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Riley75

Latest Activity

Posted in: Info on *.LVL files
 Riley75
10-28-2004, 9:53 AM
#31
Just posting some updates... Information on the storage structure of several additional chunk types has been added to my site. Also, on the gametoast.com forums, there has been a fair bit of progress made on how Scripts (using the Lua programming la...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-24-2004, 4:07 PM
#30
A day or so ago I updated the tex_ chunk page on my site with a complete description of how to properly extract textures: http://personal.riley-man.com/swbf/editing/swbf-lvl-tex.html Just scroll down. :) For the textures that have multiple pixel for...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-24-2004, 6:48 AM
#28
Have you successfully enlarged mission.lvl by 1 or more bytes? Not the mission.lvl file, no. I haven't been working on that file, to be honest. All my deciphering so far has been on the map files, Load files, and FPM files. I'm looking at it now, a...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-23-2004, 6:54 PM
#25
Take another look. There's a section called TNAM that references the texture name. Each mesh segment within a model can apparently have its own texture. MTRL may indeed mean "material", but if it does, it isn't a reference to a particular...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-23-2004, 2:23 PM
#23
I've posted a big update on my reference site regarding models. I have a fair bit figured out, but there's still a ways to go. Anyone here who is knowledgable about the Direct3D *.x file format, or 3D models in general, might be able to make more sen...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-22-2004, 1:39 PM
#22
LVL files definitely don't have to remain the exact size that they currently are. It would be possible, for example, to swap in a new texture that's bigger or smaller. The file would just have to be reconstructed, and the file size marker would have...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-20-2004, 5:16 AM
#17
Good stuff, Nimlot! I was hoping someone would start working on a texture extraction program. :) I didn't post it here yet (I posted on this the gametoast.com forums), but I've been building a more complete editing reference web site here: SW:BF LVL...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-17-2004, 6:16 PM
#12
I don't have Max Payne, but I wouldn't be the least bit surprised if it uses the DDS format. I came across the plug-in you mentioned when I was looking over the modding tools people use for Battlefield 1942....  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-16-2004, 10:23 PM
#10
Thanks for the thoughts skellington. :) It somehow seems appropriate that someone with your handle should comment on the skel chunk. ;) I'd already started to figure out all that about textures, once I looked over the Direct3D surface texture inform...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-11-2004, 11:03 AM
#8
This is what it produces for Sound\hot.lvl: Sound/hot.lvl (http://personal.riley-man.com/swbf/r3-lvl-hot.lvl.html) Looking at it in UltraEdit, it does look like they're a "chunk within a chunk". The funny "!№[" marker always h...  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-10-2004, 5:58 PM
#6
Thanks guys. :) Feel free to join in digging through the hex code to figure out how more of the various chunks / sections work. ;) Yes, I'll be releasing the extracting tool once I've figuring out some more things. For now it's only written in Java....  [Read More]
Posted in: Info on *.LVL files
 Riley75
10-10-2004, 11:56 AM
#1
Hello everyone in the editing forum. :) First off, I should say that, for the time being, I am going under the assumption that Pandemic / LucasArts will *not* be releasing any editing tools. Certainly not in the near future. Until I hear a specific...  [Read More]