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newbiemodder

Latest Posts

Page: 7 of 14
Posted in: Portrait help
 newbiemodder
03-24-2011, 6:23 PM
#6
Assuming you followed the tutorial correctly....did you open up the .utc file for the character with kotortool and put the portrait name in the portrait box on basic tab....  [Read More]
Posted in: Portrait help
 newbiemodder
03-24-2011, 5:27 PM
#4
It's been awhile since I did a portrait...but yes tga goes in override...  [Read More]
Posted in: Portrait help
 newbiemodder
03-24-2011, 5:18 PM
#2
do you have vista?...  [Read More]
Posted in: Twin Suns Models??
 newbiemodder
03-21-2011, 8:00 PM
#4
It's both: Assasisin 1 : body = N_TwilekF.mdl N_TwilekF.mdx head= N_TwiAssH01.mdl N_TwiAssH01.mdx Assiassin 2 : body = N_Twiassasin.mdl N_Twiassasin.mdx head= N_TwiAssH02.mdl N_TwiAssH02.mdx...  [Read More]
Posted in: Twin Suns Models??
 newbiemodder
03-21-2011, 6:50 PM
#2
Well according to the appearance 2da..the body models are N_TwilekF for assassin 1 and N_TwiAssasin for 2. The corresponding head models are 184 and 185 which go with N_TwiAssH01 and N_TwiAssH02 Under the models.bif...go to Aurora model.....page dow...  [Read More]
Posted in: Creating layout files
 newbiemodder
03-19-2011, 9:27 AM
#6
I also think there is something 'glitchy' about room model b or c for the lost city module. Even with the one walkmesh I still get caught sometimes at the same point in your images....no problems anywhere else but there....  [Read More]
Posted in: Creating layout files
 newbiemodder
03-18-2011, 8:12 PM
#4
It actually has to do with the walkmeshes.....I worked with that same module as a matter of fact...Q told me the edges of the walkmeshes need to be adjusted when in Kaurora..not sure how though...so, hat I did is created one large walkmesh that encom...  [Read More]
Posted in: Creating layout files
 newbiemodder
03-18-2011, 6:03 PM
#2
If you are using Q's mods...use 0.0 , 0.0, 0.0 as the coordinates for all of the rooms in your layout file. If you import each room model into gmax or 3dsmax, they all have the same aurora base coord (0,0,0) and the room is built in relation to that....  [Read More]
Posted in: KotOR 5 The Jedi Hunt
 newbiemodder
03-23-2011, 6:57 PM
#40
Hmm, yea i'll work as fast as i could before TOR Comes out Don't do this. Take your time. Given the proposed scope of this mod and the number of planets...this should take a long time to complete...months and months, maybe years. Good Luck....  [Read More]
Posted in: Custom Module Textures
 newbiemodder
03-15-2011, 1:30 PM
#4
I don't have K1 installed so I'm not familiar with that particular module. That said...I would say yes you do. Each module is made up multiple room models, so to get the full effect you would have to hex edit each one....  [Read More]
Posted in: Custom Module Textures
 newbiemodder
03-15-2011, 11:15 AM
#2
Check out Darth Insidious' tutorial Module reskinning in the tutorials http://www.lucasforums.com/showthread.php?t=175101 It's good, it's what I started with. If you have any questions....please ask....  [Read More]
Posted in: Newbiemodder's Mods - TSL
 newbiemodder
03-20-2011, 12:21 PM
#7
-Maybe you could make some other, Planet Expansion mods. This one was really awesome and fun, and I would definantly would download and try helping you out with them! Thanks VO...my Yuthura mod will basically be an Onderon Expansion....I may t...  [Read More]
Posted in: Newbiemodder's Mods - TSL
 newbiemodder
03-08-2011, 5:34 PM
#1
Hello again. Have a couple mods that am in the process of working on. Both are in the early stages, but since things have been kind of slow around here latel so I decided to put these out there. I. Korriban Expansion Part II For those who were kin...  [Read More]
Posted in: Cameras
 newbiemodder
03-03-2011, 8:06 AM
#2
Don't know about cameras, but an alternative way to test your mods in an existing module is rebuild the whole module as a mod file...the mod file will be accessed during the game rather than the exising erf file...the erf file will remain in the modu...  [Read More]
Posted in: Custom items cause game crash, please help!
 newbiemodder
03-01-2011, 4:39 PM
#2
What is the template ResRef you are using for your item. It should not be more that, I think 16 characters long. Sometimes that causes a problem. Trying keeping it short....  [Read More]
Posted in: Item Placing
 newbiemodder
02-28-2011, 8:34 AM
#4
It can be done, just takes a little work...paper and pencil...placeables can be placed anywhere unlike creatures that require a walkmesh...What you need to do is kind of make a grid on paper centered around your object like a table or bar.. also you...  [Read More]
Posted in: Jedi in need
 newbiemodder
02-22-2011, 11:13 PM
#2
I scanned the old threads didn't see any that had similar problem..it's probably one of the mods you have that is causing the problem. Seeing as you've progressed pretty far into the game and stated "all the mods currently Using"...I'm pret...  [Read More]
Posted in: [WIP] Nar Shaddaa Experiance
 newbiemodder
02-11-2011, 10:30 AM
#2
This is going to be moved over to Hollowan....but great...always good to see new areas being created...good luck....  [Read More]
Posted in: HotOR 1.5
 newbiemodder
02-10-2011, 6:13 PM
#5
holes...  [Read More]
Posted in: Waypoints
 newbiemodder
02-09-2011, 12:00 PM
#2
I think the pause as well as other waypoint features are controlled in the generic spawn script itself that you find on the .utc templates...not sure though......  [Read More]
Posted in: Newbiemodder's Korriban Expansion
 newbiemodder
02-10-2011, 1:48 PM
#13
Just FYI....I believe there is a compatability issue with Qui-Don Jorn's HOTOR Saber Mod....it looks like they share a common dialog file name for Darth Sion....The quickest fix appears to be temporarily remove the existing "sion.dlg" file...  [Read More]
Posted in: Dantooine Tension
 newbiemodder
03-20-2011, 1:26 PM
#43
The skybox animiations are usually controlled by animations built right into the room model itself...not much you can do about that.....You could try substituting another skybox, one without any animations or ships flying around, for the existing one...  [Read More]
Posted in: Dantooine Tension
 newbiemodder
03-20-2011, 12:18 PM
#41
Module skins look good Guardian...nice work...  [Read More]
Nice job Trex...."rear bolts"....hilarious......  [Read More]
Posted in: Hunters W.I.P.
 newbiemodder
03-23-2011, 8:23 PM
#49
Pretty cool stuff Hunter...nice job....  [Read More]
Page: 7 of 14