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Darkkender

Latest Posts

Page: 21 of 57
Posted in: Decompiling Scripts Back to Source
 Darkkender
06-23-2006, 1:29 PM
#2
Are you using the DeNCS utility?...  [Read More]
Posted in: Dialog Question
 Darkkender
06-23-2006, 12:19 PM
#2
Ahh, the joys of K2 modding and the genius of the developers reusing the same file names in multiple modules. :frown: My best recomendation would be one of a couple different options. First you could merge the dialog files together. While this seems...  [Read More]
Posted in: Custom Maps
 Darkkender
06-23-2006, 1:00 PM
#2
I suppose if you compared the NWmax script executable to the CADD script language and created it yourself it would be possible. Also I'm assuming you don't mean the maps but you mean the area "Models" as maps are the layout of the area whic...  [Read More]
Posted in: Malak & "robe"
 Darkkender
06-22-2006, 11:58 AM
#3
You don't have to add new Vertices you could always stretch the ones that are there and use taina's replacer tool. However if the cloak is to short your likely going to end up with a starchy effect that clips like is the problem with the Revan's cuts...  [Read More]
Posted in: custom planets
 Darkkender
06-21-2006, 12:21 PM
#3
Adding new buildings and scenery: for now you can't do this. You can only add new placeables, npcs, doors, etc and reskin an existing area. Can I half agree with you here Darth333? There was this one thread awhile back where one of our newer members...  [Read More]
Posted in: Retexturing aliens and droids
 Darkkender
06-19-2006, 4:20 PM
#8
I was talking about models that ignore whatever you put in the 2da files. The game only reads the textures set internally in those model files no matter what changes you do in 2DA files. Some models seem to work this way from what I've seen. I under...  [Read More]
Posted in: Retexturing aliens and droids
 Darkkender
06-19-2006, 3:13 PM
#6
Some models aren't set up to allow their textures to be changed externally. I don't know if this applies to creatures like Hanharr, but I've noticed some models only use the texture specified within the MDL file. To change those you'd have to use sep...  [Read More]
Posted in: Retexturing aliens and droids
 Darkkender
06-19-2006, 2:33 PM
#4
Since I never tested for DS transitions before this will be the only thing that might pose a hangup. However when you change the way the texture is read into the game in appearance.2da I believe it might allow for this same texture to handle the Texa...  [Read More]
Posted in: Retexturing aliens and droids
 Darkkender
06-19-2006, 12:46 PM
#2
You reskin aliens and droids the same way you would with a character model. The difference comes down to how you test it in game. I use KSE and change the appearance of my character to that of the on I plan on retexturing and save it. Then I play wit...  [Read More]
Posted in: Where Should I Start?
 Darkkender
06-20-2006, 11:32 AM
#8
If your just changing item properties in the UTI file it would be rated a '1'. However depending on how much more complex you want to go it can go as high as a '7' or so. This of course would include new fully skinned lightsabers with custom stats, n...  [Read More]
Posted in: HELP!!! KotOR TOOL ISNT WORKING!!!
 Darkkender
06-16-2006, 2:14 PM
#6
Yeah Fred had mentioned it on the last page of KT release thread....  [Read More]
Posted in: HELP!!! KotOR TOOL ISNT WORKING!!!
 Darkkender
06-16-2006, 1:59 PM
#4
Do you have the Microsoft .NET Framework v1.1 (not v2.0) installed on your computer? It is required to run KotorTool. Actually you need both v1.1 and v2.0. They can be downloaded directly from microsofts updates website. I mention that you need bot...  [Read More]
Posted in: TGA files
 Darkkender
06-19-2006, 11:32 AM
#9
Well, some of us - namely me - aren't as proficient with Gmax/3ds as others. :lol: Some of us have to skin the old school way. But hey, if it works... :p ^^^ I'm with Janet! ^^^...  [Read More]
Posted in: Duplicating Buildings
 Darkkender
06-19-2006, 11:16 AM
#16
Make sure you release yours under the GPL! BTW, Did you ever try ActivePerl? Worked for me. It will be GPL as the original mdlops was GPL. I have ActivePerl. However my programming machine and my internet machines are not one and the same. Because...  [Read More]
Posted in: Aesthetic item
 Darkkender
06-19-2006, 2:04 PM
#9
That makes better sense. I thought we were talking about the icon and texture files. The gff files don't have to use a numbering system but it helps....  [Read More]
Posted in: Aesthetic item
 Darkkender
06-19-2006, 1:05 PM
#7
Well that would make sense even for the double digit item numbering as then you could get upto 255 items with using Hex in the digit place effectively 01-FF. Would you mind testing this theory and see if it excepts a "G" for that last lette...  [Read More]
Posted in: Aesthetic item
 Darkkender
06-19-2006, 12:14 PM
#5
You need any number (not only 99 or 255) from 1-99 for KI and from 1-255 for KII. But most of numbers are occupied in KII (in KI too), so you don't have really big choice. You can actually number up too 255 in both games if you are using the default...  [Read More]
Posted in: !!!Module creating help!!!
 Darkkender
06-19-2006, 11:44 AM
#13
Someone have told me that importing models from KI to KII is illegal. Will it be legal if I will recreate Manaan sea for KII? Or add to combine the existing models in KII? Is it legal? Even if you created your own area model from scratch that looked...  [Read More]
I'm thinking there is a problem with the naming of the texture. However as I'm not at home I couldn't tell you. Double check that you don't need to extract bastilla's underwear model and rename it....  [Read More]
Mac, I'm having trouble with these mods. I'm currently playing K1 and none of the k1 underwear files modify the pc. Mine is an asian scout. please help. It used to be covered in the original readme for the underwear mods that you have to rename the...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
06-22-2006, 11:25 AM
#287
I got only one maybe two responses to include other peoples mods in a 2nd version which makes it tough to feel like there is any interest from the community as a whole. It has long been a plan to build a 2nd version to continually support the communi...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
06-21-2006, 11:12 AM
#285
Personally I'm waiting on the Holowan Plugin v2 before I play TSL again. Hmm is this a hint that I see. The general lack of reaction to the idea caused me to table it for another month or so. But if there is interest I'll return to work on it. As t...  [Read More]
Posted in: [REL]Holowan Plugin
 Darkkender
06-20-2006, 11:25 AM
#283
Hi. I noticed a bug or something. Swoop racing (on Telos) is impossible! :( I've beaten most swoop races in TSL, but now I trigger the mines though I'm far from them! It worked just fine before I got the holowan plugin... I don't think the Holowan...  [Read More]
Posted in:  [REL] Bao-Dur's Charged Armor
 Darkkender
06-19-2006, 11:50 AM
#31
Ack, I haven't been able to get any mods to work *without* a problem -- I'm dying to get Bao-Dur some Jedi-worthy armor. I've tried installing this mod but my baseitems.2da file seems to be missing. Where is it supposed to be? -- Heh, okay, I'm le...  [Read More]
The Item packs are required for the unique new appearance that canderous has. As well as some of his unique new equipment. As to there overly powerful nature that is because you don't have the hardcore mod for K1 installed. Redhawke covers this in th...  [Read More]
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