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DarthParametric

Latest Posts

Page: 10 of 26
Posted in: Alpha Channels
 DarthParametric
12-28-2010, 8:38 PM
#2
You need a TXI to tell it to use an env map, and possibly a appearance.2da tweak as well for some clothes/armour....  [Read More]
Posted in: Creating textures in GMax
 DarthParametric
12-27-2010, 9:13 AM
#2
You can't do any texture editing in GMax. You'll need to use an image editor like Photoshop, Paintshop, GIMP (http://www.gimp.org/), Paint.NET (http://www.getpaint.net/), etc....  [Read More]
Posted in: Problem with new Darth Malak Jawless model
 DarthParametric
12-27-2010, 12:53 PM
#8
Are you talking about deleting UVs?...  [Read More]
Posted in: Problem with new Darth Malak Jawless model
 DarthParametric
12-27-2010, 10:28 AM
#6
You can't "remove it from the tga". All you could do would be to add the cape area to the alpha channel to make it completely transparent, but that would also mean you'd have to forgo using an environment map....  [Read More]
Posted in: Anyone good a gmax / .mdl's ?
 DarthParametric
12-21-2010, 9:10 AM
#4
Ah, I forgot about those (although you've obviously inverted the R and B channels for that one as they don't appear as traditional tangent space maps like that). As I recall though, they don't work properly, at least not via a TXI. Oh and anything s...  [Read More]
Posted in: Anyone good a gmax / .mdl's ?
 DarthParametric
12-21-2010, 7:33 AM
#2
KOTOR doesn't use normal maps....  [Read More]
Posted in: Custom robe icons?
 DarthParametric
12-18-2010, 12:28 AM
#2
Sounds like your UVs have been flipped for some reason. Not sure why that would be - I don't ever recall MDLOps doing that before. The only time I've ever encountered that is with OBJs. To fix it, do the following. Refer to the pic below. 1. Hide a...  [Read More]
Posted in: Kashyyyk Tach Sound Effects.
 DarthParametric
12-19-2010, 1:51 AM
#11
Ah, I didn't even look in the streamsounds folder - I was looking in sounds.bif. The file in there is just PCM. The files in the streamsounds folder are actually MP3s, but I think there is a header issue or something else they did during encoding tha...  [Read More]
Posted in: Kashyyyk Tach Sound Effects.
 DarthParametric
12-18-2010, 11:26 AM
#8
I use Winamp for audio files and VLC for video, but VLC will play pretty much anything if you are looking for a single app....  [Read More]
Posted in: Kashyyyk Tach Sound Effects.
 DarthParametric
12-18-2010, 1:25 AM
#6
The file you want would be c_tach_bat1.wav. It's just PCM, so whatever player you are using is junk....  [Read More]
Posted in: Kashyyyk Tach Sound Effects.
 DarthParametric
12-18-2010, 12:32 AM
#4
All you should need to do is put a blank file with the same filename in the Override folder (try just renaming an empty text file)....  [Read More]
Posted in: Revan's Lightsaber
 DarthParametric
12-06-2010, 9:37 PM
#4
What's your poly count? At a guess, I'd say it's excessive. You could do all those negative extruded rings as textures, as you'll never actually tell the difference in-game anyway, so geometry is just wasted overhead. I did a version up a while back...  [Read More]
Posted in: Modder needs help!
 DarthParametric
11-21-2010, 10:48 AM
#2
Custom crystals require an entry in upcrystals.2da. If you have USM installed you'll need to edit the existing one in the Override folder. There's some more info here - http://www.lucasforums.com/showthread.php?t=143991...  [Read More]
Posted in: Help: Galaxy image
 DarthParametric
11-20-2010, 6:03 AM
#4
It's right where TimBob12 said it was, it's just broken up into multiple elements. Check out galaxymap, Gui_galxy_1, Gui_galxy_2, Gui_galxy_3, and Gui_sun_1....  [Read More]
Posted in: Custom Saber Model Help
 DarthParametric
11-13-2010, 2:22 AM
#3
Read this thread (http://www.lucasforums.com/showthread.php?t=143806) for info on blade/hilt positioning. For a narrower blade, you'll have to make a custom blade texture that is smaller in diameter....  [Read More]
Posted in: UVW map problem
 DarthParametric
11-03-2010, 10:39 PM
#7
Possibly (in my case at least) it is related to models from external apps. I always imported an OBJ modelled elsewhere into GMax to set up and export. Did you model/map in Max Stormzarel?...  [Read More]
Posted in: UVW map problem
 DarthParametric
11-03-2010, 9:58 PM
#5
UV map problems are something I always encountered with my models. There's definitely something in MDLOps that screws up the UV map during conversion from ASCII to binary model, as you can see here from this example I posted in the A-Z of modelling a...  [Read More]
Posted in: modeling with zbrush
 DarthParametric
10-13-2010, 7:52 AM
#8
It's the de rigueur approach for all modern game engines. Unfortunately, Odyssey is not a modern engine. If you are interested in pursuing modding of that sort, you'll need to pick a newer game....  [Read More]
Posted in: modeling with zbrush
 DarthParametric
10-13-2010, 2:44 AM
#6
You might want to read the info on the tin: 'Export it to your favorite 3D package which will now be able to open your sculpting to create specific textures like Normal Maps or Ambient Occlusion maps by baking the high resolution mesh information on...  [Read More]
Posted in: modeling with zbrush
 DarthParametric
10-11-2010, 4:44 AM
#2
The only way to use apps like ZBrush and Mudbox with games is to generate a normal map that can be applied to the low poly game mesh. The Odyssey engine (i.e. the engine both KOTOR games run on) doesn't support normal maps, so ZBrush isn't going to b...  [Read More]
Posted in: Animated Area Models
 DarthParametric
10-04-2010, 12:52 PM
#2
Number 3 & 4 would be animated textures/shaders, not models. Not sure about the rest, although I don't think an animated skybox is possible....  [Read More]
The arms are modelled as sleeves, so it would look weird making them flesh coloured....  [Read More]
Re-uploaded. Link in the first post. As I said in the K-Files comments though, it's just a text file and not very difficult to make yourself in the event of future dead links....  [Read More]
The obvious solution would be to extract the models in view them in Max or another 3D app, but I don't think anyone ever made a JE model extractor. A shame, as I wouldn't mind having a look at some of the models myself....  [Read More]
Not sure this warrants its own thread - you could have just posted it in the Bloodlines thread. Good luck with it all I guess, although I've only ever bothered with the unofficial patch and that was always hosted elsewhere so I never had much use f...  [Read More]
Page: 10 of 26