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knightmare66

Latest Activity

Posted in: Bastila's clothes transparent?
 knightmare66
06-22-2007, 9:26 PM
#2
I think someone has already released a fix for this. As for the origin of this problem, it's likely that Bioware intended the leather parts of her clothing to be envmapped, but forgot about it later on....  [Read More]
Posted in: Rakata for TSL
 knightmare66
06-11-2007, 2:00 PM
#4
If they deleted lines from a 2DA, it would likely screw up the references to the lines after those removed. So Obsidian just left those lines there to avoid a headache....  [Read More]
Posted in: Some questions about the maps
 knightmare66
06-07-2007, 8:20 PM
#8
My guess is that the maps were created by taking a screenshot in 3DSMax of all the submodels (the .lyt files are likely generated and used by a 3DSMax plugin). A second screenshot of the walkmesh was likely then taken from the same perspective and us...  [Read More]
Posted in:  The Suvam Tan Mod
 knightmare66
04-18-2007, 6:41 PM
#10
Seems good, but if it's the Suvam model from the Kotor 1 Yavin Station - isn't it ported and therefore illegal (or is it a retextured Kotor 2 model to look like Suvam?) You'd be surprised what models from KotOR1 are in TSL's files. It looks like Obs...  [Read More]
Posted in:  Jedi Clothing Fix/Revamp v1.0a
 knightmare66
03-09-2007, 12:02 AM
#4
I had a problem with the installer- it's an exe-containing-data version of Stoffe's TSL patcher, and thus it extracts to the local settings/temp folder, which is where it backs up the files it patches. The problem is, this temp folder was deleted af...  [Read More]
Posted in:  Coruscant - Jedi Temple
 knightmare66
04-07-2007, 1:54 AM
#55
^^ It wouldn't make any sense to do that anyway, as Taris was mostly destroyed. A new, destroyed version of Taris (undercity and parts of the lower city) with rakghouls everywhere would make sense. Maybe that will become possible if Team Jawa succeed...  [Read More]
Posted in: [K1]Strange problem with lightsabers
 knightmare66
02-26-2007, 5:42 PM
#9
That's the same problem I've been having with Jackel's pink lightsaber mod. Hex-editing the base name seems to have fixed this....  [Read More]
The entrance to the depot would likely have been in Anchorhead, but I can't even find a false doorway there that's shaped anything like that entrance. This looks like it would require areamodel editing to restore. While looking around Anchorhead, I...  [Read More]
After looking at the Czerka depot again, I think it may be part of Tatooine, not Sleheyron. First, its module naming, m21aa, is more consistent with Tatooine, as m19aa is the Rakatan temple, and m20aa is the Sand People enclave. The next highest mod...  [Read More]
Will there also be bugfixes for the game in general? I've noticed some NPCs with the wrong soundsets (guards in Davik's estate and the Sith students who confront you after your test)....  [Read More]
There was a pre-release screenshot of the Sith Academy where you could see back into the library area. This was before Uthar and Yuthura had unique models. There was also a room on the south side of the windowed gallery area in the Sith base on Mana...  [Read More]
Good luck with the Tatooine temple. Its walkmesh needs a good amount of work, not to mention the lightmaps and the geometry itself needs a bit of tweaking. But that should be possible now that walkmeshes are starting to be better understood. Will yo...  [Read More]
Posted in: Kotor 1 Skins
 knightmare66
02-22-2007, 12:00 AM
#6
Someone could reskin the reycled player heads to be as much like the originals as possible for a releaseable mod. Here are the ones that have been found so far: Luxa (already reskinned for a new PC head) Jana Lorso Taeplae Daraala Berun Modrul Grev...  [Read More]
Posted in: Lightsaber Blade Texture
 knightmare66
02-17-2007, 5:36 PM
#2
Did you create a .txi file corresponding to the blade .tga? It's just a plain text file with this in it: blending additive decal 1...  [Read More]
Be aware that the N_JediMemF and N_JediMemM models have the same issues with the rear strips hanging off them as with Darth Revan's cape. This is probably why they were never used ingame in K1, except for making a very brief appearance in the ANH-sty...  [Read More]
Posted in: Droid Planet
 knightmare66
02-11-2007, 4:32 PM
#9
What's the name of the all-white texture?...  [Read More]
Posted in:  Lost modules - PLCaa, MQATester, and M25ab
 knightmare66
02-13-2007, 6:12 PM
#15
One idea just ocurred to me- has anyone checked the layouts.bif and models.bif from the Xbox version? Maybe there are more areamodels that got scrubbed out to fit on the PC install CDs....  [Read More]
Posted in:  Lost modules - PLCaa, MQATester, and M25ab
 knightmare66
02-04-2007, 9:20 PM
#10
There were modules for Sleheyron, they appeared in several pre-release screenshots. There was even a landing pad with the Ebon Hawk on it. Bioware obviously excised them completely before the game shipped....  [Read More]
Posted in: Problem while recruiting Yuthura
 knightmare66
01-03-2007, 8:25 PM
#3
There was a similar recruitment mod released over a year ago. I tried modifying it for my personal use so that it would only be an option after Bastila has left the party (using her vacant slot in the party table). It worked until I traveled to the U...  [Read More]
Posted in: [TSL]Disabling rapid transit
 knightmare66
12-10-2006, 8:59 PM
#7
Maybe the code for it is in the .exe, but just needs to be added to a .gui file. Then again, there's probably no defined hideout area for Peragus and Telos....  [Read More]
Posted in: tacking music from game
 knightmare66
12-05-2006, 12:20 PM
#5
Just rename them from .wav to .mp3, and add them to a WinAmp playlist. If you don't rename them, WinAmp apparently won't recognize their format (it seems to be file-extension-dependent). But they'll still play in-game when you do this....  [Read More]
I tried some editing of the .are file, and it looks better with fog (I copied the values from the shyrack cave). Most of the blankness/open to the void problems are fixed. But you can still see the caves from areas in the temple. However, some tweaki...  [Read More]
Posted in: New modules?
 knightmare66
12-05-2006, 8:04 PM
#16
I managed to spawn into m25ab. It looks like an intermediary map between upper and lower shadowlands- just more of the same, and doesn't seem to have any interesting landmarks. It is rather well finished, though, only needing a little tweaking to the...  [Read More]
Posted in: New modules?
 knightmare66
12-04-2006, 9:17 PM
#15
m41az turns out to be the LS award ceremony end cutscene. So that leaves m45mg and m47aa as unknowns....  [Read More]
Posted in:  Planet ORD Mandell Released (New Areas)
 knightmare66
02-22-2007, 1:20 AM
#158
This batch file makes removing and restoring the offending file easy. Just create a new text file in override, paste this inside it, and rename it to .bat extension. Then run the .bat when you travel to Ord Mandell, and again when you leave, there's...  [Read More]