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Xavier2

Latest Posts

Page: 6 of 8
Originally posted by darkjedighost I made a mod that uses Bastila's head and clothes models for the PC with modded skins. I made it to only let the custom head use the custom cloths. It works flawlessly in game but causes texture corruptions in the...  [Read More]
Posted in: New MDLOps
 Xavier2
11-18-2004, 10:32 AM
#16
Let's hope Achiles take a break from GTA: San Andreas and return to the forum. He had a very cool Obi-Wan lightsaber on the works.:)...  [Read More]
An impressive accomplishment. Now this perfect solution will be also perfect fiting for the Clone Wars project and it's clone troopers.:)...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-22-2004, 7:57 PM
#235
Originally posted by bneezy I dont' think the head will move since the only successful way to add those are to add them to a head model. Xavier2 gave me some tips with the body meshes. I'll see it we can get them to work. I'll post an update when I...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-22-2004, 9:05 AM
#233
TAN TAN TAN TAN TATATTAM TATATAM >Vader score< Impressive. Most impressive:vadar: :trooper: WOW!!...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-19-2004, 8:08 PM
#214
Originally posted by bneezy I dont' think the head will move since the only successful way to add those are to add them to a head model. Xavier2 gave me some tips with the body meshes. I'll see it we can get them to work. I'll post an update when I...  [Read More]
Posted in: whats the status on new models?
 Xavier2
11-08-2004, 7:16 AM
#16
Originally posted by ChAiNz Have you tried Google's translator? http://www.google.com/language_tools Mark the status bar to be exibited in your screen. That way you will be able to see the link, at the left bottom, as writen in english. I found it...  [Read More]
Posted in: whats the status on new models?
 Xavier2
11-07-2004, 7:19 PM
#12
Originally posted by rainstiin Eep! Scary! Sigh... I guess my grand plans to mod a pc head are down the drain if experienced modders are having that sort of problem... I guess I will go back to lurking for a while, as I don't think there is much I...  [Read More]
Posted in: whats the status on new models?
 Xavier2
11-07-2004, 4:11 PM
#10
Originally posted by rainstiin I main thing I want to do it make a male head that has long hair, probably in a pony tail, kind of like several of the female models have (or maybe a Qui-Gon Jinn head). Is there no way to safely change an existing pc...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 Xavier2
11-11-2004, 8:23 AM
#133
Originally posted by darkkender the mod by Aranel is a pirated mod by Talchia You probably mean pirated "from" one of Talchia's. :D Sorry to reply but the way you wrote it sounded to me the other way around. I saw the discussion on pcgame...  [Read More]
Posted in: What script makes a journal entry
 Xavier2
11-21-2004, 11:34 AM
#23
Originally posted by tk102 No. QuestEntry is a field that I need to add to DLGEditor. Journal entries are something I never tinkered with and I'm surprised Darth333 didn't get after me about that during the DLGEdit/DLGEditor beta-testing. :) (I know...  [Read More]
Posted in: What script makes a journal entry
 Xavier2
11-20-2004, 5:23 PM
#20
Originally posted by Darth333 Then , in the DLG file, in the Reply list, there is a filed called "QUest" in this you type the reference to the quest (i.e. kor35_findingdustil) then, in QuestEntry you mark the value that refers to the plot...  [Read More]
Posted in: What script makes a journal entry
 Xavier2
11-20-2004, 7:48 AM
#18
More questions: 1. Is there a more effective tool to edit global.jrl than GFFEditor or NwNEditor? EDIT: I made some changes to the questions so it can make more sense: 1. I saw Redhawke global.jrl and noticed plot advancement is marked using ID's...  [Read More]
Posted in: What script makes a journal entry
 Xavier2
11-19-2004, 6:10 AM
#14
Where should i place the new globals.jrl and globalcat.2da? Override or packed in the .mod file?...  [Read More]
Posted in: svцsh's work in progress
 Xavier2
11-20-2004, 6:18 PM
#202
:drop2: :thumbs1: :lsduel: I have no words...:D...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-06-2004, 1:38 PM
#842
Originally posted by Fred Tetra Unfortunately, Kotor Tool must have those files I mentioned. In order to make things that are compatible with the game, it must use the same points of reference. So, I really don't see myself branching off another v...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-06-2004, 2:42 AM
#839
Originally posted by Fred Tetra I'm not sure I see what the benefit to the user would be in having a version that didn't include the main treeview. The application's size would not get substantially smaller, since the editors make up the bulk of th...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-05-2004, 4:19 PM
#836
I got it Fred. Thanks. But give some thought on the "tools only" version anyway. Xavier2...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
11-05-2004, 12:00 PM
#833
I would like to give a sugestion. Sometimes we are not able to work on our computers at home:( . It would be great if KT could work regardless the instalation of Kotor game. If so, we could work on previously extracted files, like models, textures,...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
10-28-2004, 8:27 AM
#813
You know what? Obsidian entertainment should hire Fred to make sort of a "Aurora Toolset" for Kotor 2 using his programing experience with Kotor Tool.:) :) This tool is developing so further that i think it can solve the lack of moding supp...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
10-19-2004, 1:00 PM
#785
Originally posted by Fred Tetra What I mean is a logical grouping of files. Say you are working on a mod project that consists of p_cand.utc, cand_talk.dlg and cool_item.uti. Instead of having to find and open those three files each time you want to...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 Xavier2
11-08-2004, 4:26 PM
#28
I figure the linked dialogs leads you to the same dialog in another branch. But is there another function? Is it posible to make the link for another dlg file?...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 Xavier2
11-08-2004, 3:47 PM
#26
How can i make a npc say your PC name in dialog?...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 Xavier2
11-07-2004, 5:25 PM
#22
I have another question. I noticed a field in the dialog called Speaker TAG. I believe that it must be the TAG field of the .utc for that speaking character. I noticed also that the .utc has a field to place the npc dialog. So...;) Do i need to fill...  [Read More]
Posted in: I created new dialog in KOTOR!!!
 Xavier2
11-04-2004, 4:20 PM
#19
I have a few questions. 1. If i need a certain NPC to give evasive responses (or the ones without cutscene) to the PC untill some specific event happens, will i need two different dlg files or this can be done in the same dialog tree; 2. If this NP...  [Read More]
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