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DarthStoney

Latest Posts

Page: 6 of 10
Posted in: Modding Resource a placeable Ebon Hawk
 DarthStoney
03-30-2009, 11:45 AM
#4
Are you going to do this for K1, too? I think HK-42 is going to try to make a K1 version. There is a possibility that this one will work in K1 just need to edit the K1 placeables.2da and create a K1 .utp for the EH....  [Read More]
Posted in: Modding Resource a placeable Ebon Hawk
 DarthStoney
03-28-2009, 2:50 PM
#1
I made this as a resource for other modders its a placeable Ebon Hawk now you can spawn it anywhere you want. I gave it custom texture names so it could be reskinned without effecting the other EH models. Anyone is free to use this as they wish just...  [Read More]
Posted in: Rebuilding the Jedi Enclave
 DarthStoney
02-25-2009, 10:58 PM
#5
Looks good I downloaded it. Sadly no compatibility with Vash from the Droid Planet mod, Im going to kill her anyway, so no problem :D. Don't worry M478EP "will" be made compatible with this amazing mod....  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-18-2009, 11:47 PM
#33
Not sure, I compared what you have with some settings I had and they look fine. If you want to ,pm me the model and .2da files and I'll see what is going on. Sometimes it easier to look at it and try in game to figure it out. Edit:I figured out the...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-18-2009, 11:14 PM
#31
It did save properly, it says 302. Also In kotor tool the new appearance dosent appear, it says unknown appearance like it does with all new appearances. OK,is this for K1 or K2? Just out of curiosity I looked at both and as far as your settings the...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-18-2009, 10:15 PM
#29
I had an issue like this once also. Make sure once you've edited your .2da file copy/put it in your override.(makeing sure it saved the changes) Then go back with Kotor tool and use the Gff editor open your new .utp file and in the appearence drop do...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-16-2009, 2:54 PM
#26
oops!,I misunderstood the question I guess. I'm not sure why it does that, I've been lucky so far and not run into that....  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-16-2009, 2:00 PM
#24
Alright Ill retry that. Expect a edit. EDIT: I got a lookathook, instead of me but putting in game now. EDIT: It improved. I now have half the placeable. The other part isnt there. Will I have to combine these 2 models? You just want to link your n...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-16-2009, 7:49 AM
#22
OK,it sounds like the model didn't export properly. Make sure to follow these steps that Quanon gave me; Once you have you're model ready, the only thing you now need to get it out of Max is a AuroraBase. Here are the steps what I do: 1) Model is...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-15-2009, 11:03 PM
#20
Hmmm... Try just changing the (Appearence) in the .utp file to something that was already in game. If it shows up then there is a possibility there is something wrong with the model file. Which version of mdlops did you use? I think k1 likes v05 bett...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-15-2009, 9:21 PM
#18
Made utp, made mdl and mdx, edited placeable.2da, have textures and uvmap, have pwk, built mod, put in override, launched game. I went back and re-read,did you put your .mod file in the override folder. It goes in the modules folder your .2da and yo...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-15-2009, 7:27 PM
#16
what about the (Template Resref) in the .utp and .git? do they match?...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-15-2009, 10:41 AM
#14
Make sure your template resref in your .utp file and the template resref in the .giit file are the same. Also make sure your z coordnant isn't below the floor level. placeables can be set to any height. Also check the .utp file under appearence and i...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-14-2009, 11:45 PM
#10
Well after I finished it up, it didnt appear....:confused: Ill have to check everything again.... I dont know whats wrong now: Made utp, made mdl and mdx, edited placeable.2da, have textures and uvmap, have pwk, built mod, put in override, launched...  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-14-2009, 11:01 PM
#8
Ah, well we will see. EDIT: What do I put for strreff? Just put -1 in there. It works the best for compatibilty....  [Read More]
Posted in: Exporting Placeables
 DarthStoney
02-14-2009, 9:41 PM
#2
Thats all it exports its actually not the true .mdl file(it an acsii file),once you have that .mdl file and use mdlops05 or mdlops06 to open that file and hit the read/write button and it creates the real .mdl and .mdx file for you....  [Read More]
Posted in: Dead animation problem
 DarthStoney
02-06-2009, 2:51 PM
#10
My workaround sucks. I forgot I can't use DestroyObject if object is dead. Anyway, I was trying to use different anim... I found a way! AssignCommand(oVisas, ActionPlayAnimation(10083, 1.0, (-1.0))); Using this in very last node of conversation works...  [Read More]
Posted in: Dead animation problem
 DarthStoney
02-06-2009, 2:19 PM
#7
I beleive it may be handled through the character user defined script. Just like the scripts for the jedi masters at the enclave. I think I have one I used for Vash on M4....  [Read More]
Posted in: Dead animation problem
 DarthStoney
02-06-2009, 1:58 PM
#4
Did you fire the dead animation at the end of the dialog sequence also?...  [Read More]
Posted in: Dead animation problem
 DarthStoney
02-06-2009, 1:14 PM
#2
I'm not positive about this but did you change her .utc file I think it is set to no permanent death. Not sure if this effects that or not....  [Read More]
Posted in: Ravager Rewrite
 DarthStoney
02-03-2009, 1:22 PM
#5
Doesn't make much sense to me that the Exile would just send Visas off by herself. One of things is ,the way it is now the dialog doesn't make a whole lot of sense. This sounds a lot closer to the way it was intended....  [Read More]
Posted in: Help with a Jump party script
 DarthStoney
01-28-2009, 11:32 PM
#1
I need a little help with a script,what I am trying to do is during a cutscene is to "hide" the PC and party members by moving them out of site. The script to remove them works fine. The issue is trying to put them back the original positio...  [Read More]
Posted in: Question about .2da files
 DarthStoney
01-19-2009, 9:38 AM
#4
Just putting -1 in that field has always worked for me. ;) That's probably the best solution to avoid conflicts. Thanks:D...  [Read More]
Posted in: Question about .2da files
 DarthStoney
01-18-2009, 10:47 PM
#1
What I want to know is in the placeables.2da file it has a block for strref,I know this is for refrence to the dialog.tlk file,but is it neccessary to edit the dialog.tlk or can existing ones be used? Currently I just used numbers in the dialog.tlk t...  [Read More]
Posted in: Miles Sound Stuido problems
 DarthStoney
01-16-2009, 9:46 PM
#4
Sorry,If your using windowsXP in windows explorer go to, tools--folder options --view under "advanced settings" uncheck --(hide extensions for known file types). Don't know about Vista but should be pretty close....  [Read More]
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