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.
 

JdNoa

Latest Activity

Posted in: AniCam - animated camera editor for K2
 JdNoa
05-18-2010, 11:18 AM
#15
Heya Jd... if you'd like.. I can host it on my site. Or we can upload it to SWK ;) (or both) Just let me know. :) Either or both would be great, thanks....  [Read More]
Posted in: AniCam - animated camera editor for K2
 JdNoa
05-18-2010, 11:11 AM
#13
When I click on the link I cant find on the web page where to download the mod, someone help please. :confused: Yeah, sorry, that file sharing site's kind of hideous. This one seems a bit better: http://www.mediafire.com/?jdyqngmzqjy...  [Read More]
Posted in: AniCam - animated camera editor for K2
 JdNoa
05-18-2010, 10:38 AM
#11
Now that Geocities has closed, might the OP post this somewhere so folks can download it? http://www.filefactory.com/file/b1becd6/n/AniCamB3.zip If there's a better free file hosting site I should use instead, let me know. I haven't been keeping up...  [Read More]
Posted in: AniCam - animated camera editor for K2
 JdNoa
12-01-2005, 11:56 PM
#5
Posted new version, Beta 3 (http://www.pcgamemods.com/mod/17448.html), which fixes the angle-interpolation bug, in case that one was also annoying anyone else... :)...  [Read More]
Posted in: AniCam - animated camera editor for K2
 JdNoa
11-16-2005, 1:30 PM
#4
Might I ask do you run with a windows or linux based machine. As I have found most of the Java Programs are too memory intensive vs the utilities wrote in a lower level language. Windows ATM. Haven't had memory problems myself. I know I should lear...  [Read More]
Posted in: AniCam - animated camera editor for K2
 JdNoa
11-15-2005, 9:56 PM
#1
AniCam (version Beta 3) (http://www.jumpstationz.com/JdNoa/AniCamB3.zip) is for creating new animated camera models to use in your K2 .dlgs, or for editing the existing ones, if you feel like it. Download at SWK Modding Tools (http://www.starwarskni...  [Read More]
Posted in: LipSynchEditor beta
 JdNoa
10-16-2005, 12:02 PM
#6
Is it also compatible with kotor 1 or is there another version by someone else for that. I looked briefly at some K1 lipsynch files when I was working on this, and I *think* they're the same format, so that it should work. But I never actually teste...  [Read More]
Posted in: LipSynchEditor beta
 JdNoa
07-11-2005, 4:58 AM
#1
I posted a beta version of the lipsynch editor (http://www.pcgamemods.com/mod/14116.html) we're using on PCGameMods, in case anybody else might find it useful. It's Java-based and requires JRE1.5. (Theoretically it should run under 1.4.2, but one of...  [Read More]
Posted in: DeNCS Script Decompiler
 JdNoa
01-19-2006, 1:51 AM
#27
Argh, Razorfish mentioned this a few days ago. They changed one of the methods in the new JRE recently. (This is what we get for using a beta version...) Bleh. I'm kind of swamped with school work at the moment (essay due in one hour, whee!), so I ca...  [Read More]
Posted in: DeNCS Script Decompiler
 JdNoa
08-28-2005, 7:48 PM
#22
You only need the jre. You could use the full path for java from the command line to make sure you're using 1.6. I often do that because I have 3 versions installed and my path variable never seems to be set up to use the one I want. So, frex, on my...  [Read More]
Posted in: DeNCS Script Decompiler
 JdNoa
07-15-2005, 12:45 PM
#15
Here's an archive of every script from K2 that DeNCS was able to decompile or partially decompile: http://www.pcgamemods.com/14269/ You'll need a .7z (7zip) extractor (WinRAR or 7-Zip are the two I know of). Decompressed it's about 31MB....  [Read More]
Posted in: DeNCS Script Decompiler
 JdNoa
07-15-2005, 11:54 AM
#13
Originally posted by DarthMoeller Yeah, I couldn't remember if I had it installed or not so i went to install it and it said it was already installed. This was the first script that I have tried to decompile. Could you go to your file type associa...  [Read More]
Posted in: DeNCS Script Decompiler
 JdNoa
07-15-2005, 11:47 AM
#11
Originally posted by DarthMoeller I am trying to decompile a_doormoor.ncs (the script that fires when the morgue door opens on peragus) and I have JRE installed, and I extracted nwscript.nss to kotor tool directory, and then ran DeNCS, and opened th...  [Read More]
Posted in: New MDLOps
 JdNoa
07-16-2007, 5:34 PM
#108
Well.... emitters are actually partially implemented but not very well tested. The specific problem you're describing is because I never tested the emitter code using K1 models and it's doing something wrong there....  [Read More]
Posted in: New MDLOps
 JdNoa
06-18-2007, 5:20 PM
#104
When I make a new animations in the s_male2 file, what else do I need to change to allow me import those animation into the game? Just adding a new line in the animation.2da file and call it using a script works? And can I use any one of the animat...  [Read More]
Posted in: New MDLOps
 JdNoa
05-22-2007, 8:01 PM
#101
If you like I could help package this into an EXE...? Edit: what is the mdlops.tws? That'd be awesome, thanks. All the perl-to-exe programs I found were commercial. :) Uh... oh, oops. mdlops.tws would be a textpad configuration file. That doesn't...  [Read More]
Posted in: New MDLOps
 JdNoa
05-22-2007, 7:38 PM
#99
I've been making some changes to mdlops (mostly porting code over from Torlack's NWN model de/compiler) so we could add some custom animations for our project. I'm uneasy about posting changes to someone else's code without permission but cchargin ha...  [Read More]
Hi, tk! Any chance you could add the CameraAnimation field (found in, for example, the first entry of enc_ruin.dlg in 605DAN) to your most excellent tool? It would make testing much easier. :) thanks!...  [Read More]