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JdNoa

Latest Posts

Page: 1 of 1
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]
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