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Xavier2

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Page: 7 of 8
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-18-2004, 1:11 PM
#199
Originally posted by Mono_Giganto This is just a crazy thought but what if you made the shoulder pad a "headgear"..... o.O Attached to a stormie helmet.... That's exactly what bneezy did in that pic above. The set back is that, as he said...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-05-2004, 7:08 AM
#153
Originally posted by bneezy What is a good hex editor to use? I've got Hex Workshop 4.2, but my models keep crashing. What do you use, T7? And when you save them, do you need to do anything special? I use Hexeplorer. You can find the link in Kitty...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-04-2004, 9:21 AM
#149
I tried the disguise effect i sugested Bneezy, but it works for the body not for the head. I guess the better think to do is go back to editing the Sith soldiers .utc files. As i said before, you can replace sith appearence in appearence.2da and hea...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-02-2004, 9:24 AM
#128
Originally posted by bneezy I'll try that Xavier2. Would it be possible to extract the models with Kotor Tool as usual, and hex editing those so it looks for PMBH15 (or whatever the texture will be called) instead of PMBH01 (default)? Yes. There a...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-02-2004, 8:52 AM
#125
Originally posted by bneezy How do I get the new head model to be unique and not change both the Sith troopers and the PC head it was based on? I believe there are two ways to do that: 1. Choose any head, name it StormH or whatever you feel right...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-02-2004, 8:27 AM
#123
Originally posted by bneezy I was wondering if I just listed a helmet model in heads.2da, would it show up? Yes and no (http://img.photobucket.com/albums/v427/bneezy21/helmetashead.jpg). Now, I'm thinking I can try to position the helmet higher and...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-02-2004, 6:24 AM
#119
Originally posted by bneezy Woo Hoo! Thanks T7 and everyone who helped make this (http://img.photobucket.com/albums/v427/bneezy21/finally.jpg) happen. It's about time! I need to take a nap after this one! Now, is there any way I can change the text...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-01-2004, 1:19 PM
#113
Originally posted by bneezy I've changed the appearance correctly in "appearance.2da". I get the same effect changing the appearance file as I do completely changing model files (renaming PMBHS.mdl/mdx to n_sithsoldier.mdl/mdx) so I know i...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-01-2004, 12:13 PM
#109
Originally posted by bneezy Xavier2, clean out that mailbox. Done:D...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
10-01-2004, 11:33 AM
#107
Originally posted by T7nowhere Xavier2 mention in svцsh's modeling tut thread that he got his edited head to work without looseing animation accept it was stuck in the wrong position on the body. Perhaps he could tell you how he compiled the model...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-30-2004, 8:23 PM
#92
Originally posted by RedHawke ^^^^ *Sniff* That looks so... *Sniff* so... *Sniff* freakin awesome!!! :D Very... sweet Prime! :D Indeed. Which envmap did you use Prime?...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-30-2004, 6:28 PM
#89
Prime I don't know if its beyond any utility by now, but i thought i should make my point about envmaptexture better clear, since nobody seems to have noticed they have very diferent effects as you can see in these Jango Fett helmet pics: http://im...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-29-2004, 8:10 PM
#71
Originally posted by Prime Well, I played around a bit and here is what I ended up with. FIrst, I made the white of the helmet pretty much the same shade as the white of the armour (which it wasn't before). http://warpedproductions.echonetwork.net/...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-29-2004, 1:38 PM
#65
Originally posted by Prime Okay, I tried to alter the shader but so far I'm having no luck. It always appears to be the same CM_Baremetal shading. Even if I leave the .txi file blank, it still uses the old shader. So, I have a texture file called P...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-29-2004, 1:34 PM
#64
Originally posted by Prime Thanks guys, that makes sense now. I'll give it a try with the shader Xavier2 suggested. I don't believe the helmet has an alpha channel currently. I assume that is the only way to add a reflective property to it? I don'...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-29-2004, 11:14 AM
#60
Originally posted by Achilles Prime, If the texture file is labelled armoursuit.tga, then you would create a text document, and save it as armoursuit.txi. In the txi file you would enter the line envmaptexture CM_Baremetal, where CM_Baremetal is y...  [Read More]
Posted in:  Only Imperial Stormtroopers are so precise
 Xavier2
09-28-2004, 8:46 PM
#50
First of all its a perfect job! Originally posted by Prime 1. Is there a way to prevent an NPC from switching to "melee mode?" I don't really want to have my stormtroopers with swords when you attack up close. Is there a way to force them...  [Read More]
Posted in: Holowan Laboratories - News @ RPGDot
 Xavier2
10-05-2004, 12:29 PM
#94
Originally posted by CDRSeadog Another good day for reporting on the Holowan Laboratories today...the following modders being featured in today's report: (1) Achilles & his website (check out my PM to you though) & the last 9 of his mods....  [Read More]
Posted in: svцsh's work in progress
 Xavier2
10-01-2004, 1:57 PM
#146
Holy Mother of GOD!!! I never cared for adding non-Star Wars stuff in game, but this is so good it's worth a shot.:cool: I think i'm improving my own skills day by day, but you really is raising the bar.:D Hope to see more of your talent in movie S...  [Read More]
Posted in: Screenshots for the sake of screenshots
 Xavier2
09-29-2004, 4:39 PM
#235
Originally posted by TheRealJedidude I don't have any mods and it says PCGAMEMODS does images its like a little movie (9 second) There are all kinds of files in PCGAMEMODS. Someone have posted a .pdf tutorial there. I guess the movie you want to po...  [Read More]
Posted in: Screenshots for the sake of screenshots
 Xavier2
09-29-2004, 2:42 PM
#233
Originally posted by TheRealJedidude Does anyone know where I could upload a 9 second movie of KOTOR onto the internet (Its with a program called Fraps)It shows Carth and Mission doing some fancy Jedi moves! I guess its possible in PCGAMEMODS.com...  [Read More]
Posted in: Screenshots for the sake of screenshots
 Xavier2
09-29-2004, 7:24 AM
#230
Originally posted by Buffy now I can play as Jango :D I love "Buffy" & "X-Men" & "Star Wars" all of them :D I can tell you are Big fan of Star Wars & X-men too in your Icon :D are you going to make more ho...  [Read More]
Posted in: Screenshots for the sake of screenshots
 Xavier2
09-28-2004, 9:30 PM
#228
Originally posted by Buffy thank you I got it now and if when I use cheat to spawn your "Jango Fett armor" how can I type in Consol ?:rolleyes: and what is means sorry Im not goot for English so ... thank you :bounce1: You can learn how...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
10-19-2004, 10:24 AM
#782
Originally posted by Fred Tetra I should have added the MRU feature a looong time ago. It was pretty wasy to code (about an hour) and it will save me time during development as well. Would anyone like a feature that implements the concept of a proj...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Xavier2
10-06-2004, 7:55 AM
#762
Originally posted by Fred Tetra New version of Kotor Tool posted today. v1.0.1740.15239 (2004-10-6) Features/updates: Fixed bug that would prevent the search in Rims for text feature from working with some KotOR installations. First. Thank tou...  [Read More]
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