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Marius Fett

Latest Posts

Page: 41 of 49
Posted in: Doors and Area Transitions
 Marius Fett
02-04-2008, 3:58 PM
#6
If you look through through the first few pages of threads here in HL you'll find a thread by Silveredge with info in that in. :)...  [Read More]
Posted in: Doors and Area Transitions
 Marius Fett
02-04-2008, 2:24 PM
#4
Thanks for the speedy replies guys. :) I'll test it out now. :)...  [Read More]
Posted in: Doors and Area Transitions
 Marius Fett
02-04-2008, 2:01 PM
#1
Just a quick question for my Nar Shadaa mod. I opened a .git for one of my modules in K-GFF and extended the door list. One of the structs said LinkedToModule. Is there a way to use this to set up a transition? Or does it have to be a trigger?...  [Read More]
Posted in: how can i make a lightsaber from tsl to kotor1?
 Marius Fett
02-04-2008, 12:49 PM
#14
One word... Ouch! :lol:...  [Read More]
Posted in: how can i make a lightsaber from tsl to kotor1?
 Marius Fett
02-04-2008, 12:30 PM
#12
All part of the service! :D...  [Read More]
Posted in: how can i make a lightsaber from tsl to kotor1?
 Marius Fett
02-04-2008, 12:13 PM
#10
Well ghOst if you're a guy I think you'll find most other guys "hilts" are between their legs... If you're a girll then you have a probem... :xp: Nah all joking aside though download the saber hilt modelling tutorial I linked to in my sig...  [Read More]
Posted in: how can i make a lightsaber from tsl to kotor1?
 Marius Fett
02-04-2008, 10:48 AM
#8
Just don't release the hilt without the original authors permission. ;)...  [Read More]
Posted in: how can i make a lightsaber from tsl to kotor1?
 Marius Fett
02-04-2008, 10:22 AM
#6
If it's a custom hilt it's not porting. Theres a tutorial on how to do it here (http://knightsoftheoldrepublic.filefront.com/info/SaberConvert)....  [Read More]
Ah, yes , that's true ! :p Forgot about that part of history. The only thing I heard from my teachers of 3D Max is that : Max is good for modelling. Maya is better for animations. Well something along those lines, but both programs do their job....  [Read More]
Are you any good at modeling? If you're not or haven't done anything much then my advice would be try a few free trials first, or maybe buy Milkshape as it's only about Ј20 - I know it's no good for KoTOR Models but you'll get a feel for making mode...  [Read More]
Posted in: [WIP] Korriban/Tatoine Quest Restoration
 Marius Fett
02-03-2008, 11:31 AM
#4
Looks like the project is someone elses for the taking then! It was Balors own fault......  [Read More]
Posted in: [WIP] Taris Teleporter
 Marius Fett
02-04-2008, 10:47 AM
#23
Not really... If you edit an areas .git file you then have to pack it in a .mod so other files cant overrite unless they use that same module. And since hardly any mods override the original modules (in fact I can't think of any) there would be virt...  [Read More]
Posted in: [WIP] Taris Teleporter
 Marius Fett
02-04-2008, 10:27 AM
#21
If you want to spawn the droid you have two options. Either edit the areas .git file or use a script....  [Read More]
Posted in: [WIP] Taris Teleporter
 Marius Fett
02-03-2008, 7:14 AM
#19
Actually I just realised that ebo_m40ad is where you speak to your party about Bastillas kidnap... You can still use all the files in a different module though....  [Read More]
Posted in: [WIP] Taris Teleporter
 Marius Fett
02-03-2008, 5:36 AM
#17
Umm... Not meaning to put a damper on the mod but theres already something like this in the game... If you warp to ebo_m40ad the Galaxy Droid is there... It can take you to any planet in the game (though it crashes with Endar Spire and Star Forge)....  [Read More]
Posted in: [K1]Die-script
 Marius Fett
01-31-2008, 10:55 AM
#5
Well say your PC's name is Muhammed Ali. If you enter <FirstName> it will say Muhammed in the conversation. But if you enter <LastName> it'll say Ali......  [Read More]
Posted in: [K1]Die-script
 Marius Fett
01-30-2008, 2:29 PM
#2
Not too sure about the script but if you want the PC's name to appear in dialog you have to type <FullName>. You can also use <FirstName> and <LastName> as well as several more. They're all listed in stringtokens.2da....  [Read More]
Posted in: Module Maps?
 Marius Fett
01-30-2008, 2:21 PM
#7
Gmax has no rendering option. That's one of the things that was cut out....  [Read More]
Posted in: Exporting models?
 Marius Fett
01-29-2008, 11:25 AM
#3
Depends what kind of model you're using. You have to import a model of the same type from the original game files and scale your model to a similar size. Disconnect the old "original" model from the AuroraBase, delete the "original&q...  [Read More]
Posted in: Kotor 2 english mod
 Marius Fett
01-28-2008, 12:31 PM
#8
Try eBay or Amazon? You can get em quite cheap there....  [Read More]
Posted in: Help about nwmax and how to use an item
 Marius Fett
01-28-2008, 10:39 AM
#3
I have 3dmax 9 I went to nwmax site but there is only nw max available to 3d max 6 version.I installed it and it worked but I still have problem I mostly close nwmax when using 3d max so my problem is I can't find any nwmax.exe file in scripts/nwmax/...  [Read More]
Here's the final product! http://i269.photobucket.com/albums/jj73/Sithspecter/m-163.jpg I'll upload it soon. Thanks for the screen Q. I'll experiment on this some more later! Also, the Aurora D lights are still not working! I even found one in a Ko...  [Read More]
I've been practising my German accent! Need some VO's?:lol:...  [Read More]
Hey SS, just a suggestion.... You know how when you target one of those soldiers in combat? It says German Soldier right? I was thinking maybe you should change it to Nazi Soldier? Having German Soldier hovering over the head of someone about to...  [Read More]
Posted in: NWMax and 3DSMax 2008
 Marius Fett
01-29-2008, 12:39 PM
#5
I think DDD wants to know if it works before he buys 3dsmax 2008 Yeah... buys... riiight... :P Oh and Q yep Max 2008 is the next one up from Max 9. Why they couldn't just call it Max 10 i'll never know but never mind :lol:...  [Read More]
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