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DarthDredge

Latest Activity

Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-20-2007, 6:23 PM
#236
It looks like this mod is coming along pretty well. I can do more textures if you want. If there is anything else you would like me to do, I would be happy to help! :)...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-05-2007, 4:58 PM
#206
These are the textures I have made so far: · Head - Sith-ish eyes (Screen (http://blackjack.9f.com/k1/head2.jpg)) · Head - Normal eyes (Screen (http://blackjack.9f.com/k1/head1.jpg)) · The original brown/tan <chest> (Male (http://blackjack.9...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-05-2007, 1:29 AM
#201
I edited the file to have a smaller collar, leaving more room for the Sith emblem: Click here to see a screenshot (http://blackjack.9f.com/k1/alt_black%20chest.jpg) Tell me what you think! EDIT: I'm having problems with the pictures, but if you c...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-03-2007, 11:00 PM
#197
Dunno , but there are other models to of citizens or is there only one with lots of different textures ? Perhaps another model would work for the coller . As far as I can tell, It uses one model, but two different texture styles. The two styles are...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-02-2007, 5:40 PM
#194
Thanks for all the input. So I guess you guys want it on just the arm/shoulder? If anyone has any ideas for more textures, I'd be happy to try them. EDIT: I agree. I think it's better on the upper arms than on the back. Most of the time, you attack...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-02-2007, 1:55 PM
#189
Perhaps on their backs would work to ??? :p Dunno , but it looks mega super ultra good ! Dang , better finish my own retexturing work :lol: Thanks. Good idea. The back is half a texture that it reverses and rotates slightly, so it was kind of conf...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-01-2007, 4:30 PM
#185
Here's two more textures: http://blackjack.9f.com/k1/mal.jpg http://blackjack.9f.com/k1/fem.jpg Maybe on the upper arm. Or would that be too small? Or just leave it were it's now, just a bit smaller. Good idea, I'll try that. EDIT: I put the emblem...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
08-01-2007, 2:02 PM
#183
God I cant wait til this comes out lookin good I like teh Black better Thanks. I like the black one better, too. The first one was really just to show my idea. I'll probably do a different texture for the regular Sith. Looks very nice, DarthDredge....  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-31-2007, 7:04 PM
#177
Looking good :p Just another thought , what about some color variations . Perhaps turn the brown/white in to more like black/ leather clothing . I dunno , but we could you use the black ones a smore like "boss" Sith . Anyway , you work...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-31-2007, 1:27 PM
#175
I fixed the placement of the symbol on each of the textures using the Revan symbol. Screenshots: http://blackjack.9f.com/k1/MaleChest.jpg http://blackjack.9f.com/k1/FemaleChest.jpg...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-30-2007, 9:55 PM
#173
Which Sith emblem do you guys like better? Revan's Sith Empire emblem: http://blackjack.9f.com/images/Sith/RevanSith.png The regular Sith Empire emblem: http://blackjack.9f.com/images/Sith/OldSith.png The other Sith Empire emblem:http://blackjack.9...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-29-2007, 4:41 PM
#170
Here are some examples of what I was talking about with the "Undercover Sith" I made three textures for male and three for female, the 1st with the Revan's Sith Empire symbol, the 2nd with the Sith Era symbol, and the 3rd with the other Sit...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-22-2007, 3:21 PM
#152
@Quanon: All the textures are awesome! The screenshots of Taris look like a completely different planet. (Well I guess that's the point ;) ) Those doors are really cool too! @Coola: What if for the Sith, instead of using their regular uniforms, you...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-21-2007, 8:08 PM
#143
I don't know if you can change the doors without affecting all of the ones in the game, but if you can, that might look cool to have them match with the new red textures. All of the textures look awesome. Keep up the good work! :thumbsup:...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-19-2007, 3:51 PM
#118
Placeables can't move, they are stuck at the coordinates they are spawned until they are destroyed. The only way to "move" a placeable would be to repeatedly spawn and destroy instances of it with slightly changed coordinates, but that does...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-18-2007, 7:18 PM
#111
Can't you use a script like this: /* Possible Object types: OBJECT_TYPE_CREATURE OBJECT_TYPE_ITEM OBJECT_TYPE_TRIGGER OBJECT_TYPE_DOOR OBJECT_TYPE_WAYPOINT OBJECT_TYPE_PLACEABLE OBJECT_TYPE_STORE */ // for the 3 floats in the function below...  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-18-2007, 4:52 PM
#106
I didn't mean make animated placeables - can't you make a placeable of a ship and use scripting to move it across the screen? It doesn't have to be animated, it can just be an object moved by scripting....  [Read More]
Posted in: [WIP] The Coruscant Mod
 DarthDredge
07-18-2007, 1:08 AM
#101
Couldn't you just make placeables of ships and put them fliyng in the sky or something like those bat things on Dantooine for the traffic?...  [Read More]
Posted in: [K1] extract player character utc file?
 DarthDredge
06-07-2007, 9:01 PM
#10
I'm not sure I understand - do you want to be able to change your voice as part of creating a new character? That is probably hardcoded into the game engine or something. Otherwise, you can just save the game as soon at the first chance you get and u...  [Read More]
Posted in: [K1] extract player character utc file?
 DarthDredge
06-06-2007, 4:14 PM
#8
Look at post #2 by stoffe in this thread: If you want to do it the hard way you can open the SAV (savegame) files with an ERF editor to extract the content, modify the data with a GFF editor (k-gff for example) and then put them back into the SAV fi...  [Read More]
Posted in: [K1] extract player character utc file?
 DarthDredge
06-06-2007, 2:58 PM
#6
I have an older version that does not have that option. I'll just download the most recent version. Thanks....  [Read More]
It could be that your the portraits.2da in your override was corrupted. You might try re-extracting the original K1 portraits.2da using KotOR Tool and append your custom line to it. I did it and now my game is working perfectly. Thanks....  [Read More]
Yes, removing the portraits.2da fixed the problem. I just checked and the file is from the right game (KotOR1). The file is modified; there is one extra line (#41) for my custom character's portrait. btw, without the portraits.2da file, there is a b...  [Read More]
Are you saying the portraits for Bastila, and Carth within KSE are wrong or are their portraits within the game wrong? Do you have portraits.2da in the override? The portraits show up correctly in KSE, they are only wrong in-game. I do have portrai...  [Read More]
I had been using KSE 2.0.7, and it was working fine, then I updated to v3.3.3 and now there is a problem with portraits. In KotOR I, the portraits are all wrong. For Bastila, it shows HK-47, Carth's portrait is one of the female PC's (pfhb3), and for...  [Read More]