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Hive

Latest Posts

Page: 2 of 2
Posted in: Brotherhood of Shadow - Expansion Pack
 Hive
09-25-2007, 11:58 AM
#99
Do we ever find out who the "One Legged Wookiee" is exactly? (Or did I miss something?) I may be wrong, but it's my impression that it's just a weird (very weird, actually - how and why this name come into existence? :s) for SPOILER WARNIN...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Hive
09-19-2007, 6:06 PM
#38
I have now played through the Brotherhood of Shadow main quest (not the new party member side quest(s) yet), and it sure did take a lot of time. However, in my opinion too much of the time was spent with lots and lots of dialogue and cut scenes - and...  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Hive
09-19-2007, 3:34 PM
#36
I'm assuming you loaded the save game that was supplied with the mod? Anyways, the TJ NPC your referring too has NOTHING to do with the mod itself, and is just something left over from an old test that is still appearing in that particular save game....  [Read More]
Posted in: Brotherhood of Shadow - Expansion Pack
 Hive
09-19-2007, 2:34 PM
#31
I downloaded the mod, but am having some issues with it; mainly that for some reason, I can't initiate conversation with certain people (Xor after attacking us, TJ in the Tatooine cantina - the latter which prevents me from progressing with the story...  [Read More]
Posted in: [TSL] Fuel Quest Bug Help
 Hive
03-13-2005, 7:41 AM
#5
Ah yes... I too was confused why the Grenn guy didn't achnowledge it - but since it moved into "completed quests", I figured that it was indeed completed properly......  [Read More]
Posted in: [TSL] Fuel Quest Bug Help
 Hive
03-13-2005, 5:11 AM
#2
Huh? I completed it just fine, I think...:confused:...  [Read More]
Posted in:  Finally: A Mod to skip (most of) Peragus
 Hive
03-13-2005, 6:01 PM
#37
It's nice, but I wish it also skipped the boring turret shooting... Ah well, can't have it all I guess. :)...  [Read More]
Posted in: New MDLOps
 Hive
03-20-2005, 5:13 AM
#95
Originally posted by Prime You should take your own advice. I'm sorry, I meant no offense. It's just that I personally feel there's a witch-hunt going on regarding this subject. We can only make conclusions from what you write. Surely you can see...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 6:24 PM
#91
Originally posted by Prime Unfortuntely, porting assets from one Lucasarts game to another is again Lucasarts policy and Holowan Laboratory rules. Please do not discuss such topics on these boards. Thanks. :) I am aware of that. Jeez, calm down. I...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 12:32 PM
#89
Originally posted by Fred Tetra So which direction are you trying to go with your conversions? Game->Max or the other way around? I say this because I am considering adding a drag-and-drop conversion feature to Kotor Tool that would do bunches...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 10:54 AM
#87
Originally posted by Prime You can do it manually at least... I know. But my latest conversion included 48 files (24 *.mdx and 24 *.mdl), so I would much appreciate if there was another way...:ewok:...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 10:21 AM
#85
Oh, and another question: is it possible to leave out the '-ascii-kx-bin' from the filenames? I'd love if it would - instead of adding 'kx-bin' after the '-ascii' part - that, instead, the '-ascii' part was removed... Can this be done?...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 8:02 AM
#84
Originally posted by Fred Tetra If you're using Kotor Tool to extract your models before conversion, you can also just double-click on the first model you want to extract, specify how many total you want to process (including the clicked one), and K...  [Read More]
Posted in: New MDLOps
 Hive
03-19-2005, 7:58 AM
#83
Originally posted by cchargin Hello, Sure! You can run MDLOps from a command line where you can use file globbing (i.e. c:\models\*.mdl) Check the readme. Oh I'm sorry, I didn't see that. I guess I should read more carefully. :o Thanks for t...  [Read More]
Posted in: New MDLOps
 Hive
03-18-2005, 6:22 PM
#80
Is there any way to tell the program to convert all files in a given directory? I find it to be quite tedios to manually convert files 1 by 1......  [Read More]
Posted in: New MDLOps
 Hive
03-12-2005, 5:46 PM
#75
Originally posted by Shimaon Me love you long time! By the way cchargin, while working on my helmetless Mandalore mod, I found that it seemed the actual model of Mandalore is what made his armor un-unequippable. By any chance, is there something in...  [Read More]
Hmmm.... how come you can't add/remove NPCs, but only change how the present ones look?...  [Read More]
Originally posted by Midgetman Ok I got it to work. I used KSEA instead. Ah yes, that helped. Is it possible to use custom soundfiles? I added some to the StreamSounds folder, but I cannot seem to assign them to my NPC......  [Read More]
Originally posted by WLHopkins TK, I am experiencing the exact same error message as Midgetman. So am I......  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Hive
04-11-2005, 4:39 AM
#1241
To be honest, I find this suggestion to be a bit... too much. I think a more "simple" approach with less graphic and colours would be much better. Now of course, I don't have skills to make one myself - so perhaps I should just shut up...:...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Hive
03-20-2005, 4:36 PM
#1226
Originally posted by Fred Tetra [QUOTE]A module consists of more that just the .mdl and .mdx files; there are also these files that determine the "walkmesh" for it. These indicate where you can and cannot walk, and no one has yet figured ou...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Hive
03-20-2005, 5:22 AM
#1224
Originally posted by Fred Tetra As with the models, the other structures are likely as different. Also, there doesn't seem to be nearly as much interest in module making as there is in coming up with the umpteenth robe/lightsaber/etc. :) so not much...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Hive
03-19-2005, 12:26 PM
#1219
Originally posted by Fred Tetra Unfortunately, we cannot create all of the data structures needed to implement entirely new levels at this point. We're limited to working with the ones in the game. If you have a particular "map" that you'd...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Hive
03-19-2005, 8:06 AM
#1216
I was fiddling around a bit with the module editor, and was wondering whether it would be possible to use a custom made Gmax environment as a module in KotOR?...  [Read More]
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