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glovemaster

Latest Posts

Page: 9 of 13
Posted in: Modules of Sleheyron
 glovemaster
06-01-2007, 4:43 AM
#15
Team Jawa is working on this, but seen as nothing was found on the xbox we will need to make up Sleheyron... If you want you can put some ideas in, heres the link: [snip] We are working on walkmeshes but they need to be compiled, like mdl files but...  [Read More]
Posted in: modules of M4-78?
 glovemaster
06-01-2007, 4:33 AM
#8
The dialog strings are in the dialog.tlk file. Im not sure if there is the complete amount of strings and im not sure if all the strings are complete....  [Read More]
Posted in: modules of M4-78?
 glovemaster
05-30-2007, 3:24 PM
#3
Team Gizka recovered them from the xBox.. download them from their site: http://www.team-gizka.org/downloads.html Also, a moment of excitement.. Woo! 26 bugs left!!! Well done Team Gizka!! meh, darth333 beat me to it...  [Read More]
Posted in: AuroraLight
 glovemaster
05-30-2007, 1:48 PM
#5
Ah, i remember seeing that thread a while ago... lol Has the problem where you export the model, and in the game the model is "damaged" in different ways depending on the camera angle been solved or have an explanation? Thanks again!...  [Read More]
Posted in: AuroraLight
 glovemaster
05-30-2007, 1:01 PM
#3
I think i asked this, if i did i can't find the thread i asked it in but, Is anyone still working on MDLops?...  [Read More]
Posted in: AuroraLight
 glovemaster
05-30-2007, 11:20 AM
#1
I have tryed to use an AuroraLight emmiter in a model but the model did not show. It was proberly a problem with exporting but I was wondering, if it was possible to use AuroraLight emmiters and such "dummys" in models we make? Thanks! ~GM...  [Read More]
Posted in: Force Lightning in a cut scene
 glovemaster
05-15-2007, 10:48 AM
#5
-.- i knew i would get summat wrong... lol...  [Read More]
Posted in: Force Lightning in a cut scene
 glovemaster
05-15-2007, 2:52 AM
#2
I think it is because you have no delays and therefore the conversation is paused and not even a second later the conversation resumes. DelayCommand([DELAY], ActionResumeConversation()); replace [DELAY] with the number of seconds you want to pause th...  [Read More]
Posted in: how can you tell what part of a robe is what?
 glovemaster
05-07-2007, 6:17 AM
#2
a useful way is to apply UVmapping to the robe in 3ds max, im not sure about gmax, and then click edit in the modifiers properties and change the "checkered" layout to the texture and it will show you where the areas cover. Im not sure of a...  [Read More]
Posted in: Texture Scar Problem
 glovemaster
05-01-2007, 11:18 AM
#3
the only way i can think of is if it runs down the center of the head.....  [Read More]
Posted in: Installation problem
 glovemaster
05-03-2007, 11:47 AM
#17
if you have you must be able to run kotor so you must have DirectX so go into: Run -> dxdiag -> display and give us the information...  [Read More]
Posted in: Editing Bastila's weapons on the Star Forge
 glovemaster
04-22-2007, 2:03 PM
#6
I just looked and the most probable script is "k_sta_bastatt" however there doesnt seem to be an nss file....  [Read More]
Posted in: Editing Bastila's weapons on the Star Forge
 glovemaster
04-22-2007, 1:52 PM
#4
Maybe its in her UTC file?...  [Read More]
Posted in: Editing Bastila's weapons on the Star Forge
 glovemaster
04-22-2007, 1:42 PM
#2
I think it would be more real to add them into the inventory and edit the script but to save time and compilation you could just equipt her with them. Personally i would go with editing the script as its seems more.. proffesional :P...  [Read More]
Posted in: [K1] Same heads :/ & Revan Robe fix?
 glovemaster
04-21-2007, 4:02 PM
#4
When Mr. Chargin feels like it? Or some one with enough knowledge of Perl picks up from where he left off?...  [Read More]
Posted in: [K1] Same heads :/ & Revan Robe fix?
 glovemaster
04-21-2007, 3:50 PM
#2
The prisoners on the star forge are placeables. We can't edit them because of the animations and we can't export them because there placeables.. :( Also, same problems apply with revans robes. We cant Import them exactly to edit, and then we can't e...  [Read More]
Posted in: [TSL]Adding inventory to exsisting containers
 glovemaster
04-18-2007, 2:19 AM
#4
:S Oops! Sorry about that, i forgot this was for TSL.. :(...  [Read More]
Posted in: [TSL]Adding inventory to exsisting containers
 glovemaster
04-17-2007, 2:58 AM
#2
try using the whereami armband to find out the containers name and then using KotOR Tool, extract the file and add the armour to the container by opening it in KotOR Tool and pressing the "inventory" button, If the armour is a custom item y...  [Read More]
Posted in: 2da convert to binary
 glovemaster
04-16-2007, 11:52 AM
#10
I use the 2DA converter to make changes to single cells, creating new rows can be more complicated but its a great tool for making repairs....  [Read More]
Posted in: 2da convert to binary
 glovemaster
04-16-2007, 10:45 AM
#6
^^^ Add to Stoffe's post Here is the download link to the .NET framework installer: http://download.microsoft.com/download/a/a/c/aac39226-8825-44ce-90e3-bf8203e74006/dotnetfx.exe...  [Read More]
Posted in: 2da convert to binary
 glovemaster
04-16-2007, 10:41 AM
#4
im not sure? I get alot of errors aswell but i tend to resolve those. The most common is when you try to open a source script. you need NWscript in your games override...  [Read More]
Posted in: 2da convert to binary
 glovemaster
04-13-2007, 4:13 PM
#2
As always, Welcome to the forums! Well, can you explain your problem? As far as i am aware, there isn't an ASCII form of 2da to convert into Binary? If you mean from XML then look at KotOR Tool: http://kotortool.starwarsknights.com/ It has many too...  [Read More]
Posted in: light placable
 glovemaster
04-10-2007, 3:53 AM
#2
I know in the models theres normally a dummy called "AuroraLight" or like that. If there is a placeable with that dummy in the model it will work. If not you could make a new placeable?...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 glovemaster
04-12-2007, 7:25 PM
#75
Wow, this has also fixed the bug which forced me to press F5 when i open a file, for me anyway. Thanks ;)...  [Read More]
Posted in: K-GFF (GFF Editing Utility) v1.3.0
 glovemaster
04-11-2007, 1:31 PM
#73
i meant right and left keys on the keyboard...  [Read More]
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