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tk102

Latest Posts

Page: 75 of 85
Posted in: Camera Angles
 tk102
05-02-2004, 1:46 AM
#41
The .lyt files don't seem to affect door position. I think they are something different (doorhooks?). In the .git file however, Bearing does play an important role. http://img56.photobucket.com/albums/v170/tk102/image2.jpg I believe Fred's module edi...  [Read More]
Posted in: Camera Angles
 tk102
05-01-2004, 1:09 PM
#39
There is also the possibility that we are barking up the wrong tree. These may also be values for an axis angle transformation. See: http://www.euclideanspace.com/maths/geometry/rotations/axisAngle/index.htm The first 3 values would be the axis and...  [Read More]
Posted in: Camera Angles
 tk102
05-01-2004, 12:45 PM
#38
Go to the website I posted above, read it, and come back....  [Read More]
Posted in: Camera Angles
 tk102
05-01-2004, 12:31 PM
#36
I believe w is the first value because 1,0,0,0 has no effect at all (well, the same effect as 0,0,0,0)....  [Read More]
Posted in: Camera Angles
 tk102
05-01-2004, 10:20 AM
#34
I did a lot of experiments on an Endar Spire camera last night, trying to replicate the airplane pictures shown on the website that I posted. There seemed to be some limits in place, preventing severe rotations like vertical and upside down rotations...  [Read More]
Posted in: Camera Angles
 tk102
04-30-2004, 5:12 PM
#32
Yes, it can change the values. I'd test the hypothesis myself but I don't have the game on this machine and I'll be home kind of late tonight....  [Read More]
Posted in: Camera Angles
 tk102
04-30-2004, 3:49 PM
#30
Fred, I think you're right about the Orientation field containing a quaternion. The 4 floats are probably the w, x, y, z values. Take a look at this website: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/index...  [Read More]
Posted in: Camera Angles
 tk102
04-30-2004, 12:47 AM
#25
CamEdit now available for download. Readme.txt (http://webpages.charter.net/krumsick/kotor/CamEdit_readme.txt) [edit: download available at PCGM]...  [Read More]
Posted in: Camera Angles
 tk102
04-29-2004, 11:17 PM
#24
A challenge Fred?...  [Read More]
Posted in: Camera Angles
 tk102
04-29-2004, 1:39 PM
#20
Okay, emotions resettling. I guess that means we have to come up with a new GFF Editor or resort to Hex Editing. Edit: That also explains why camera angles get wacked out during certain conversations when the .git is edited in GFF Editor. :rolleye...  [Read More]
Posted in: Camera Angles
 tk102
04-29-2004, 1:33 PM
#19
<slaps forehead> Of course! Jeez, I should've thought of that! It occured to me about a month ago that the new data types we discussed (http://www.lucasforums.com/showthread.php?s=&threadid=121572&perpage=40&pagenumber=3) were proba...  [Read More]
Posted in: Camera Angles
 tk102
04-29-2004, 11:20 AM
#17
Well at least you found a function that behaves in a predictable manner. :)...  [Read More]
Posted in: Camera Angles
 tk102
04-29-2004, 2:20 AM
#15
Have you found any scripts, source or decompiled, that made use of SetCameraFacing? nwscript.nss mentions that it can be used in area transitions. I can't really think of an instance of that. Can you also describe the effect of the modes of SetCame...  [Read More]
Posted in: Camera Angles
 tk102
04-28-2004, 10:34 AM
#13
I can't find any connection between placeables and cameras. I was analyzing the unk_m44ac module (meeting with evil Basitila), and tracing out how the Trigger scripts worked to swap camera angles. For that area there are 22 CameraList structs, but on...  [Read More]
Posted in: Camera Angles
 tk102
04-28-2004, 2:57 AM
#11
Okay I figured out a bit more. It appears that SetDialogPlaceableCamera only functions when the conversation is paused. Thus is must be sandwiched like so: ActionPauseConversation(); SetDialogPlaceableCamera(22); DelayCommand(3.0,ActionResumeConvers...  [Read More]
Posted in: Camera Angles
 tk102
04-26-2004, 9:34 PM
#10
I don't have the game in front of me at the moment but I will look into that. What do you suppose gets passed as the int parameter to SetDialogPlaceableCamera in the scenario you proposed?...  [Read More]
Posted in: Camera Angles
 tk102
04-26-2004, 5:07 PM
#7
I would like to position the camera in a certain spot during key moments of the dialog. I remember seeing the parameters Messkell mentioned, but have not tried using them. So thank you for reminding me about them, Messkell. I'm going to try to test...  [Read More]
Try this link (http://www.lucasforums.com/showthread.php?s=&threadid=124284)....  [Read More]
Posted in: Screenshots for the sake of screenshots
 tk102
04-30-2004, 9:46 AM
#72
T7-- that's great stuff. You know, even if we can't get the arena to be approachable like you show it in pic1, we can certainly teleport the PC into the middle of it via SetGlobalFadeOut/SetGlobalFadeIn functions. Seriously, I'm really glad you're...  [Read More]
Posted in: Screenshots for the sake of screenshots
 tk102
04-30-2004, 12:49 AM
#68
Too cool!...  [Read More]
Posted in: Screenshots for the sake of screenshots
 tk102
04-27-2004, 10:09 PM
#56
Thanks for analyzing that svцsh. The soft ware in question is without doubt 3D studio max 4, or 5 I don't suppose that sheds any light on the format of the .mdl/.mdx files does it?...  [Read More]
Posted in: Screenshots for the sake of screenshots
 tk102
04-25-2004, 9:33 AM
#51
Maybe an easter egg? It looks like the resolution gets smaller from tpa to tpb to tpc....  [Read More]
Posted in: Recruitable Darth Bandon
 tk102
04-28-2004, 2:16 PM
#71
Please be more patient with your bumps....  [Read More]
Posted in: Mod - Canderous S. Quest
 tk102
05-11-2004, 9:55 AM
#18
What makes you think that is a bug? I was talking about a different Global. The next dialog option "What are your thoughts now?" "I'm not happy with the way my life has turned. I'm not the Mandalore I once was. I don't even think I'm...  [Read More]
Posted in: Mod - Canderous S. Quest
 tk102
05-10-2004, 9:59 PM
#16
Originally posted by tk102 You could try using KSE to set that global variable [G_CAND_PLOT] to 1...  [Read More]
Page: 75 of 85