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How make a playable Millenium Falcon?
Posted: Tue Sep 16, 2008 11:50 am
by ForceMaster
Hello. Previously I managed to make a ship of the republic and CIS could be handled by altering the file "odf" is called "spa2_minifedcruser.odf" (or something) and "spa2_minirepasaulntship.odf". I do take off and held weapons. I tried to do the same with the file "Hoth_prop_millenium_falcon.odf" and not proved. someone knows where I could get it done or done? thanks friends.
Re: How make a playable Millenium Falcon?
Posted: Tue Sep 16, 2008 12:51 pm
by minilogoguy18
no hard points for weapons or effects would exist so someone would have to take the model into XSI and give it proper hardpoints and animation files so that it would work properly.
Re: How make a playable Millenium Falcon?
Posted: Tue Sep 16, 2008 1:17 pm
by Frisbeetarian
[quote="The "Help me find an asset" topic"]
BF2-Master wrote:Anyone else notice the flyable Millenium Falcon assets dissapear into thin air?
DarthD.U.C.K wrote:the falcon is included in the conversionpackvehiclepack (in the conversionpack assets release thread)
[/quote]
Re: How make a playable Millenium Falcon?
Posted: Sat Sep 27, 2008 11:06 pm
by Tourny
I believe the frigates worked because some of them are already set to be controlled by an AI in some of the space battles.
(or maybe they just set on an animation loop)
Re: How make a playable Millenium Falcon?
Posted: Sun Sep 28, 2008 4:37 am
by MercuryNoodles
That's just an animation looping.
Re: How make a playable Millenium Falcon?
Posted: Sun Sep 28, 2008 6:15 am
by DarthD.U.C.K.
you can also offset the dummyroot to get the effects etc. on the right place, but that would be much harder than just exporting it into xsi and reimport it with the proper hardpoints
that would be a 5-minutes job but AceMastermind made a playable falcon
it would be nice to have one with animated landing gear and moveable turrets though...