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ST:A2 Modding, Mapping and Editing
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Old February 21st, 2007   #11
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Thumbs up Re: Starfox Mod ^_^

Woo! Hoo!
A Starfox mod!...

[Strange feeling of deja-vu]

The fighters look great!

Downloads Great Fox...

[Has even stranger feeling of deja-vu]

Heh! So we've gone from one Dragon to another? Eh?

link: http://www.gamingforums.com/showthread.php?t=155418

Good job on resurecting the Great Fox but it is looking a bit dated
(that SOD is 2 years old!! Use the link and download the ships posted there if you want proof)
If you still want to use that one you might want to "tweak" it a bit (well a lot actualy).

When I tried to "fix" the Great Fox, I made a list of possible "points" (hps, lights, emitters etc) but I had to give up as Milkshape kept "moving" things "down" bellow where I'd placed them.

I've still got that list, which could give you (or anyone else) some ideas on where to place hps etc..

Edit: I tried to post that list but the button "failed" so here it is:-


Great fox weapon/emitter list

4 Phasers total - two at the front on the bridge under the "nose" just in front of the

antena, two at the back on the flat area just aft of the upper launch bay.

2 torp launchers - one at the front in that strange black square, one at the back in that

strange black square.

2 artil cannons - Duh! the cannons!

2 anti population cannons (the ones that kill the population of a planet) - Duh! the

cannons!

2 fighter launch areas - one in/at each bay. in the launch bays if possible if not then at

the openings.

2 tractor beams - one at the flat area aft of upper launch bay, one just fore of the lower

launch bay.

build point? - upper launch bay or just aft. Note: this will be for fighters only!

recycle point? - just fore of lower launch bay.

repair other ships point? - just fore of lower launch bay.

Lights and glowing stuff

Engines - red - the engine bells (gives the impression it's red hot)

"Stand by" weapon glow - same color as the beam weapon - Cannon bells (gives the

impression it's red hot)

Sign spotlights - one (or two) on the "spine" pointing at the red fox
- one on upperleft wing pointing at the green text, one on upperright wing pointing at

the green text.

Running lights (7 total) - white one on antena, white one on nose tip, red ones on each

left wing tip green ones on each right wing tip and white on the tail tip.

SPACE!... It's big, cold and dark!
So why not just stay at home with a good book instead of all this "Treking" nonsense?... eh?

[Gets beaten up by all the "Trek" fans!]
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Old February 21st, 2007   #12
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Default Re: Starfox Mod ^_^

0_O Why hello 2 month old bump....

Nothing really to update.... except I may have the wolfen from Assault ready soon...

(>_> Ill put up an HP map later so you can mod the greatfox)

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Old February 21st, 2007   #13
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Default Re: Starfox Mod ^_^

Your doing a good job here, if you want an easy job the kind that takers like five minutes then you should make those generic fighters from Katina they are really basic they look like a sailplane(glider) with an ion engine instead of the big tail and they have a bend in the wings, just an idea.
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Old February 25th, 2007   #14
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Default Re: Starfox Mod ^_^

ARRRRRRGGGHHH!
Ahem! Excuse me... I was just revisiting an old copy of the Greatfox that I had on my HD.
(It's the one Aurrin gave up on a long time ago (in 2003?))
(if you want proof use the following link (page 2 post no. 40))

Star fox ship set

I'm still trying to fix the joints.
I'm 100% sure I've got the joints set up correctly But Milkshape STILL refuses to behave, all the joints stay where they should EXCEPT for

h_life
e_steamsml
e_plasmasml
these 3 little g*ts seem to want to be somwhere else!

I'd thought my swanky high-tech computer might've helped (Sony Vaio LA1 ) but no... Bah!

(just had a thought: I made those 3 after all the others, does the making order make any difference??)

SPACE!... It's big, cold and dark!
So why not just stay at home with a good book instead of all this "Treking" nonsense?... eh?

[Gets beaten up by all the "Trek" fans!]
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Old February 25th, 2007   #15
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Default Re: Starfox Mod ^_^

Sejen, its best to just scrap the joints there, export it to max, set it up there, then import it back to milkshape. It solves quite a few problems during compiling. :P

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Old February 26th, 2007   #16
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Default Re: Starfox Mod ^_^

max?
Is that "3ds max", that free "can only be used with certain games" editing thing?

Or is it the one you have to pay for?

I'll try and find that free thing and try and get my head around it.
If I can't do that I'll try creating the joints in the order MilkShape seems to want them.

SPACE!... It's big, cold and dark!
So why not just stay at home with a good book instead of all this "Treking" nonsense?... eh?

[Gets beaten up by all the "Trek" fans!]
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Old February 26th, 2007   #17
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Default Re: Starfox Mod ^_^

Sejen, in my experience sometimes the emitter nodes refuse to stay put if theres only one of each? (weird i know) Is this the case? if so try adding in like another emitter for each (like e_plasmasml and e_steamsml). In my experience, this solves the problem. I dont think the order in which the nodes are placed really matters, as long as the heirarchy (sp?) is correct.

Hope i helped? if not then disregard

Dear science, please start solving problems and curing diseases or shut the fuck up.
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