View Full Version : How is editability?

03-31-2002, 03:03 AM
So, you guys got the game, but I still need some time to get the game, and I want to ask how the game editing is.

I have read a post at jkii.net a while ago, that ICARUS engine or scripting sucked quite bad that it only can edit some piece of materials in the game, and the poster was hoping ICARUS II is a much better stuff.

So, is it possible to edit just about any stuff as in JK? Is that easy to mod and run? (A first mod came out on the day of the release so, I guess easy?)
Anybody looked in the scriptings?

http://millennium.massassi.net - Millennium
Sniper Arena! (http://www.sfc.keio.ac.jp/~t00214ho/millennium/projects/?SA) - Enhancement Pack! (http://www.sfc.keio.ac.jp/~t00214ho/millennium/projects/?EP21)

03-31-2002, 03:07 AM
Well its not that easy, there about 3-4 different scripts attached to each model.

Sounds are huge and can be a pain

Scripting looks like its going to be fun, the mod was only done quickly because it was a re-texture job, nice and simple, we have to wait until the GDK comes out until we can play with it fully http://forums.massassi.net/html/frown.gif

Attack of the Clones TC For Jedi Outcast

TPMTC- www.outpostd34.com/tpmtc/ (http://www.outpostd34.com/tpmtc/) Releasing 26th March 2002

03-31-2002, 11:13 AM
Apparently modifying SP (beyond just making a new level with scripted events) is going to be a little more difficult. You don't have control of everything with ICARUS II like you do with COG. To my knowledge, there will not be an SP SDK. The guys at Wired Lamp Studios said they will use the MP SDK to create their SP modifications that can't be done with ICARUS II.

With MP you should have control over everything, although some of it will be in C and other things can be modified with ICARUS II. We really don't know how versatile ICARUS II is because this is the first game released with it. I suppose we will find out when they release the SDK. More waiting... http://forums.massassi.net/html/smile.gif