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Localizing Side-Mods
Posted: Sun Jun 11, 2006 8:54 am
by Eisenfaust
I wanted to ask if there is any possibility to localize a mod, made for the official maps based on the side.lvl-files...
Because I got a lot of 0xD2F60CBD Classes and Stuff like that which is kind of anoying...
Can you help me?
RE: Localizing Side-Mods
Posted: Sun Jun 11, 2006 9:19 am
by Big_rich
double click edit localize
right click on the entity hit add scope
type in the first name of the new side, not the name of the level, example:
my new ep3 trooper was called rep1_ep3_rifleman, so I needed to type in rep1 in the scope box.
right click on your new scope, click add key
put in the rest of the name, example: inf_ep3_rifleman.
Put in the name of the new unit in the big white box.
save, it take a while to save so have patience.
Here is a link to a tutorial:
http://www.gametoast.com/index.php?name ... opic&t=971
RE: Localizing Side-Mods
Posted: Sun Jun 11, 2006 9:52 am
by Teancum
No, it's not possible, becauase if you replace the game's normal localization, it will crash.
RE: Localizing Side-Mods
Posted: Mon Jun 12, 2006 5:38 pm
by sawyerdk9
I make my own side mods to, I just replace things. It will have a name, but it might not be the right one. Hey, its better than 0xD2F60CBD
Posted: Wed Jun 21, 2006 1:34 pm
by Eisenfaust
I know what you mean - but it is still not satisfying

It is ok for weapons - but it is disturbing when a Rebel is called Clonetrooper or Super Battledroid

Posted: Wed Jun 21, 2006 2:15 pm
by Teancum
You'd have to rebuild core.lvl -- [RDH]Zerted made a topic in this forum to show how to, but we're missing 1 or 2 things to make it work 100% perfect.