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Pavlos

Latest Posts

Page: 17 of 21
Posted in: Cinematic (bik) Question
 Pavlos
07-17-2006, 11:13 AM
#9
As would I... :). I'd love to be able to do some cutscenes on different modules I don't have access to in TSL. But since I got the PM reply from Darth333, I just don't want to go into the murky water....  [Read More]
Posted in: Cinematic (bik) Question
 Pavlos
07-17-2006, 10:55 AM
#7
Darth333 may have just seen "cutscene" in your PM.. which in all points in cases would be porting since you have to have the models, dlg. and game assets available in order to construct it.. but since you're doing that "at home" t...  [Read More]
Posted in: Cinematic (bik) Question
 Pavlos
07-17-2006, 7:37 AM
#5
A PM I sent a while ago: Sorry if I am about to join the countless millions who go to you regarding the legality of doing certain things. I have two questions: 1) If I script a cutscene on a KotOR I module, to be recorded, changed to .bik, and the...  [Read More]
Posted in: Cinematic (bik) Question
 Pavlos
07-17-2006, 4:53 AM
#3
It would be illegal. You are granting access to assets someone may not have paid for. It seems odd... but it would still be a no, no....  [Read More]
Posted in: Repute.fac and module.jrl
 Pavlos
07-16-2006, 7:42 PM
#3
I gathered as much in regards to the module.jrls found in K1 :). And while I was fairly certain of the answer, I just wanted a second opinion on whether or not they could serve a purpose in KotOR. As for the repute.facs? I didn't really want to edit...  [Read More]
Posted in: Repute.fac and module.jrl
 Pavlos
07-16-2006, 7:07 PM
#1
More random experiments and more random exploration leads to diabolical questions: Ok. I just wanted to check over some things with you guys. I understand that the functionality for repute.fac still existed in KotOR I and I'm wondering whether or no...  [Read More]
Posted in: Just a few things I've been working on...
 Pavlos
07-14-2006, 4:47 PM
#6
I don't care about the fact that you said they're incomplete! They look great - as with all your stuff. I'm a fan of the sword, I don't know why, but it feels like a must have....  [Read More]
Posted in: Some Questions
 Pavlos
07-14-2006, 7:52 AM
#5
Rather than applying the effect to oNPC, apply it to "OBJECT_SELF." It is possible that you may have mistyped the tag name. The use of "OBJECT_SELF" also makes it a more universal script. Edit: There may also be an issue with hav...  [Read More]
Posted in: Some Questions
 Pavlos
07-13-2006, 4:23 PM
#2
Hello there, SilverEdge9. 1) We're going to make our own OnUserDefined script for this: void main() { string sWP = (("wp_" + GetTag(OBJECT_SELF)) + "_0"); int nNumb = 1; object oWP = GetObjectByTag((sWP + IntToString(nNumb)), 0)...  [Read More]
Posted in: Can't access pcgamemods.com
 Pavlos
07-14-2006, 11:13 AM
#47
This is grim news indeed... Hopefully it won't happen but it certainly does seem so....  [Read More]
Posted in: Adding New Area's/Module Creation for TSL
 Pavlos
07-10-2006, 7:37 AM
#3
Don't worry, the module editing process is basically the same. The only difference (I believe) is that Obsidian added some more options to the static area info (.are) files. The most obvious being the new weather effects. Doom_Dealer's tutorial (http...  [Read More]
Posted in: Question Concerning The New MDLOPS
 Pavlos
07-15-2006, 5:24 AM
#8
There are several actually. There are two that Atton does - and every human character can do. And then there are several that seem to be attached to the Carth model for the fighter attack scenes in K1. However, importing Carth's model into max fails...  [Read More]
Posted in: New Visual Effects
 Pavlos
07-09-2006, 2:11 PM
#7
That is, while you can re-use existing beams and such as a basis for creating new visuals (e.g. making a variant of a beam that makes another sound), you can't create new effects in itself of that kind (e.g. a new different-looking type of beam effec...  [Read More]
Posted in: New Visual Effects
 Pavlos
07-09-2006, 7:07 AM
#5
Most of the effects are already in the game. Stoffe was just a bit more inventive than the developers were :). Edit: I also believe that stoffe is a "she" ;)....  [Read More]
Posted in: New Visual Effects
 Pavlos
07-08-2006, 10:40 AM
#3
Thank you. I just wanted to make sure before I started experimenting....  [Read More]
Posted in: New Visual Effects
 Pavlos
07-08-2006, 8:01 AM
#1
Is it possible, at all, to create a new visual effect for the game? I seem to remember that stoffe added lines to visualeffects.2da - so is this possible?...  [Read More]
Posted in: Adding a new character
 Pavlos
07-10-2006, 7:51 AM
#11
Okay, I should be able to choose where the NPC spawns, but how do I make sure it happens after Bastilla is lost? You find the global boolean/number relating to Bastila's capture and insert a check for it. I have no idea what that one is, but we can...  [Read More]
Posted in: Animations in Malak cutscenes
 Pavlos
07-07-2006, 7:36 AM
#3
Right, thanks. Now it makes sense!...  [Read More]
Posted in: Animations in Malak cutscenes
 Pavlos
07-07-2006, 4:19 AM
#1
Now this is odd... The animations that Malak and Karath play seem to be determined in the dialogue file. However, they all have the same index. There are no scripts referenced in the .dlg, which makes things more annoying. This is highly confusing a...  [Read More]
Posted in: Merging Models Tutorial
 Pavlos
07-11-2006, 12:54 PM
#21
Ummm... wow. This is an excellent tutorial. Can't wait to read the rest :)....  [Read More]
Posted in: Merging Models Tutorial
 Pavlos
07-07-2006, 6:30 AM
#7
Very nice work there, Kha! I can understand something to do with modeling which means that it must be pretty good. I'm glad ChAiNz has put this one up in the tutorials section. You deserve it :thumbsup:!...  [Read More]
Posted in: [TSL]Sith Assassin spawn script?
 Pavlos
07-10-2006, 7:25 AM
#5
I can't actually decompile scripts myself (Byte code gives me a headache). I was wandering around scripts.bif looking for something and I stumbled across this: // k_sithas_spawn01 /* Default On Spawn In */ #include "k_inc_generic" #includ...  [Read More]
Posted in: Turning party members into jedi?
 Pavlos
07-05-2006, 4:46 PM
#12
The thread is titled frequently used scripting functions Pavlos. ;) Ah... hmm. Oh well. My mistake. At least I got to type an excessively long post....  [Read More]
Posted in:  Sherruk - Attacks With Lightsabers
 Pavlos
07-08-2006, 1:46 PM
#7
Very easy to make You have really got to stop saying that. I'm sorry, but I've seen you post those words twice now, and it belittles the effort that some people put into their mods. I don't mean to shout, but what you find easy may not be as easy to...  [Read More]
Posted in: TalkEd v1.0.4b (TLK editor)
 Pavlos
07-08-2006, 1:07 PM
#8
Nice tool, stoffe (Pretty much, as always). Is there any chance that rather than having to double click on a StrRef to bring up the editing form, we can just edit it in the text box space beneath it? You could also place the options for sounds et ce...  [Read More]
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