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TimBob12

Latest Posts

Page: 8 of 17
Posted in: KotOR models on Mac
 TimBob12
03-20-2011, 1:04 PM
#2
Im pretty sure that maya can export .obj and gmax can import them although don't hold me to that. Look in mayas export menu and see if it matches anything in gmax. you'll need to use the nwmax plugin to link stuff up anyway. Im rubbish at modelling...  [Read More]
Posted in: How do you make/mod "special" armbands into game?
 TimBob12
03-19-2011, 3:19 AM
#3
They activate spells from spells.2da which run scripts....  [Read More]
Posted in: Include Files
 TimBob12
03-16-2011, 1:47 PM
#1
Hi there, I have created a new include file but whenever I try to use it just says unable to find include file. I have put the file in the same place as nwnscomp.exe. Here is my code: #include "populate" int main() { string first = &q...  [Read More]
Posted in: Blender import/export
 TimBob12
03-16-2011, 2:12 PM
#4
Just running it in blender and it only imports and exports as .mdb. As far as I'm aware kotor uses .mdl Im no good at modeling though. Im alright at programming so I might have to look into modifying it to work with .mdl :D...  [Read More]
Posted in: Blender import/export
 TimBob12
03-16-2011, 3:20 AM
#2
I hope this works cos I find blender so much better than gmax...  [Read More]
Posted in: Kotor 1 top 15 mods.
 TimBob12
03-15-2011, 12:45 PM
#9
How the hell is my tatooine job office on that list of 10? I was joking :P...  [Read More]
Posted in: Kotor 1 top 15 mods.
 TimBob12
03-14-2011, 4:51 PM
#2
tatooine job office. Featured at kotorfiles ( no bias at all ) :p Brothrhood of shadow...  [Read More]
Posted in: HK-47 Shield Glitch
 TimBob12
03-08-2011, 2:30 PM
#4
I don't know but it can probably be changed through some texture somewhere. they propbably use an alpha channel to achieve transparency....  [Read More]
Posted in: Scripting Help
 TimBob12
03-19-2011, 3:27 AM
#17
That may work but my other idea was to use NPC Perception. e.g I spawn one NPC using either .GIT or script and then create a loop that takes that NPC, finds somewhere in its radius and spawns a new NPC. Then it continues BUT with the next NPC. The lo...  [Read More]
Posted in: Scripting Help
 TimBob12
03-16-2011, 5:31 PM
#13
Ok, I have this code but its throwing up all sorts of type mismatches and missing arguements. Am stuck now as all seem to have correct arguements. #include "k_inc_generic" #include "k_inc_utility" int RandomInt(int iMax=1, int...  [Read More]
Posted in: Scripting Help
 TimBob12
03-16-2011, 12:08 PM
#12
Thanks for that, I am getting a script that I think might work. It is still based on random number generation so I can see how it turns out. Will try it later as just opened my new G500 mouse :D...  [Read More]
Posted in: Scripting Help
 TimBob12
03-15-2011, 3:25 PM
#10
Another problem. Random number generation does not support negative numbers. :(...  [Read More]
Posted in: Scripting Help
 TimBob12
03-13-2011, 6:11 PM
#9
Here is an idea that someone came up with. No idea if it is possible You always can use list. Your environment supports structures: typdef struct { NODEtype*Previous; NODEtype *Next; int Datatype; unsigned long int DabaBlockSize; void *DataBlock;...  [Read More]
Posted in: Scripting Help
 TimBob12
03-08-2011, 4:05 PM
#5
I meant could you post an example of how to imitate arrays with random number generation....  [Read More]
Posted in: Scripting Help
 TimBob12
03-08-2011, 12:29 PM
#3
Could you possibly post an example?...  [Read More]
Posted in: Scripting Help
 TimBob12
03-07-2011, 11:47 AM
#1
Hi there, I wanted to have a go at writing my own function that would allow me to more easily populate a module with NPCs since it can get a bit annoying typing in all the info everytime in the .git file. So I had a go and came up with this: #incl...  [Read More]
Posted in: Reference: Cut Scenes (STUNT modules)
 TimBob12
03-07-2011, 11:36 AM
#3
This should be put in the General Tutorials Section Immediately! :D...  [Read More]
Posted in: Arrays?
 TimBob12
03-04-2011, 2:18 PM
#3
Are there any altternatives?...  [Read More]
Posted in: Arrays?
 TimBob12
03-04-2011, 12:59 PM
#1
Hi there, Just a quick question I was just wondering whether the Kotor Scripting thing supports Arrays or not. Thanks TB12...  [Read More]
Posted in: A possibility?
 TimBob12
03-02-2011, 2:04 PM
#1
Hi there, I've want to know what others think of this. As many of you will have heard, there is a new PSP coming out codenamed the NGP. http://www.techradar.com/news/gaming/handhelds/sony-ngp-what-you-need-to-know-921111 I would like to underline...  [Read More]
Posted in: SWRC Map List Updater V2.6
 TimBob12
03-01-2011, 1:36 PM
#3
Yes and unfortunately its coded in C++. Actually I haven't done much coding in visual basic recently....  [Read More]
Posted in: SWRC Map List Updater V2.6
 TimBob12
02-24-2011, 4:53 PM
#1
Hello, A while ago I created the SWRC Map List Updater V2.0. But I hated it. It was full of bugs and glitches and didn't support steam or custom install paths. You can download the original here: http://www.gamefront.com/files/15784479/Map_List_Upd...  [Read More]
Posted in: HotOR 1.5
 TimBob12
02-23-2011, 12:35 PM
#22
You haven't got AddJournalEntry in the {}. That means it will run no matter what. And the braces were the wrong way round. Try this. void main () { object oItem = GetObjectByTag("quilpart02"); if (GetIsObjectValid(oItem)) { AddJournalQue...  [Read More]
Posted in: [TSL] New Planet: Cathalan
 TimBob12
03-06-2011, 5:07 PM
#67
Then dont look. :p. (Starts chanting) Screenies screenies...  [Read More]
Posted in: TimBob12's WIPs
 TimBob12
03-08-2011, 3:54 PM
#64
Updated first post with latest info on projects including new links....  [Read More]
Page: 8 of 17