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glovemaster

Latest Posts

Page: 8 of 13
Posted in: Spacewalk problem
 glovemaster
06-19-2007, 2:59 AM
#2
I think that even if we get you the module it will not work. A mod must be affecting the module, if you have a heavily modded game then i suggest you clear your override. Careful though, if you have to delete 2da files then it can cause problems with...  [Read More]
Posted in: The Kotor walkmesh format
 glovemaster
06-19-2007, 3:32 PM
#23
hmm, thats strange.. it doesnt work for me with NWmax 0.8 and 3ds max 9. maybe its version 8.0 doesn't work properly?...  [Read More]
Posted in: The Kotor walkmesh format
 glovemaster
06-19-2007, 3:11 PM
#20
NWmax will not export walkmeshes. I have found a way though, You need to create the walkmesh as you would normally (well you wouldn't normally but i mean in general) and export as MDL. Then look through the ASCII MDL file and you can extract the data...  [Read More]
Posted in: The Kotor walkmesh format
 glovemaster
06-19-2007, 11:21 AM
#18
Yeah, I noticed that the AABB nodes had 5 values rather than 3 aswell, i have noticed the exact same pattern in the MDL format. Maybe you could ask JDNoa how it works for MDL files? Not how to compile it maybe but you might be able to find out how it...  [Read More]
Posted in: The Kotor walkmesh format
 glovemaster
06-11-2007, 11:47 AM
#16
When i started this i got the ASCII stage sorted and worked out a way to export them from 3ds max. I hope you get a compiler/decompiler sorted soon ;) Im not much of a programmer and got stuck here.. :'( Well done so far :D...  [Read More]
Posted in: Text Input Box?
 glovemaster
06-08-2007, 10:23 AM
#3
Well, your way seems the only possible way. Quite ingenious if I may say so, in addition to being quite heavy :p I've had a look now and i can't see anything that will give an input box. Thanks then ;)...  [Read More]
Posted in: Text Input Box?
 glovemaster
06-08-2007, 2:47 AM
#1
I was just wondering, i haven't got KotOR at the moment so i can't check, but couldn't the input box used on the New Character screen, that you type your name into, be used from a script? Thanks ;)...  [Read More]
Posted in: Some questions about the maps
 glovemaster
06-07-2007, 3:35 PM
#2
Maps are stored in texture packs as a TPC File but we know that TGA files also work. The file names are: lbl_map[module name].tpc [module name] could be like 001EBO or 303NAR. or for custom modules the name you give the MOD file, or RIM depending on...  [Read More]
Posted in: [TSL] Project Nemesis (W.I.P.)
 glovemaster
06-07-2007, 1:58 PM
#7
A virus? It doesnt bounce, it attaches. it might be cold? and, its not actually alive. I think the cold thing might catch this one out but Nemesis could be some disease? :lol: just a guess...  [Read More]
Posted in: [TSL] Project Nemesis (W.I.P.)
 glovemaster
06-07-2007, 10:57 AM
#5
Wow nice idea, but i hate surprises!! :lol: I'll be watching this with great interest ;)...  [Read More]
Posted in: What Program is needed for 32 bits Tga picture?
 glovemaster
06-06-2007, 10:26 AM
#6
I use Paint.NET and i find it the best free paint tool i have ever used. Also the most simple, so no "fafing" around trying to see how to set alpha or such. Here's the link: http://www.getpaint.net/index2.html (napped from Chainz's post ^....  [Read More]
However you can use files as a "template" but thats only really going to work for images as most GFF files are slightly different to the other game. And if you are using a "template" then make sure you are editting it noticably. L...  [Read More]
Illegal as in you can't do it, or illegal as in getting sued over it?? Illegal as in, we (Holowan) will be closed down... Wouldn't be hard to modify existing spots into the other worlds... Just swap textures out, move static items, etc... Not so hard...  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-06-2007, 10:34 AM
#34
lmao, sorry.. but you can get most the story line from the strings.. I remember that two droids had some keys or somthing to activate M4-78 and im not sure about the Archons. I never found many strings for them.....  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-06-2007, 2:58 AM
#32
nothing really exists for M4-78 On the contrary, (:D posh word!) The Dialog strings are in the Dialog.TLK file. if you read them you can get a big idea of the story... (not that i was sad enough to read dialog strings.. :D, :lol: )...  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-03-2007, 12:32 PM
#20
most likely two separate modules...  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-02-2007, 10:46 AM
#17
lol, you know kotor tool has a function to search through the NWscript for functions...  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-02-2007, 10:38 AM
#15
Sort of... // 746: SetAreaFogColor // Set the fog color for the area oArea. void SetAreaFogColor( object oArea, float fRed, float fGreen, float fBlue ); This doesnt affect the density of the fog though, and so the fog will still be heavy....  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-02-2007, 5:14 AM
#13
no you cant use scripts to change the values in the ARE files... A feature i hope for in KotOR 3 along with a weather changing script.. :D You need to open the ARE files in a GFF editor, i would recommend kgff by tk102, download the latest version h...  [Read More]
Posted in: [WIP] Yavin 4 Planet Mod Translation
 glovemaster
06-03-2007, 5:38 AM
#37
Well done so far though, slow progress is better than no progress... lol...  [Read More]
Posted in: Kotor Tool feature requests
 glovemaster
06-17-2007, 6:10 AM
#46
I hope he's not dead.. Anyway, i though that multiple extraction would be fantastic, seen as FindRefs won't extract TPC as TGA files. And models are extracted as ASCII...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 glovemaster
06-16-2007, 12:45 PM
#84
I use FindRefs more often than KotOR Tool if I know the filename actually. Oh yeah, i tend to use that for module reskinning as you can extract both the MDL and MDX files together for that module at once. :lol: Thats an idea for KotOR Tool, does anyo...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 glovemaster
06-16-2007, 5:51 AM
#82
Not that i want to be fussy but its just an idea. :lol: Going back to when you added support for the left/right keys, maybe if you could make the keys work similar to KotOR Tool, where left would return to the top of the current struct, left again wo...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 glovemaster
06-18-2007, 3:29 PM
#54
Ah thats kwl then ;) thanks! ~GM...  [Read More]
Posted in: FindRefs Utility (Latest version: v4.4)
 glovemaster
06-18-2007, 2:40 PM
#52
Im not sure whether this is a problem, or a function you havent added yet, but.. I notice that the program searches Lightmaps.BIF but doesn't actually show the lightmaps for extraction. Is this 'supposed' to happen? Also, a suggestion... Seen as KotO...  [Read More]
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