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Sithspecter

Latest Posts

Page: 6 of 17
Posted in: Heads/Portraits.2da walkthrough.
 Sithspecter
03-30-2009, 9:03 AM
#1
Originally posted by Rtas Vadum here (http://www.lucasforums.com/showthread.php?t=196773) You can find Rtas Vadum's profile here (http://www.lucasforums.com/member.php?u=159992). Not sure if something like this is needed, but im sure this helps som...  [Read More]
Posted in: KT Confusion
 Sithspecter
03-26-2009, 7:34 PM
#13
Glad that you got it working, and glad to be of help. I doubt that there is a cape mod (due to limited modeling knowledge/tools), but you can certainly look....  [Read More]
Posted in: KT Confusion
 Sithspecter
03-26-2009, 8:27 AM
#7
About KT recognizing your files from override, well, KT won't open up your override folder basitems.2da, but what is does is it recognizes that there are new rows in it, so that you can change your weapons to the new row without a GFF editor. You'll...  [Read More]
Posted in: KT Confusion
 Sithspecter
03-25-2009, 5:34 PM
#3
Hello, zander811! Welcome to Lucasforums! One thing that you can take a look at is baseitems.2da. This is in the BIFs section under 2da.bif. What you can do is find the pistol row (row 12 for KotOR 1), and copy it (right click on the gray box to the...  [Read More]
Posted in: (k1) Taris middle city
 Sithspecter
03-29-2009, 2:53 PM
#30
The area looks great so far! I look forward to seeing it textured and in-game....  [Read More]
Posted in: Area Reskin Problem
 Sithspecter
02-10-2009, 9:11 PM
#1
I've run into a little slip-up while reskinning an area. I think it's a problem with the walkmesh, but I could be wrong. Anyway, I start in a room, and I can walk into the next place, but my PC gets 'hung up' on the walkmesh, and I can't walk back in...  [Read More]
Posted in: Knights of the Old Republic : The Jedi Masters
 Sithspecter
02-09-2009, 10:00 PM
#44
Congrats on first KotOR/TSL Total Conversion! I will download it as soon as possible....  [Read More]
Posted in: Taina's Replacer Problem
 Sithspecter
02-08-2009, 6:13 PM
#4
I'm still having a problem, however, I was mistaken about every head crashing the game. So far I have tested all the Twi'lek heads, running them through max, and then using the replacer, with no luck. I did the same for Bastila and Saul's heads... A...  [Read More]
Posted in: Taina's Replacer Problem
 Sithspecter
02-07-2009, 6:47 AM
#3
I tried it on twilek_f.mdl, and since KotOR crashed every time I exported it, I tried again on ad_saul.mdl, but did not move any vertexes, and ended the same results....  [Read More]
Posted in: Taina's Replacer Problem
 Sithspecter
02-07-2009, 12:55 AM
#1
I've been trying to export a head model for KotOR I, and at every try it's come up a dead end. I followed all of the steps to extract, model, export and replace, but nothing works. I even imported a head, did nothing to it, and exported it again. Tai...  [Read More]
Posted in: Head Mesh Editing Question
 Sithspecter
02-06-2009, 9:07 PM
#8
Hmm... the child head and the Twi'lek head are the exact same size. I tested it out in-game and it looks just fine using the female head on the child model. http://i269.photobucket.com/albums/jj73/Sithspecter/done.jpg Are you looking for a more chil...  [Read More]
Posted in: Head Mesh Editing Question
 Sithspecter
02-06-2009, 8:52 PM
#6
How would you accomplish this with only texture editing? :P Well, I meant that the lekku only would be done more easily with texture editing, for the tails it is not that simple. :) I will try to do this, I will probably use settoken's new method t...  [Read More]
Posted in: Head Mesh Editing Question
 Sithspecter
02-06-2009, 8:30 PM
#2
I guess it depends on how long you would want the head-tails to be. The lekku would be easier accomplished in the texture, as the model would require a complicated extrude. I might be able to work something up for you if you need it....  [Read More]
Posted in: Model viewer for KotOR?
 Sithspecter
03-21-2009, 6:45 PM
#17
This looks great Adinos! Thanks for working on this....  [Read More]
Posted in: REpublic soldier head/helmet
 Sithspecter
02-02-2009, 8:01 PM
#2
It's used on two models, rep_soldier.mdl, and plc_rsldcrps.mdl....  [Read More]
Posted in: Help with using a new model as a new baseitem
 Sithspecter
01-29-2009, 6:16 PM
#2
As far as everybody knows, it is impossible to add a new Armor/Clothing model. I have tried adding a new column in appearance.2da, but even that has failed. Your best bet is to replace an existing one....  [Read More]
Posted in: K1 Utility Armbands 1.0 (Modder's Resource)
 Sithspecter
01-28-2009, 7:58 AM
#3
This is great! Thanks very much for making this, Star Admiral, I know that it will make my life much easier....  [Read More]
Check out this thread. http://www.lucasforums.com/showthread.php?t=175205&highlight=walkmesh...  [Read More]
Posted in: Awesome models
 Sithspecter
01-26-2009, 7:10 AM
#4
It's possible that those models could be implemented in KotOR, but I don't think it'd be very practical. Those areas look like they have far more polies than KotOR could probably handle, plus you'd have to detach pretty much every single polygon and...  [Read More]
Posted in: Door Modeling Tutorial
 Sithspecter
01-20-2009, 5:33 PM
#1
Original thread and discussion here (http://www.lucasforums.com/showthread.php?t=186921&highlight=door) -SS Well, ever since I've come out with my new door, people have asked for a tutorial. Well, here it is. And believe me, it isn't for the fa...  [Read More]
Posted in: Help with Baseitems.2da editing
 Sithspecter
01-16-2009, 5:46 PM
#2
Well, I finally was able to make some changes to baseitems.2da, and was able to make my texture, icon, and such. Now I have a problem. I can't select the new baseitem I made in the uti file. I made the .tlk edits (I don't even know if they are needed...  [Read More]
Posted in: [K1]Ryloth Planet Mod
 Sithspecter
01-25-2009, 2:43 AM
#59
Comments? Open to ANY Ideas, something dosent seem right. Seems to me that maybe you did something bad with the lightmaps....  [Read More]
Posted in: Canderous' Mandalorian Items
 Sithspecter
01-31-2009, 8:58 PM
#16
Yes, if you have the KotOR Tool (http://kotortool.starwarsknights.com/) then you can open up p_cand.utc from my mod, and go to the Basic tab, and then find the inventory button. Then click on the hand and enter the code for T7's gun. After that, save...  [Read More]
Posted in: Canderous' Mandalorian Items
 Sithspecter
01-30-2009, 7:13 AM
#14
If you install WotOR first, then install Canderous' Mandalorian Items, you won't have to worry about the baseitems file. If you want to have T7's blaster instead of the chain gun, then just delete all the .utc's included in my mod. But if you do that...  [Read More]
Posted in: Making NPCs walk waypoints
 Sithspecter
03-25-2009, 5:10 PM
#3
A tutorial that's a little easier to understand. Okay, let's get started. First, you need to make your creature file. Do everything that you normally do to make a creature file, but I would make the tag very simple. In my case, I used "walkd...  [Read More]
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