Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

Inyri

Latest Posts

Page: 30 of 32
Posted in: Question about modelling
 Inyri
08-31-2006, 1:08 PM
#7
To have Lekku as a mask would involve some level of clipping every time the character moved his/her head, plus Lekku coming out of hair is (1) not accurate, and (2) not that attractive. Are you sure you want this as a mask? :/...  [Read More]
Posted in: Question about modelling
 Inyri
08-30-2006, 5:52 PM
#3
is it possible to put the twi'lek things on a human head?Well you wouldn't need to do any modelling to make a twi'lek head. That simply requires some 2DA editing. This mod (http://knightsoftheoldrepublic.filefront.com/file/JediKillas_Head_Mod;60029)...  [Read More]
Posted in: The Invisible Model
 Inyri
08-31-2006, 5:30 PM
#20
Xform is short for transform. You need to always make sure you reset your xforms (while an object is unlinked) before you export it. Otherwise it has a tendency to either be a funky size, or get all malformed or misplaced. I usually forget and get so...  [Read More]
Posted in: The Invisible Model
 Inyri
08-30-2006, 11:54 PM
#11
The key to lining up masks is just trial and error. With my Malak mask I must have recompiled it about 10 times before I got it lined up in a manner I found satisfactory. If you want a little help you can import another mask and line it up that way....  [Read More]
Posted in: The Invisible Model
 Inyri
08-30-2006, 7:44 PM
#6
Well you don't need to have only one object - a model will work fine with two objects (and two textures). However as I learned myself, the game does not do any smoothing groups. If you've got pieces of the model separated from each other in the UV ma...  [Read More]
Posted in: The Invisible Model
 Inyri
08-30-2006, 5:59 PM
#4
Make sure you actually linked your model to the aurora base....  [Read More]
Posted in: Darth Malak's Jawpiece
 Inyri
08-31-2006, 1:00 PM
#9
Lazy lazy ;) MASK STATS: light armor feat required restricted to dark side +3 vs. Light Side saves +3 to Light Side And yes, it functions as headgear. As I mentioned in the read-me there is some slight clipping on some heads (I noticed there was sl...  [Read More]
Posted in: Darth Malak's Jawpiece
 Inyri
08-30-2006, 12:33 AM
#1
This mod adds Darth Malak's jawpiece as a usable mask in both K1 and K2. http://screenshots.filesnetwork.com/68/files2/68726_1.jpg Restricted to dark side. Made by request ;). >>download<< (http://knightsoftheoldrepublic.filefront.com/...  [Read More]
Posted in: Transparent?
 Inyri
08-29-2006, 11:46 PM
#4
Try the Photoshop help files. They explain how to make and use alpha channels pretty well....  [Read More]
Posted in: How do I make mult. darkside transitions?
 Inyri
08-28-2006, 1:50 AM
#6
If it's TSL and you want the additional transitions, you should still need to change it. If you're satisfied with just the two then you don't. This is all based on what I've seen rather than what I've done, as I don't mod TSL that often, so if I'm w...  [Read More]
Posted in: How do I make mult. darkside transitions?
 Inyri
08-28-2006, 12:30 AM
#4
My mod overwrites an existing head, which is why the 2da file was not necessary. You'll need KotOR Tool to modify heads.2da, which you can find in there. From T7's post, I would imagine that TSL supports the extra heads even though the base game does...  [Read More]
Posted in:  PMHC02 Head Replacement
 Inyri
08-24-2006, 11:50 PM
#1
Initially intended to be part of a non-replacing head pack, I decided to release it as an overwrite due to the fact that I won't be able to work on the pack for a while. The pack will still come, of course ;). Includes DS transitions, icons, and eve...  [Read More]
Posted in: Item modeling?
 Inyri
08-23-2006, 11:17 PM
#4
Hehe I think you misunderstood. A model must be rigged when it is completed. I was asking if you just needed help with rigging, or indeed needed help with the whole process ;). Rigging a non-animated item (with the exception of lightsabers, which I...  [Read More]
Posted in: Item modeling?
 Inyri
08-23-2006, 2:25 PM
#2
Do you need to know how to model, or simply how to rig it? If you just want to rig it, it's nearly the same as making a gun or a sword. There should be tutorials in the stickies dealing with items, or you can certainly convert one to easily work with...  [Read More]
Posted in: Multiple Textures - Single Model - Question
 Inyri
08-23-2006, 3:31 AM
#2
You can use as many objects as you want (as far as I know). I discovered this unintentionally when I was porting some of my own weapons from Jedi Academy to KotOR, and the weapons made use of dozens of parts and about a half dozen textures. All you s...  [Read More]
Posted in:  Ryyk Blades
 Inyri
08-15-2006, 4:04 PM
#1
While there is already a ryyk blade model out there, I felt the need to produce my own, and so here it is! http://screenshots.filesnetwork.com/67/files2/67828_2.jpg This mod contains both of the blades you see above. One is Zaalbar's ryyk blade, wh...  [Read More]
Posted in: Issues with baseitems.2da
 Inyri
08-15-2006, 4:50 PM
#8
Oh well it is showing the entire list. It just wouldn't select the proper line in the UTI. I found it a bit strange, because on the desktop rather than getting all flustered it would just move to any ol' line it felt like if there was a 2DA conflict...  [Read More]
Posted in: Issues with baseitems.2da
 Inyri
08-15-2006, 4:15 PM
#6
Well you know me, I'm good at complicating things :p. In any case, oddly it seems KotOR Tool refused to fine the line in the first place, but after manually correcting it all seems to be well. That's kind of going to be a pain, though, if it keeps m...  [Read More]
Posted in: Issues with baseitems.2da
 Inyri
08-15-2006, 4:04 PM
#3
Shem just asked me if you made me feel stupid yet. I got to wholeheartedly tell him YES! ;) Edit: And yet the error persists... Edit 2: Upon further inspection it did not correct the problem with the menu, but it did add the proper line in the drop...  [Read More]
Posted in: Issues with baseitems.2da
 Inyri
08-15-2006, 3:43 PM
#1
I just got a laptop a couple weeks ago and I've noticed a strange error I'm getting when it comes to KotOR modding. It will not recognize basitems.2da at all, and mods that use it cause the game to crash. I know it's not a bad 2da file because I just...  [Read More]
Posted in:  New PMHC01 Skin.
 Inyri
08-15-2006, 2:29 PM
#2
Very neat. I never thought of making him bald. Pretty cool idea :)...  [Read More]
Posted in: WIP Ryyk Blade
 Inyri
07-26-2006, 11:39 PM
#32
I'm just curious whether people would prefer the Ryyk blades be Wookiee only or available to everyone. In terms of realisticness, I'd prefer to make them Wookiee only, but even I'll admit that I hardly ever use Zaalbar, and I don't think the Ryyk bla...  [Read More]
Posted in: WIP Ryyk Blade
 Inyri
07-25-2006, 9:22 PM
#31
I'm thinking I used the wrong terminology here. I've been modding a long time... I've learned to listen to my crits ;)....  [Read More]
Posted in: WIP Ryyk Blade
 Inyri
07-24-2006, 11:24 PM
#29
It was quite easy to take it out (far easier than I expected - just had to do some texture touchups) and it worked well since I did want two variations of the blade anyway. Now there's something for everyone :p....  [Read More]
Posted in: -DK-'s WIP thread.
 Inyri
08-30-2006, 8:57 PM
#34
That's actually rather impressive :)....  [Read More]
Page: 30 of 32