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keshire

Latest Activity

Posted in: Texture and Model Structures
 keshire
09-22-2006, 4:49 AM
#1
Only 3 forums to choose from. Guess modding wasn't on the agenda... :) This is probably the best place for this. I'm not sure if the app that ripped textures from Star Wars 1 works with the new version so here you go. HX2 structures. There's enough...  [Read More]
Posted in: Animation Merging Utility
 keshire
04-10-2006, 2:53 AM
#4
Well if they didn't properly define the frames in the first place then it's a good chance that they don't intend on using the anim. ;)...  [Read More]
Posted in: Animation Merging Utility
 keshire
04-10-2006, 2:38 AM
#2
Interface: Listbox with all animation sets. As you import the sets are then added to the main listbox. (or possibly a holding listbox so that you can be choosy in which you want to import). But the actually gla loading/merging/etc etc should be beh...  [Read More]
You'd need to use SoftImage xsi and export as BHV I beleive. Which Max allows you to import onto bipeds. Another method is to use an app called I beleive Motion Capture Studio. It uses the FBX file format. It allows to import xsi and export as a coup...  [Read More]
Posted in: New Skeleton in JKA
 keshire
11-10-2005, 5:42 AM
#16
sounds easy, wont carcass murder me? (srry for the late reply, bit hectic at work) so lemme get this straight> 1. Construct/re-arrange the JKA skeleton (52 bones and same naming) 2. Weigh the apropriate model to it 3. Export with 2 frames, frame...  [Read More]
Posted in: New Skeleton in JKA
 keshire
11-03-2005, 3:11 AM
#14
Im dedicated enough i have enough virgins to spare and lots o blood.. though the thing is i dont know where to start. Im not really a computer-wizzard with coding etc Build Your model, Build your Skeleton (52 bones, exact naming of standard). Those...  [Read More]
Posted in: New Skeleton in JKA
 keshire
10-26-2005, 4:55 AM
#9
I tested this fairly thoroughly. Adding/deleting/renaming just one bone will disallow the model from being a player. Granted, you could totally rearrange the 52 bones in the skeleton however you like. But then you run into the problem of the player...  [Read More]
Posted in: New Skeleton in JKA
 keshire
10-24-2005, 2:23 AM
#4
Not gonna be possible. Game looks for specific bones, and the also looks for only the /_humanoid/_humanoid.gla Anything else doesn't register as a player model. I had this issue when I was working with a four armed general grievous. Only NPC's and...  [Read More]
Posted in: Xbox modding Jedi Academy
 keshire
02-28-2005, 9:03 PM
#3
They are archives. But not standard .GOB www.xentax.com may be of help....  [Read More]
Posted in: Found out why JA+ "features" are so crappy
 keshire
03-03-2005, 7:53 PM
#80
still loking to try this out but I think it gives it a MK/ soul caliber feel from what ive read. And you'd be greatly mistaken. Plus that would only apply to jedi or sith. There are many classes....  [Read More]
Posted in: Found out why JA+ "features" are so crappy
 keshire
03-02-2005, 2:26 AM
#77
Be prepared though. Movie battles 2 is a very team based game. But one of the if not the most balanced....  [Read More]
Posted in: Found out why JA+ "features" are so crappy
 keshire
02-23-2005, 10:08 PM
#51
he dos have the most commands in his mod QUALITY NOT QUANTITY...  [Read More]
Posted in: sabers on ur utility belt....!!!
 keshire
01-05-2005, 9:08 PM
#2
Open Jedi Project supports that for certain models. And soon Movie Battles will support it too....  [Read More]
Posted in: OJP for SP?
 keshire
12-19-2004, 1:22 AM
#2
Any code changes are impossible with single player. As for OJP. Thats Razor's baby and quite a few people like the direction its headed. As for not liking MP. I'm sorry. Your missing out on a wonderful experiance. May I suggest www.moviebattles.com...  [Read More]
Posted in: can kotor/kotor2 xbox saves be edited?
 keshire
12-29-2004, 2:35 AM
#32
Somethings you can edit with a basic hex editor or trainer....  [Read More]
Posted in: animation.cfg
 keshire
12-03-2004, 2:06 AM
#9
perhaps keshire will release with the animation.cfg the gla with all moves compiled I had lost them a while ago. But In my free time I am going through and dividing them up. The blocking divisions are located in the OJP blocking beta. The saber st...  [Read More]
Posted in: animation.cfg
 keshire
11-24-2004, 12:02 AM
#4
Unfortunately there is no program to seperate the anims automatically. At least not that I'm aware of. But you can get an idea of how they need to be by grabbing the cfg out of the OJP block test. http://ojp.jediknight.net/files/betas/ojpblockbeta1...  [Read More]
Posted in: animation.cfg
 keshire
11-23-2004, 8:10 PM
#2
Is this in reference to new animations? And which set?...  [Read More]
Posted in: Time to move on for me.
 keshire
05-19-2006, 7:44 AM
#19
Very late. :) I got dragged back in for one more go round. :D http://www.moviebattles.com/news/p2_articleid/36...  [Read More]
Posted in: Time to move on for me.
 keshire
11-23-2004, 7:12 PM
#13
I hope that whip won't be one of those "lost" projects... Proof of concept. :) It needs extensive coding changes. Since ghoul weapons don't support animation....  [Read More]
Posted in: Time to move on for me.
 keshire
11-15-2004, 8:14 PM
#5
If it's all right, the SSBM TC could probably use the melee moves. Got any modelers with 3ds max and character studio?...  [Read More]
Posted in: Time to move on for me.
 keshire
11-13-2004, 10:11 PM
#1
Well time to move on. :) I'm getting involved in other scenes. And hopefully some professional endeavors. At home the wife will be having a bouncing baby boy here in a couple months. As well as increase in business where I currently work. So my mod...  [Read More]
Posted in: Remember me.... [AOTC:TC]
 keshire
01-01-2005, 1:33 AM
#13
Your lucky you have access to Unique1 and RazorAce, Anakin. Otherwise you'd be dead in the water. Once MovieBattles gets pulled into the fold to create a super mod who knows what'll happen. But at the moment I see AOTCTC as a leech on Open Jedi Proj...  [Read More]
Posted in: Supporting OJP
 keshire
11-22-2004, 7:56 PM
#5
I'm more than willing to hand over my work on the subject. keshire_the_chaotic@hotmail.com...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 keshire
04-28-2005, 3:55 AM
#1301
FYI, Kotor Tool works (after a fashion) with Jade Empire, but there are quite a few unsupported file types and no sign of a nwscript.nss file. I'll actually fill in what I know... (which is most likely small in comparison) according to nwn explorer...  [Read More]