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StormTrooper789

Latest Posts

Page: 6 of 9
Posted in: discoveries about levels
 StormTrooper789
07-26-2004, 2:34 PM
#7
What is the 'filedependancy' entry of the *.lyt file for?...  [Read More]
Posted in: Mapping Questions
 StormTrooper789
07-25-2004, 12:26 PM
#3
Thank you. :)...  [Read More]
Posted in: Mapping Questions
 StormTrooper789
07-25-2004, 9:56 AM
#1
I have a question about mapping: I'm going to make this bridge over a deep area. How do I it where when I fall the screen fades or something and kills the player?...  [Read More]
Posted in:  Reign Of The Sith Mod Is Out
 StormTrooper789
07-27-2004, 9:56 AM
#13
I know that this is a beta, but did anyone else notice how EMPTY Mannan looks? Population must be nearing 0. :D...  [Read More]
Posted in:  Reign Of The Sith Mod Is Out
 StormTrooper789
07-26-2004, 2:51 PM
#9
Why did you put the modules in a subdirectory called Manaan in the zip file? The game won't recognize them if people extract them and not pay attention. I am just going to extract it to my modules folder after i remove them from that subdir....  [Read More]
Posted in: help on modeling
 StormTrooper789
07-26-2004, 10:37 AM
#4
According to that thread bodies can be done just not heads. :(...  [Read More]
Posted in: help on modeling
 StormTrooper789
07-24-2004, 5:28 PM
#2
A custom head won't work anyway with KOTOR because they have animations. For more information see cchargin's model thread that's somewhere on this forum....  [Read More]
Yo, DD, do you know how to set a loading screen on a custom module instead of using the default one? If not look for my thread: How to change loading screens for custom modules (http://www.lucasforums.com/showthread.php?s=&threadid=132387) . If y...  [Read More]
Plz make the Holowan Spire v3 and put me in there! :D...  [Read More]
Your welcome, and I discovered how to do this one or two days ago....  [Read More]
Are you sick and tired of having the same loading screen for your custom modules? Well, fear no more, for, I, StormTrooper789, have a solution. You will need Kotor Tool (http://kotortool.home.comcast.net/index.html) to edit the *.2da file that contai...  [Read More]
Posted in: 2 Questions
 StormTrooper789
07-20-2004, 6:36 PM
#3
So Darth333, is the 10 m measurement how far a party member is next to you when your standing still in the game?...  [Read More]
Posted in: 2 Questions
 StormTrooper789
07-20-2004, 3:16 PM
#1
I have some questions! :) 2 that is. 1. How do I set waypoints for NPCs so that they walk around the area? 2. What code is needed to make a script that checks for a party member in the active party? I have to know these things for I want to be bet...  [Read More]
Posted in: No Official Tools for KOTOR2
 StormTrooper789
07-20-2004, 3:10 PM
#23
Maybe it isn't so "devastating". I just felt like using that word....  [Read More]
Posted in: No Official Tools for KOTOR2
 StormTrooper789
07-14-2004, 6:21 PM
#4
The model format will be different than in KOTOR1. So models for KOTOR2 may be easier to crack and we might be able to do animations!...  [Read More]
Posted in: No Official Tools for KOTOR2
 StormTrooper789
07-14-2004, 12:10 PM
#3
Well, me, not really either. Some people were hoping so I posted this thread to notify them....  [Read More]
Posted in: No Official Tools for KOTOR2
 StormTrooper789
07-14-2004, 11:41 AM
#1
That's right no toolsets will be released for KOTOR2! :mad: There is some good news, all the file formats are the same and all of our tools will work with KOTOR2. Here is the page with the devastating news:KOTOR2: FAQ (http://forums.obsidianent.com/i...  [Read More]
Posted in: My mod.
 StormTrooper789
07-27-2004, 10:09 AM
#52
Originally posted by Darth Dex Okay, this what I added for Ancorhead (the door list), so the bounty office would work and you wouldn't have to warp to it: Bearing = -0.575959920883 Linked to = (blank for now) Linked to flags= 0 Linked to module = (b...  [Read More]
Posted in: New Sebulba Podracer Skin
 StormTrooper789
07-21-2004, 9:45 AM
#12
That podracer you made looks just like the one in Episode I. Superb looking skin! :thmbup1:...  [Read More]
Posted in: Kotor Mod Manager
 StormTrooper789
07-22-2004, 9:03 AM
#20
Finally, cchargin, no more worries of forgetting what files in your override are for what mod! I'm going to try this out soon....  [Read More]
Posted in: Making a new mod
 StormTrooper789
07-25-2004, 9:49 AM
#130
Originally posted by Gsccc I have a problem, the script didnt activate, I have replaced the fields as so void main() { object oHan=GetObjectByTag("hansolo"); object oTarget=GetObjectByTag("gasogem"); ActionPauseConversation(); A...  [Read More]
You should be checking your MBR, Partition Tables, and Error checking your HDD. This might help your hard drive, oh, and thx for taking the static entry into consideration...  [Read More]
Originally posted by Fred Tetra What does the Static entry affect? If the static entry equals 0 then the door is able to open. and close. If it equals one the door is just a decoration like when you see a hallway with a door that warps you , behin...  [Read More]
I have a few suggestions for the Kotor Tool. Here they are: UTD EDITOR: Allow changing the door between static and not static. Uses the Static entry in GFF Editor. ------ A UTP Editor would be nice. :) That's all I can think of. ;)...  [Read More]
Originally posted by Admiral Chemix having a slight problem, the 2da editor isn't popping up like it should, it acts like it popped up and I see it in the taskbar, but I see no actual window anywhere When this happens never fear, just right click t...  [Read More]
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