Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

deathdisco

Latest Posts

Page: 6 of 11
Posted in: Custom Placeable Model Q(?)
 deathdisco
02-03-2007, 8:35 AM
#10
I did notice the "Build walkmesh data" section, but I didn't know what those values were. That simplifies what I did, thanks for the tip....  [Read More]
Posted in: Custom Placeable Model Q(?)
 deathdisco
02-02-2007, 4:43 PM
#8
Actually the .pwk was not that difficult to make. I was able to get one into Gmax but I didn't know how to export it back. So here is what I did: 1. In Kotor Tool, I opened plc_reptab1.pwk with the PWK/DWK editor. 2. Save as ASCII. 3. Open my model...  [Read More]
Posted in: Custom Placeable Model Q(?)
 deathdisco
02-01-2007, 4:37 PM
#4
Hmm.. I don't think anything in the game is as large as what I have. So how would I go about creating a .pwk file or editing the size of an existing one? I have an ugly work-around but it makes my module take longer to load. TIA. EDIT: It only need...  [Read More]
Posted in: Custom Placeable Model Q(?)
 deathdisco
02-01-2007, 4:02 PM
#1
I've created a couple of custom placeables by loading up an area model(in Gmax) and deleting everything except the object I want. Every thing works fine except that I can now pass through the object. Is there any way to keep this from happening? You...  [Read More]
Posted in: DILEMMA!
 deathdisco
02-01-2007, 12:27 AM
#6
You only get banned if you poison the fish. There is a way to not get banned. At trail, don't lie and threaten the Selkath that you will expose their alliance with the republic and they will let you back in to Mannan....  [Read More]
Posted in: Module Reskinning Tutorial
 deathdisco
01-29-2007, 1:41 AM
#6
Nice tut. I just went trough this process on a new module I'm working on. It was a large area with a whopping 32 area models to edit. I mostly re-assigned textures from other modules to get the look I was going for. Thanks for the lightmap skinning...  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-30-2007, 8:40 PM
#13
UPDATE: Sorry Dashus, your script does work. In experimenting I changed the UTC's and tags of the assassins and forgot to update the tags in your script. Everything else seems to be working fine in the cutscene now. What would you suggest so the the...  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-30-2007, 8:10 PM
#12
I recall seeing a number of dialogs from Obsidian that ran scripts in empty Reply nodes. Have you tried doing it that way? If you mean running them from the replies instead of the entries, yes with the same result....  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-30-2007, 7:51 PM
#10
Stil same result. The scripts only work properly when fired at the end of the dialog. Good thing I'm making progress in other areas of this mod. :headbump...  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-27-2007, 10:08 AM
#7
It's the cutscene dialog. The scripts work fine when I fire them from the whereami armband. I guess I'll start playing with the entry delays and see what I come up with. One thing of note, my script to open the door fails(from whereami armband). Fee...  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-26-2007, 5:57 PM
#5
Ok, the scripts are firing but the commands are not being carried out. If I change the faction ID of the Rep Soldiers in the script before the attack script they always turn around and attack. If I do it in the attack script they just stand there....  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-25-2007, 4:08 PM
#4
Still no luck. :( Since you tested the scripts, maybe the problem is in the dialog file? The dialog is fired when my PC passes over a trigger. I'm using a camera to set the field of view. All scripts are fired from the entries. I playing with the ent...  [Read More]
Posted in: Need Help With Cutscene
 deathdisco
01-25-2007, 5:01 AM
#1
I need some help with a cutscene. I'm scripting an ambush scenario but my Sith assassins won't attack. The first two scripts work fine: 1st script, spawn Sith assassins. 2nd script, remove stealth effect, change faction of Rep Soldiers to 2 (assassin...  [Read More]
Posted in: That darn .net Framework
 deathdisco
01-18-2007, 1:13 AM
#8
Start from scratch with the module editor. Make your changes then save. Re-open the .git with Kgff and re-save it. If you have to make edits, you can now re-open your project with the module editor to work on. You have to repeat this proccess e...  [Read More]
Posted in: That darn .net Framework
 deathdisco
01-17-2007, 12:06 AM
#6
Module editor tends to corrupt the .git file. It happens to me all the time. Everytime I make changes I use KGFF to re-save the .git file before re-opening my work in the module editor. Check out this (http://www.lucasforums.com/showthread.php?t=1604...  [Read More]
Posted in: Help with Visas Appearance editing
 deathdisco
01-13-2007, 12:00 AM
#10
Not sure if this is related, but I have a custom recruit that replaces HK-47(using the tag "HK47"). At the appropriate level-ups I get the dialog pop-up the the NPC received the Assasin protocol feats. When I check the characters feats they...  [Read More]
Posted in: Opera & SWK.com Graphics
 deathdisco
01-07-2007, 11:52 PM
#1
FYI, SWK.com graphics won't load in Opera with referrer logging disabled....  [Read More]
Posted in: exar kun temple?
 deathdisco
01-09-2007, 8:06 AM
#6
My bad. I threw a couple "tests" in my dialogue pack mod as examples for anyone wanting to see how to craft dialogue themselves. The Exar Kun temple mod was how I started screwing around with dlg files to start with, learning how to make...  [Read More]
Posted in: exar kun temple?
 deathdisco
11-24-2006, 12:17 AM
#4
Umm... could a Mod clarify proper etiquette for releasing something that includes modifying some one else's mod. I was never given a heads-up to having dialog modified for my mod. :eyeraise:...  [Read More]
Posted in: Help with wrist launcher and new grenades
 deathdisco
08-21-2006, 3:18 AM
#4
Maybe Mira's model is the only one that has that animation. :giveup:...  [Read More]
Posted in: Damn Orphans...
 deathdisco
08-10-2006, 2:15 AM
#5
Try extracting them first then opening them outside of KT. Select the the dialog then use the "Extract File" button. Then open the file with TK's dlgeditor. Dlgeditor shows all the links in the dialog....  [Read More]
Posted in: [TSL] Trayus Academy Clothing Fix v1.0
 deathdisco
08-06-2006, 10:47 PM
#11
The clothing didn't bother me that much as the fact they used low-rez models for them. Good work. :)...  [Read More]
Here are the direct links to all my K1 mods on pcgamemods.com: Exar Kun's Tomb (http://ds1.pcgamemods.com/core/6261/EKun.rar) Lightsaber Forms for KOTOR1 (http://ds1.pcgamemods.com/core/15997/LightsaberForms.zip) Recruit Rojem A'Sai (http://ds1.pc...  [Read More]
Posted in: Adding a new character
 deathdisco
07-10-2006, 12:14 AM
#10
If you use Bastila's tag, the "Malak tortures Bastila" scene will use your recruit. And if I remember correctly you lose the NPC. The scripts in that cut scene would have to be looked at and edited. The Rakatan temple summit might also be b...  [Read More]
Posted in:  MECK Project - Enter Jabba's Palace side quest
 deathdisco
03-25-2006, 4:34 PM
#109
IIRC, all you have to do is extract these files to your "override" directory: pmbil.mdl pmbil.mdx pmbim.mdl pmbim.mdx pmbis.mdl pmbis.mdx pmbi01.tga pmbi02.tga pmbi03.tga pmbi04.tga That will replace all the standard(brown, red, black, an...  [Read More]
Page: 6 of 11