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Mercury Noodles

Latest Posts

Page: 1 of 1
I like the idea of having a customizable character. I love being able to screw around with appearances. How customizable should it be, though? I also want to see actual variations in weapons. For example, pistols shouldn't be carbon copies of each o...  [Read More]
I like the idea of having a customizable character. I love being able to screw around with appearances. How customizable should it be, though? I also want to see actual variations in weapons. For example, pistols shouldn't be carbon copies of each o...  [Read More]
Posted in: How to install and new map
 Mercury Noodles
05-15-2006, 10:55 PM
#3
If you've downloaded stuff for games like Jedi Outcast, Jedi Academy or Soldier of Fortune 2, it's not all that different. The files, and the folders they're under all go in the addon folder. If you haven't created an addon folder yet, make one in St...  [Read More]
Posted in: Where Have I gone Wrong? Map Making!
 Mercury Noodles
05-15-2006, 10:46 PM
#4
You'll have to sort of remake the level as a new map to do that. The files are already included for the shipped levels. You'll just need to copy the world files into a new level, add a vehicle spawn in ZeroEditor for whatever vehicle you're going to...  [Read More]
Posted in: Where Have I gone Wrong? Map Making!
 Mercury Noodles
05-14-2006, 6:09 PM
#2
The tutorial doesn't really tell you how to do it in the right order. You create the world, edit in ZeroEditor, then you munge. When you munge the level, it's actually compiling the level's source files and saving the new files to your AddOn folder....  [Read More]
Posted in: dogfighting death star I v2
 Mercury Noodles
04-15-2006, 1:42 PM
#2
Did you ever get the cockpit views to work?...  [Read More]
Posted in: BFII replacing droids ???
 Mercury Noodles
04-11-2006, 8:13 PM
#10
You can make side mods, like the one you're suggesting, with the tools. An actual map isn't really necessary, but it has to create the file structure for one in order to get started....  [Read More]
Posted in: BFII replacing droids ???
 Mercury Noodles
04-08-2006, 7:12 PM
#6
They're in the assets folder. What exactly are you trying to do? Whether you need to deal with the stock lvl files at all depends on what you're trying to accomplish. If you're making a map, or just a side mod, you don't need to extract anything from...  [Read More]
Posted in: Frigate Destruction
 Mercury Noodles
03-28-2006, 9:50 PM
#10
All four factions do, in fact, have a heavy turret odf, along with other assets. cis_prop_shipturret.odf cis_prop_shipturret_2.odf rep_prop_shipturret.odf spa1_prop_all_shipturret.odf spa1_prop_imp_shipturret.odf On the other hand, the CW era heavy...  [Read More]
Posted in: Frigate Destruction
 Mercury Noodles
03-27-2006, 9:57 PM
#8
It seems like you're planning this, from my interpretation of your reply, but I'll post this just to be thorough. You could use a heavy turret that isn't utilized by the two factions' capital ships in your battle. (like the Alliance heavy turret in a...  [Read More]
Posted in: Frigate Destruction
 Mercury Noodles
03-26-2006, 6:46 PM
#6
I found this in spa1_prop_all_shipturret.odf: DestroyedGeometryName = "spa1_all_shipturret_dam1" All you should have to do is remove this line from your corresponding heavy turret odf, use the LinkedDestroyables script, and you'll get the...  [Read More]
Posted in: Frigate Destruction
 Mercury Noodles
03-26-2006, 3:56 PM
#4
You go through all of that? O_o I haven't tried this with multiple frigates (per side) yet, but I simply added this to my XXXx_ass.lua under "function SetupDestroyables()": frigateLinkageIMP = LinkedDestroyables:New{ objectSets = {{"i...  [Read More]
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