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sketch42

Latest Posts

Page: 3 of 4
Posted in: New Exar Kun DoubleSaber Hilt
 sketch42
02-05-2005, 10:03 PM
#1
My first Mod.. Special Thanks to svösh for all his Excellent Tutorials and knowledge in G-max as well as allowing the use of his Cm_ManUn txi -Seprithro for all his help and patience in showing me how to model this saber -and of course the gre...  [Read More]
Posted in: Is it possible to make
 sketch42
02-05-2005, 4:23 PM
#1
a new item ... say robes or a saber that gives you X amount of dark side points every 5 mins or whatever??? making it that using/equpping this item actually pulls you towards the dark side???...  [Read More]
Posted in: having a problem with .utc editing
 sketch42
02-01-2005, 6:30 PM
#10
Originally posted by Achilles Malak moves therefore he has animations. The model is a puppet. Animators asign animations to the model (puppet). Game designers use scripts to determine where the puppet shows up in the game, as well as to determine ho...  [Read More]
Posted in: having a problem with .utc editing
 sketch42
02-01-2005, 5:58 PM
#8
how can i check if this malak or any other malak has animations... btw his lightsaber still isnt showing...  [Read More]
Posted in: having a problem with .utc editing
 sketch42
02-01-2005, 10:20 AM
#6
Originally posted by Darth333 [B]Make sure that the lightsaber is not only in his inventory but that he has it equipped in the right hand slot. i did that using KT... i dunno how to do that in a reg GFF editor It could be a model problem: Some mo...  [Read More]
Posted in: having a problem with .utc editing
 sketch42
02-01-2005, 8:21 AM
#1
ok ive set up my own new area (a test area actually) i used the ruins on dantooine and placed malak where the ancient droid is... i also made a new footlocker to test in the new area.. not using any scripts... the problem im having is with malak......  [Read More]
Posted in: Can I add new areas in existing modules ?
 sketch42
02-01-2005, 8:03 AM
#3
Originally posted by Galakmech :) Hi !;) Can I add new areas (Like dormitories or center of detention) in the Star Forge, using KotOR Tool or other softwares ? read the stickies a few posts up theres alot of info there... heres one link that i f...  [Read More]
Posted in: Help with MdLops
 sketch42
01-29-2005, 8:07 AM
#5
do i clik export in nwnmax or in 3d max???...  [Read More]
Posted in: Help with MdLops
 sketch42
01-28-2005, 2:43 PM
#1
ok i made my new saber with Svosh's and Seps help but my problem now is getting it in game... ive tried every which way possible and nothings working... the closest ive gotten so far to actually replacing the hilt was that now the original one doesnt...  [Read More]
Posted in: Help with crystal properties
 sketch42
01-25-2005, 11:31 AM
#2
Originally posted by CTOAN I'd also want to do the 'anti-Solari' is a different color - perhaps a darker red than the normal red crystal? So all I need is a kickstart, really. Thanks! :cool: check this thread http://www.lucasforums.com/showthre...  [Read More]
Posted in: I give up on Gmax
 sketch42
01-25-2005, 12:38 PM
#4
dont give up on Gmax... with the help of Seprithro who's showing me what svosh showed him... im gonna make a picture tutorial on how to make my new Double bladed Hilt... should be up by tommorow if you can wait that long...  [Read More]
Posted in: Question about equipping a Hide on the Main PC
 sketch42
01-25-2005, 8:07 AM
#8
Originally posted by Mach1 Ah..k..So if i whould equip a Canderous Hide i whould have his stats ? no basically a hide is something that equiped on the character without taking up a slot in the equip screen ... so for instance if you wanted your PC...  [Read More]
Posted in: Achilles' item property editing walkthrough *Long*
 sketch42
02-05-2005, 6:52 AM
#14
but i did that and it still only brought it down to 19-20... do they need to be next to each other ?? cuz first i had set it up exactly the way in the TUT and than later i added one.. would the fact that they arent back to back make a difference?...  [Read More]
Posted in: Achilles' item property editing walkthrough *Long*
 sketch42
02-05-2005, 6:41 AM
#12
will do from now on.... :D ... but what should i put for a doubleblaed saber in order to bring the critical threat down to 17 .... since doublebladed critical threat is default at 20-20,x2 i thought that i needed 3 instances of Keen...  [Read More]
Posted in: Achilles' item property editing walkthrough *Long*
 sketch42
02-05-2005, 6:16 AM
#10
i didnt see this thread.. i found the one i read in the locked forum.. i didnt know there where doubles.. i wouldve surely posted instead of Pm'ing you.. Originally posted by Achilles Please do not PM me if you are going to ask the exact same quest...  [Read More]
ok ... disregard that last post... a few things though... i followed the wlkthrough and encountered a few errors i noticed them when i got streff errors in game... one you keep calling it Param1Table... when its Param1Value(not a serious error...j...  [Read More]
Hopefully, this is process is pretty clear by now, so we’ll try something a little more challenging: On Hit damage. Using Itempropdef.2da we determine that PropertyName is going to be 32, and that CostTable is going to be 25. We update our .uti fil...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-30-2005, 7:00 AM
#61
still no word from Darth 333 ... i assume she is very busy with real life so is there anyone else that can take a look at this file and why it isnt working?? Check your PMs: in fact I did not found anything wrong with the creatures list of your .git...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 5:42 PM
#58
Originally posted by Darth333 If you want I can have a look at your files (but it won't be before tomorrow evening). Just PM me. but from wat i posted (the pics) does everything look right?? the Type id for malak i left it the same as it was for...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 4:26 PM
#56
Originally posted by Darkkender Are you actually inserting the sta_45malak.utc into the mod/erf file. yea im compiling it together Darth333 quote: -------------------------------------------------------------------------------- Originally posted b...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 4:11 PM
#54
ok i tried compiling malak to the mod file and it didnt work... i looked at the post about the field id and didnt really understand what i was looking for in what files... so here are some pics of what i have Malaks star forge utc file http://www...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 8:23 AM
#53
got it... thanks for all the help.. if i have any more questions pertaining to new area creation ill ask here .... theres a wealth of knowledge on this forum... i think every quest has been answered :cool:...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 7:56 AM
#51
ok so now i have another question... say i wanted to say take Nurik Sandral and make him an enemy..(meaning attack me o site) do i need to add a script for that or can i modify his utc file ??? now i understand why the doors dont show up ... i dont...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 7:20 AM
#48
Originally posted by Darth333 Is the sta_45darthmalak.utc file in your new module or in your override folder? The other thing you can check is the Field ID as explained here. (http://www.lucasforums.com/showthread.php?s=&postid=1571939#post157...  [Read More]
Posted in: A guide to "new area" creation
 sketch42
01-25-2005, 6:38 AM
#46
Originally posted by ChAiNz.2da Did you try the sta_45darthmalak.utc RIMS > Modules > sta_m45ad_s.rim - Deck 4 [Star Forge] > Blueprint, Character I noticed it had the "darth" prefix, and looking over the stats seems to be the o...  [Read More]
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