the game. Easier (though it is experimental and not foolproof) is to allow BSP Ripper to automatically add the new files to the .MPAK STOC when the .MPAK is packed. .toc and .stoc files are just text files, and can be opened in any text editor. Have a look if you wish. Some notes can be found in each which document their makeup.
Re: Mission Editor
If you want to edit BS:P You need the ripper, it allows you to access the MPAK files to change in-game graphics and unit stats, you said you wanted to mod BS:P and this is the tool to do it.
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Re: Mission Editor
That ripper is the only way, which let You modify Pacific game, because there is no editor. You can also ask C06alt and Kraizen - authors of existing Paicifc mods - about software they used for modding the game, but i'm almost sure they made their mods with BSPRipper and text editor.
Re: Mission Editor
hmm... it is possible to create an editor using the decryption code of the bsp ripper since i found out that all map based files are written in plain text after ripping it with the bsp ripper therefore the only thing is no one with adequate programming knowledge to create an editor is interested in BSP. Well all exept the mmod file can be edited which i think can be decoded using a cryptgen (if u dont know what this is google it).
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- Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
- N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
- Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
- The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
- N_Trainz : Well it looks like we have spammers again
- Mokeo67 : No problem Thanks for the help
- Axis_Crusher : Not really
- Mokeo67 : Ok thanks anyway. Do you know who does?
- Axis_Crusher : Unfortunately I don't deal with that part of modding
- Mokeo67 : Sorry forgot the link. «link»
- Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
- Axis_Crusher : This is your best bet: «link»
- Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
- Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
- Axis_Crusher : No problem
- Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
- Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
- Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
- Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
- Axis_Crusher : I also prefer it being off, just as most of the BSM community. Most players, however prefer repair to be enabled so that is what we should do. Most of our maps it will be disabled through the script however. If you want to play with the game's repair settings you can find it under shipglobals.lua
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