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Saturnlabs / [GT] Clan present a new weapon, based on one from Gary's Mod for Half Life 2. http://gametoast.com/index.php?name=PNphpBB2&file=viewtopic&t=550... [Read More]
The Jedi assets in the mod tools are quite easy to implement as player characters, see this thread: http://forums.lucasarts.com/thread.jspa?threadID=34738&tstart=0... [Read More]
Yeah, the Gaffi prop from the Tatooine level works fine now, I adjusted the centre point on the model so that it's held in the middle... no point reinventing the wheel :D... [Read More]
I've implemented a Gaffi stick for the Tusken and have made it available to Rends if he wants it: http://www.saturnlabs.net/The_Lab/Containment/gaffi1.jpg http://www.saturnlabs.net/The_Lab/Containment/gaffi2.jpg http://www.saturnlabs.net/The_Lab/Con... [Read More]
Nice work! I'd like to see Jedi vs Bounty Hunters next (see gametoast for Jedi details). Murf: re "I liked to see someone come up with a better looking Rebel Sharpshooter" here's a better looking one... http://www.saturnlabs.net/The_Lab/... [Read More]
Sure they can be done. Examine the mission lua, the number and type of player characters are set there. The ReadDataFile sets up which meshes the level will need: ReadDataFile("SIDE\\imp.lvl", "imp_inf_basic_tie", "imp_fly... [Read More]
The height map is not supposed to be reimported back into Zeroedit, it is intended to act as a guide for painting the map of the level; the colors correspond to the height wireframe view mode colors. Example: look at hoth_map.tga in the Assets, the... [Read More]