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Hunters Run

Latest Posts

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Posted in: Hunters W.I.P.
 Hunters Run
08-19-2013, 8:01 PM
#159
update- Still alive. Also script parameters are our friend. Now if I only didn't keep going back to increase the quality of the mod it would get done slightly quicker. Unfortunately, I am still on the first blaster. Fortunately, Every single scope fo...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
05-06-2013, 2:32 PM
#158
You mean the one added by tslrcm? Which module is it in?...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
05-06-2013, 12:29 PM
#155
Unless there is a general outcry against it I will make every single workbench besides the ebon hawk workbench invisible and not usable in TSL. The reason behind this is that before, I was creating dialogue for every workbench, this way I only need t...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
05-01-2013, 1:48 PM
#153
If I wanted to have an install to vanilla TSL I would simply extract all files for that module and replace that .git with my .git then make it a mod file, correct? I ask because I did this and the opening scene of that module won't fire. edit: never...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
05-01-2013, 12:40 PM
#151
Actually I add lines to the .git. I was actually using modified vanilla .git files and injecting lines into tslrcm's .git files. To my knowledge it worked (the main indicator was when I did not repeat myself when talking to Atris). I just realized th...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
04-30-2013, 10:48 PM
#145
That's right. I inject camera points into the .git then call it in a dialogue. The problem with m4-78ep is that there is no vanilla git file that I can modify. Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
04-30-2013, 7:37 PM
#142
@HH: thanks that helped. @Supreme kotor: The screen shots are actually from the Telos academy. I played through the game going through every workbench up to that one to make sure the camera angle was right. Tslrcm locations? You mean tslrcm adds wo...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
04-30-2013, 2:46 PM
#138
You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in....  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
04-29-2013, 11:48 PM
#135
Long time huh? Anyways: http://www.lucasforums.com/picture.php?albumid=839&pictureid=9492 http://www.lucasforums.com/picture.php?albumid=839&pictureid=9493 http://www.lucasforums.com/picture.php?albumid=839&pictureid=9494 http://www.luca...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
09-29-2012, 10:11 PM
#134
update- I have released revans flowing robe for TSL on deadly stream. Unfortunately, as often happens life took over. Even worse, I have decided to abandon putting new animations into k1. This decision was sparked by the fact that you have to replace...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-28-2012, 5:06 PM
#131
@HH- Unless I'm wrong, it looks like that script is as follows: If random action plays, do animation 1. If random action 2 plays do animation 2. Very close, but what I am looking for is when action plays, of two animations play one at random. Or as I...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-26-2012, 7:42 PM
#129
I just realized more bad news, unfortunately the Ithorian only calls one set of melee animations. There are two sets melee vs characters and melee vs creatures. Ithorians, being creatures themselves are limited to one set of combat animations(the cre...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-25-2012, 6:32 PM
#127
@FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have? @SH- Yep,...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-24-2012, 7:18 PM
#124
Unfortunately, I am forced to replace old animations in k1 to make new ones. There are three old animations I can replace that aren't on the main supermodel. One is already taken by the diveroll (because it's just to cool). That leaves two more. It j...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-24-2012, 10:53 AM
#122
Alrighty, I did some more research about placeable animations (k1). Going under the assumption that you are trying to get your character to sit in a chair that you placed in a model, I believe there something I can do for you. Each siting character h...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-22-2012, 3:32 PM
#119
update- Bad news. It appears that custom non replacing animations are impossible with k1. The main problem I believe arises from the fact that you need to call up the name of the animation from nwscript (for example ANIMATION_FIREFORGET_*). Either th...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-21-2012, 5:33 PM
#118
yep, I did. Strangely enough it doesn't read the games or my animation from the animations.2da. It does however run animations from nwscript. For example it won't run the animation if I put in 10006, but it runs an animation if I put in 6. To make it...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-20-2012, 3:31 PM
#116
update- I am experiencing a problem with k1. For some reason it does not play any animations from the animations.2da file whether my own or the games. If anyone knows why this is please reply. On a related note how would I write a script that goes: I...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-18-2012, 2:05 PM
#114
I now have a request. For testing purposes I need a save right before you kiss bastila. If anyone has a save please send one my way. On another note will soon release several mods. They are: revans flowing robe tsl 1.1, animation compilation k1, ani...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-18-2012, 1:13 PM
#112
A question: the wording of the permissions section in bastila romance enhancement is to vague for me. Can I modify 2 lines in the source script and release that script with credit to the original author? I doubt I can contact the original author....  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-15-2012, 5:58 PM
#110
@FG- reading: done, but I will make it a looping animation. Bored: done. This animation gave me an idea for another one: sleeping sitting animation....  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-15-2012, 2:36 PM
#108
It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about. I find it strang...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-14-2012, 10:22 AM
#102
@ SH A facepalm hmmm, done. Can you elaborate on the second one? @ Canderis I'll see you one better. Playing pazzak, drinking, and just plain sitting, are animations that I added. @ VP 1. Consider it done. 2. strange, it is the same animation as the...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-13-2012, 7:58 PM
#97
update- Due to the fact that the forms are hard coded I am forced to drop this project. Still, I have other projects. Check out my gallery on deadly stream to see what I am working on. So, what is next? Well there is my yoda style mod. Still I am deb...  [Read More]
Posted in: Hunters W.I.P.
 Hunters Run
06-07-2012, 4:54 PM
#94
Unfortunately the saber forms are hard-coded. So I attached the animation to an armband that only plays the animation when the saber form is selected. Still I am not sure who would use this as it takes up an armband slot. I have several Ideas to make...  [Read More]
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