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stoffe

Latest Posts

Page: 42 of 80
Posted in: Question: Free Camera Method?
 stoffe
01-30-2007, 3:34 PM
#6
The problem is however that you can't change the height of the camera, cause its adjusted to the height of the player, and that makes you imposible to capture a low camera shot, for example: Camera on the floor (In the player's foot, or something) ai...  [Read More]
Posted in: Question: Free Camera Method?
 stoffe
01-30-2007, 2:29 PM
#3
I'm not sure I understand what is meant by "Free Camera", but if you mean camera views that are detached from the player controlled character this can be done using placeable cameras in a dialog. This requires you to alter an area to place...  [Read More]
Posted in: Merging larrim.utm
 stoffe
01-29-2007, 2:11 PM
#2
Is it possible to merge a file like larrim.utm? I got two mods I want to use but they're kind of conflicting with each other. Also, one of the two also conflicts with a dan14_sherruk.utc. If I could merge that one also it'd be great, if not I can alw...  [Read More]
Posted in: Module Reskinning Tutorial
 stoffe
01-28-2007, 3:19 PM
#4
Very nice and detailed tutorial, thank you for sharing it. :) I've moved a copy of it into the Modeling/Skinning tutorial forum here (http://www.lucasforums.com/showthread.php?t=175101) as well to make it easier to find in the future....  [Read More]
Posted in: TSL Models in K1 (not a EULA topic)
 stoffe
01-28-2007, 12:02 AM
#3
Mod note: Discussions about porting assets between different games are not allowed in Holowan Labs, according to the forum rules (http://www.lucasforums.com/showthread.php?t=127725). I will have to close this thread....  [Read More]
Posted in: Question about a mod tool
 stoffe
01-28-2007, 3:33 PM
#2
Is there a model viewing tool, such as Md3View(for Jedi Knight 2 and 3), available for KOTOR? As far as I know there isn't any model viewers made for KotOR directly. It is said that Bioware's MDL viewer for Neverwinter Nights work with some models,...  [Read More]
I don't think there currently is a utility that can write KEY/BIF files, not because it would be difficult to create one, but because there hasn't been any need for one. There is usually no advantage to manipulating those files rather than use the ov...  [Read More]
Posted in: Making a UTI File work!!!
 stoffe
01-26-2007, 10:23 AM
#3
To further elaborate on what Darth333 said, your script is incomplete. It ends before it actually applies damage to anything, at the EffectDamage(nDamage, DAMAGE_TYPE_COLD); line. This just declares a damage effect, but doesn't use it for anything....  [Read More]
Posted in: Need Help With Cutscene
 stoffe
01-26-2007, 6:26 PM
#6
Ok, the scripts are firing but the commands are not being carried out. If I change the faction ID of the Rep Soldiers in the script before the attack script they always turn around and attack. If I do it in the attack script they just stand there....  [Read More]
Posted in: Need Help With Cutscene
 stoffe
01-25-2007, 1:50 PM
#3
These variants worked when I tested: void main() { object oNPC = GetObjectByTag("n_sithsoldier002"); object oNPC1 = GetObjectByTag("n_sithsoldier003"); object oTarget = GetObjectByTag("repfod"); object oTarget1 = GetO...  [Read More]
Posted in: How to make a new Baseitem with a new icon?
 stoffe
01-24-2007, 5:07 PM
#2
I was wondering how you would go about making a new baseitem that would use a custom icon. I have tried a couple ways of doing it but to no success. So if you guys could help me out I would greatly appreciate it. Thanks everybody.:) As far as I know...  [Read More]
Posted in: .git made trigger
 stoffe
01-23-2007, 9:05 AM
#4
So how do i create a custom trigger and add it to the .git file? First you need to create an UTT Template for your trigger. This is most easily done by making a copy of an existing base *.UTT file, renaming it and modifying it to suit your needs. S...  [Read More]
Posted in: .git made trigger
 stoffe
01-22-2007, 10:46 PM
#2
Can i make a trigger spread across a doorway by editing the .git file, because i cant think of any other way to spawn a person without using a door? The only way you can add a trigger to an area is to add it to the GIT file. Triggers cannot be creat...  [Read More]
Posted in: deleting npcs after recruiting them
 stoffe
01-22-2007, 7:57 PM
#3
This is my first post but i was woundering if you could help. What i did was i spawned an npc and recruited him through a dialog file i created. Everything works, i have my new recruited npc following me, but also the same npc i talked to is standing...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-22-2007, 9:03 PM
#12
Ok, here is the script (snip) The recruit script: void main() { RemoveAvailableNPC(7); AddAvailableNPCByTemplate(7, "p_zaenbenax"); SetGlobalNumber("RH_RECRUIT", 7); } You are already setting the global number variable RH_REC...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-22-2007, 7:13 PM
#10
im sorry stoffe but as im a beginer with scripts could you please demonstrait the scripts that i need to use. i need the scripts that tells to spawn a person but not to fire if they have allready been recruited. Thanks Stoffe, forgive my lack of unde...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-22-2007, 5:05 PM
#8
Brilliant thanks Stoffe, but i just remembered another key point, i also only want the door script to fire if you havn't allready recruited Zaen. The easiest way of checking that is probably to make another global boolean for it, which you set in th...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-22-2007, 3:59 PM
#6
I sort of know what you mean, i have opened the globalcat.2da file and seen the booloean's but i dont know how the script layout is supposed to look, could you please post what the script is supposed to look like, lets just say the boolean is "D...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-22-2007, 2:00 PM
#4
Exelant thanks stoffe, but how do i make it so that the script connected to the door only runs after another particular script has fired? You can set a global variable in the other script, and then check if that global variable is set in the door sc...  [Read More]
Posted in: Spawning a person once.
 stoffe
01-21-2007, 8:34 PM
#2
hi guys and gals, im having a bit of a problem, i need to spawn a person once after a differant script has been fired using another script and if i attached it to a door transition surely it would keep firing again and again becuase the script is sti...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-25-2007, 11:06 AM
#45
Hopefully this fixes that. Test #16 (http://files.filefront.com/6604380) Still no places bar visible in the Open/Save dialog boxes. Noticed a few other minor things as well. If you try to save when no file has been opened you get some rather crypt...  [Read More]
Posted in: Various Modding Tools (2DA, TLK, DLG, Search)
 stoffe
01-24-2007, 8:14 AM
#43
So I need to know if the menus File / Open, File / Save As, and View / Flexgrid Font works ok. If they work properly I'll update my other programs with this. Test #15 (http://files.filefront.com/6595262) They seemed to work fine here when I tested....  [Read More]
Posted in: TSLPatcher assistance?
 stoffe
01-23-2007, 10:39 PM
#19
I was wondering if it would be possible to patch a .rim file with the TSLPatcher. For example replacing the .git file in 003ebo with one you made with out having to open up or modify the .rim file at all. Is this possible or is it just not something...  [Read More]
Posted in:  Combat Simulation Arena v4
 stoffe
01-24-2007, 10:04 PM
#124
Installation log • Modifying file "appearance.2da" found in Override folder... • Error: Specified file was a 2DA file but not in binary format. That format is unhandled at this time. Unable to load. (2DA-1) Is there a way to fix this,...  [Read More]
Posted in: How to set triggers
 stoffe
01-23-2007, 8:05 AM
#2
Original thread is here (http://www.lucasforums.com/showthread.php?t=174916) So how do i create a custom trigger and add it to the .git file? First you need to create an UTT Template for your trigger. This is most easily done by making a copy of an...  [Read More]
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