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Miltiades

Latest Posts

Page: 24 of 31
Posted in: 3dmax useage
 Miltiades
07-13-2007, 7:21 AM
#10
Here (http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=8177537) are some very useful tutorials to get underway with 3Ds Max 9. I can only agree with Kristy. If you've bought it, then you might as well learn how to work in 3Ds Max....  [Read More]
Posted in: Script problems
 Miltiades
07-14-2007, 5:59 PM
#8
Great. Thanks. Oh yeah, if I want the NPC to attack only my partymembers, not myself, how do I do that?...  [Read More]
Posted in: Script problems
 Miltiades
07-14-2007, 2:35 PM
#6
Does this problem only occur if you spawn both NPCs? No. I left one of the NPCs out of my module, but the other NPC still spawns next to me instead of following me. Hmm, I am having the same problem with the script. Try removing the two lines with...  [Read More]
Posted in: Script problems
 Miltiades
07-12-2007, 1:23 PM
#4
Could be one NPC is blocking the other's path. ActionForceMoveToObject will make an NPC teleport to a location if it can't find an unobstructed way. I would try to set the IgnoreCrePath flag in the characters' .utc file. I've changed the value of Ig...  [Read More]
Posted in: Script problems
 Miltiades
07-12-2007, 10:26 AM
#2
Sorry to double post again(!), but I tried some things concerning the script that should stun my party. I tried this (http://www.lucasforums.com/showpost.php?p=2316837&postcount=2) script, which should stun only one NPC, and not the party. The at...  [Read More]
Posted in: Script problems
 Miltiades
07-11-2007, 12:47 PM
#1
I'm getting problems with certain scripts lately. There's one script which makes two NPCs follow me. Instead of following me, one of the NPCs is just spawning next to me whenever I take a few steps. Weird, because the other NPC follows me like he has...  [Read More]
Posted in: Possible to Use All Party Members?
 Miltiades
07-11-2007, 12:50 PM
#3
Impossible as far as I know. The number of party members you can take with you is hardcoded into game and it would require modifying the executable file to make this happen, which is illegal. Edit: Stoffe beat me to it. :)...  [Read More]
Posted in: [WIP] Sith Archaeologists
 Miltiades
07-12-2007, 10:15 AM
#13
Looking really good....  [Read More]
Yes, I did. Are there any other things I should do in the that specific entry node?...  [Read More]
It doesn't work. The NPC doesn't do anything after the conversation. I've filled in the name of the script into the script field of an empty entry node, after an entry node with text. Anything I may have missed?...  [Read More]
The problem is that I want the NPC to stun the partymembers who're with the PC, whomever they are. In the module I'm working in, you can choose who you take with you. So I can't just fill in a name if (s)he isn't with the PC. For example, if I fill...  [Read More]
I think the latter. What I want is when the NPC and the PC are in a conversation, after the conversation, the NPC stuns the PC and the partymembers, walks away and closes the door behind him. It's just to get the idea that the PC and the partymembers...  [Read More]
I want an NPC to stun my PC and partymembers using a script. I found this (http://www.lucasforums.com/showthread.php?t=178654&highlight=script+force+power) thread, but the script needs some adjustments so that the NPC attacks the PC and the custo...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-08-2007, 10:50 AM
#213
.mod in modules .mdl and textures in Override . :lol: No idea if this helped Coola , I'm totally Noob at this . Yep, that's how it goes. .mdl, .mdx, .wok, .vis and .lyt all go in the override....  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-07-2007, 9:37 AM
#209
This (http://lucasforums.com/showpost.php?p=2196936&postcount=11) may help too. I used this and I got through it. I have a new module with my new textures without the original module being reskinned. The most annoying part in this is editing the...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-05-2007, 5:41 AM
#203
Tell me what you think! I think that's the one. Nicely done!...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-04-2007, 6:53 AM
#199
The traffic is still an option , as I'm sure I retextured all area's and I'm pretty satisfied on how they look . So I might start thinking on doing an animated Skybox , I found some neat tutorial on how to do this for Kotor , its not that hard . Hop...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-03-2007, 8:49 AM
#195
If you are looking straight at an enemy, all you can see is the edge of the circle when it's on the upper arm. Yeah, well, it's still better than on the back. And you don't always approach an enemy from right in front of him, and you don't always se...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-02-2007, 4:06 PM
#191
It looks good for me , allthough on the back and arms might be overkill somewhat , dunno . I agree. I think it's better on the upper arms than on the back. Most of the time, you attack enemies frontal, and if you want the symbol to be visible, best...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-02-2007, 11:28 AM
#187
Neat, DarthDredge. :)...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-01-2007, 4:11 PM
#184
Maybe on the upper arm. Or would that be too small? Or just leave it were it's now, just a bit smaller....  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
08-01-2007, 10:41 AM
#181
Looks very nice, DarthDredge. One thing, though: the symbol on the Male Black robe is too big, I think. Maybe try making it somewhat smaller. But it's nice, really amazing. The retextured Sandral Estate looks amazing, Quanon. Can't wait to try this...  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
07-21-2007, 7:52 AM
#130
I think we have a new master-texturer.... You can say that again! Absolutely amazing! And yes, red suits better. But they're both very nice....  [Read More]
Posted in: [WIP] The Coruscant Mod
 Miltiades
07-14-2007, 1:07 PM
#79
Amazing! Really, the skybox looks really good. You guys are artists! This gives the modules an unique look. I'll keep an eye out for this mod, and the progress of the skybox....  [Read More]
Posted in: Sitting NPC
 Miltiades
07-04-2007, 4:56 AM
#5
Hiya Glenn ;) Thanks for the suggestion. I may try it out, but maybe I'll wait until others have tried it out some more. I'm not exactly a 3DSMAX expert. :p...  [Read More]
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