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jinger

Latest Posts

Page: 2 of 5
Posted in: Skin, bone, and supermodels
 jinger
01-10-2009, 4:48 PM
#7
I understand that smoothing groups affect rendering, not geometry, and I don't think they get through the conversion to binary, correct me if I'm wrong. Welding vertexes along those edges in the picture seems to help, I'm not sure why. But it's hard...  [Read More]
Posted in: Skin, bone, and supermodels
 jinger
01-10-2009, 3:26 PM
#5
Smoothing groups? XD I don't know what that is. Thanks though. It could have something to do with weights, but then what should I do?...  [Read More]
Posted in: Skin, bone, and supermodels
 jinger
01-10-2009, 3:13 PM
#3
It's not the textures, I mean the meshes, they look like they're made of less vertexes, edges are more pronounced. Also, when doing the trick of copying skin meshes from one model to the supermodel template, the skins get sort of strangled around the...  [Read More]
Posted in: Skin, bone, and supermodels
 jinger
01-09-2009, 5:17 PM
#1
I've got questions on how to go about modeling to get fine results. I usually use kotor tool to extract model files and mdloops to get the ascii source. I use 3dsmax 5 with NWMax 0.7 to edit the models cos nothing else works. I figure there's loss of...  [Read More]
Posted in: [KotOR]Wookiee Rage and other Special Abilities
 jinger
03-10-2008, 2:50 AM
#6
I still had a lot of trouble with Psychic Static, but I managed to get it working by other means. I used shouts, specifically I used listen pattern numbers to keep track of the original faction and the heartbeats of an invisible placeable to shout a...  [Read More]
Posted in: [KotOR]Wookiee Rage and other Special Abilities
 jinger
03-06-2008, 2:47 PM
#5
Zaalbar's rage actually sucks, I blended that with Hanharr's and gave him: +4Str, +2VP per Lev, +2Will&Fort, -4AC, immunity to paralysis, and one extra attack. int AssumePsychicStance() { if( (GetStandardFaction(OBJECT_SELF) == STANDARD_FACTION_F...  [Read More]
Posted in: [KotOR]Wookiee Rage and other Special Abilities
 jinger
03-05-2008, 8:14 PM
#2
Done. I put this in GN_DetermineCombatRound.int EnterWookieeRage() { if( (GetSubRace(OBJECT_SELF) == SUBRACE_WOOKIE) && (GetHPRatio() <= 0.4) && (Random(100) < 25) && GetHasSpell(SPECIAL_ABILITY_RAGE) && !GetHasS...  [Read More]
Posted in: [KotOR]Wookiee Rage and other Special Abilities
 jinger
03-05-2008, 11:01 AM
#1
I'm giving Zaalbar his special ability and I thought I'd ask a little about them special spells. Am I right to assume there's no way to use that Special Ability utc field? If so, I've been thinking to let the whole thing be scripted and used by wooki...  [Read More]
Posted in: Making Bastila a non-jedi on Taris?
 jinger
03-03-2008, 2:49 PM
#8
You could make her lightsaber unequippable until you get to DantooineSetItemNonEquippable(oSaber,TRUE);and edit k_sp1_generic.nss and other ai scripts to prevent her from using force powers. Or you could lock her up in the abandoned apartment and mak...  [Read More]
Posted in: [KotOR] Immunity: mines
 jinger
03-04-2008, 9:18 AM
#7
Yep, it seems you can create new factions, but you can't set how existing factions should react toward it. In other words you can add rows to repute.2da and they will be recognized, extra columns won't. Trap must die, I'll have to find a way to handl...  [Read More]
Posted in: [KotOR] Immunity: mines
 jinger
03-03-2008, 5:47 PM
#6
you could use KotorTool's 2DA import/export to XML functionality for this, though I've never tried thatThat didn't work, but I found your 2da converter, that did the trick. Something is the matter with traps though, game did chew on the new 2da, I ch...  [Read More]
Posted in: [KotOR] Immunity: mines
 jinger
03-03-2008, 11:59 AM
#3
add a new line and column.How can I? Kotor Tool won't let me export udef columns to 2da, and the file must be 2da, right? Anyway, if I can add new factions, I have a feeling I should add one for friendly mines, I mean set by the player. I should add...  [Read More]
Posted in: [KotOR] Immunity: mines
 jinger
02-29-2008, 1:11 AM
#1
TSL has mine-immune creatures, flying beasts and droids do not trigger mines, can I do that in KotOR? The most efficient way I can think of would be factions who are neutral to traps, but I don't think it's possible to create new factions. Traps are...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 10:06 PM
#24
Thank you ;)how to adjust the animation for Kreia's hoodUse SetLockOrientationInDialog(oKreia,1) before the hood is lifted. That's how I did the scene in the Jedi Enclave. (http://www.youtube.com/watch?v=BDbr63GwIVU)music is too loud when Kreia is ta...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 9:12 PM
#21
"I did not wish to kill you, so they cast me down. Stripped me of my power. Exiled me." —Kreia You mean this one? Yes, no problem, I still have the separate audio tracks (music, sounds, voice) it's just a matter of changing that little b...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 8:47 PM
#19
They are bigger, but they play at 640x480, so it really doesn't make any difference.the restored lineThe what?...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 8:20 PM
#17
Not exactly. I recorded the scene, then I edited the video with virtualdub to cut off imperfections and mix the audio track which I made separately. I may even rig up the sound effects, and manage to make it all well timed enough, what it really both...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 2:44 PM
#15
That's not the problem. I originally set out to get the whole thing in-game, without the video, but the trouble I had made it convenient to make a video. I frapped the scene without sound, because while some things could barely be heard, others were...  [Read More]
Posted in: Kreia needs a hand
 jinger
08-22-2008, 11:19 AM
#13
Sorry for necroposting :xp: A couple of days ago I gave this another try, and I did it. I uploaded the video on filefront if anyone cares to check it out. http://knightsoftheoldrepublic.filefront.com/file/Fixed_Kreias_Fall_Movie;93256...  [Read More]
Posted in: Kreia needs a hand
 jinger
02-23-2007, 8:14 AM
#12
What bones? I did find bones in the left hand, I don't know id there's all of them but it looks that way (all of those in the ascii of the model with both hands, those in the left hand I mean, are present in the gimped one as well), and they seem to...  [Read More]
Posted in: Kreia needs a hand
 jinger
02-23-2007, 1:06 AM
#10
What could work is using the Kreia model that HAS both hands (the Peragus one) and reskin thatAs I said, that model has different animations. EDIT: Wait a minute… that doesn't matter, I could get the ascii for the left hand from that model. I'll t...  [Read More]
Posted in: Kreia needs a hand
 jinger
02-22-2007, 12:27 PM
#8
p_kreiaevilbb Do you think I could tamper with the ascii model and clone that stuff before getting to 3dsmax? I doubt that, but I better take a look at it, that would make it a whole lot easyer. EDIT: I'm almost there :) I managed to add the left ha...  [Read More]
Posted in: Kreia needs a hand
 jinger
02-22-2007, 10:14 AM
#6
I hear Gmax isn't available anymore, I have 3dsmax5 installed right now though. I saw the tutorial on skins, now I think I understand how vertices are bound to bones but it's a major job, can't I just copy/mirror the right hand? When I try, the envel...  [Read More]
Posted in: Kreia needs a hand
 jinger
02-22-2007, 8:02 AM
#4
Thanks Kha, that's great news, how do I go about this then? The bones are there, and I can borrow the mesh from another model or just mirror her right hand, but I don't know how to attach the mesh to the bones....  [Read More]
Posted in: Kreia needs a hand
 jinger
02-22-2007, 3:46 AM
#2
Kreia should appear with both hands and evil textures only in that movie so I figured I'd just make a new movie with one simple trick. I made a lightsaber item using Kreia's left hand model so that she'd be carrying it, then I frapped the whole scene...  [Read More]
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