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Darth InSidious

Latest Posts

Page: 45 of 61
Posted in: Help with area models & exporting them
 Darth InSidious
09-06-2006, 2:46 PM
#13
I'm afraid this kind of sticking rooms together doesn't work generally. If you try it, you end up being unable to pass from one room to another in the module because of walkmesh issues at the "seams". Also, IIRC, there are problems with l...  [Read More]
Also, that kind of modelling just isn't possible yet AFAIK......  [Read More]
What is jn-66?...  [Read More]
Thanks :)...  [Read More]
Can you stop a character from "breathing" - i.e. make them stand motionless? Would changing their type to "Droid" and removing the OnHeartbeat script do it?...  [Read More]
Posted in: How do I make mult. darkside transitions?
 Darth InSidious
08-28-2006, 1:30 PM
#10
@ Princess Artemis: IIRC, it doesn't work in TSL. Darkkender I think once told me that it works in KotOR I, but I haven't tested it myself... In any case, there are columns for it in both heads.2da and appearance.2da ......  [Read More]
Posted in: New planet
 Darth InSidious
08-27-2006, 4:31 PM
#2
That should be covered in the add new planets thread. I think its one of the things you edit in one of the scripts, though I haven't looked into it recently, I must admit. As someone making a new planet mod, my advice is not to try until you've got...  [Read More]
Posted in: You'd think the Sith would learn...
 Darth InSidious
08-28-2006, 5:38 PM
#4
Extract them using KotOR Tool, and edit using a GFF editor, I'd guess :) Then re-pack using the KotOR Tool ERF editor......  [Read More]
Posted in: Planet Creation Turorial Request.
 Darth InSidious
08-25-2006, 10:19 AM
#5
Meeshman: If I might make a suggestion, I would recommend starting with something a bit simpler than a whole new planet. A recruitment mod, for example. Or simply a single new custom module. A new planet is a lot of work, and it requires knowledge o...  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-25-2006, 4:47 PM
#17
Well, the Shadowlands are dark - somewhat like it's night. Couldn't one mimic the effect used in those modules? That's because of the lightmaps in conjunction with what is being discussed here, and you can't apply one set of lightmaps to another area...  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-25-2006, 1:23 PM
#14
What do you mean by what was done in the Shadowlands?...  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-25-2006, 10:06 AM
#12
Nice :)...  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-24-2006, 1:34 PM
#10
Really? I'm pretty sure you can set it in the KT module editor though......  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-24-2006, 12:01 PM
#8
^Exactly. As is the DynAmbientColor ......  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-24-2006, 8:29 AM
#5
...Or just change the fog colours in the .are, if you're module editing ;)...  [Read More]
Posted in: Day/Night Transitions?
 Darth InSidious
08-23-2006, 5:01 PM
#3
The only way this works even remotely is by twiddling with the fog so that it's thick enough to swamp out other colours, but thin enough to be able to see, IIRC...Also, changing the DynAmbientColor to something neutral between day and night colours m...  [Read More]
Posted in: Script Question: Multiple Dialogs
 Darth InSidious
08-22-2006, 2:11 PM
#2
I think you just create different dialogue nodes, and add a script to one of them, indicating that you have already spoken to the NPC once. There is a script in the game files for this which IIRC is called something like "c_talktrue.ncs" wi...  [Read More]
Posted in: Influence bug
 Darth InSidious
08-15-2006, 6:14 PM
#4
Oh. Hmmm...I'm afraid I can't think of any solutions...I can't see what could be causing this bug...What mods have you installed, and also, do you have the 1.1 patch released by OE?...  [Read More]
Posted in: Influence bug
 Darth InSidious
08-15-2006, 5:08 PM
#2
Have you checked the Team Gizka web-page? http://www.team-gizka.org If not, then it is unlikely a patch has been made, though it would be worth investigating......  [Read More]
Posted in: Class Creation
 Darth InSidious
08-25-2006, 4:54 PM
#8
There is a workaround - you can create a class, and using scripts grant a few force powers and force points to the class. However in the main iNutter is correct, you cannot create new classes that will allow the kind of force progression currently in...  [Read More]
Posted in:  New 'Saber Colors + Real Viridian
 Darth InSidious
08-25-2006, 6:59 PM
#8
Very nice :)...  [Read More]
Question: Can we upload mods without replacing previous mods now, or do we still need to replace a previously-released mod? Edit: Thanks, DK :)...  [Read More]
Posted in: 1st Custom Armor Finished
 Darth InSidious
08-24-2006, 8:37 AM
#92
Try again without capitals, that might be it......  [Read More]
Posted in: 1st Custom Armor Finished
 Darth InSidious
08-23-2006, 6:24 PM
#90
did you try without capitals?...  [Read More]
Posted in: 1st Custom Armor Finished
 Darth InSidious
08-23-2006, 5:33 PM
#88
Did you: 1) unpack the files from the .zip or .rar file they came in? 2) read the readme? 3) spell the filename correctly?...  [Read More]
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