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Bob Ta'aar

Latest Activity

Posted in: Recruit Decklan
 Bob Ta'aar
08-10-2011, 12:26 PM
#4
personally I can't really understand why someone would want to replace a Cathar with a Human, there are way too many human NPCs anyways. but that's just my personal alien-loving opinion. good recruitment-mods can be very interesting, so keep up the o...  [Read More]
Posted in: the astrogation system
 Bob Ta'aar
07-25-2011, 6:06 AM
#9
isn't duxn using a different module-file for the hawk? that's just a wild guess on my side, but afaik there are multiple modules for the hawk for different situations. so you'd have to edit that specific module-file. or else it's some kind of script,...  [Read More]
Posted in: Floating Eyes
 Bob Ta'aar
05-14-2011, 5:39 PM
#2
they have the right position in gmax and you used taina's replacer-tool to convert the files for the game, I assume? well, head-models are a damn tricky thing. taina's replacer can only handel simple vertex-movements, but no movements of helpers and...  [Read More]
Posted in: Torgruta Skin feedback
 Bob Ta'aar
05-18-2011, 3:28 AM
#31
thanks for the feedback and tips. like bullobrien said, I probably won't get back to modding until late june. but I think anyways, that I'd like to wait for a skin-update, until I change the model again, so I can work with the new texture right away....  [Read More]
Posted in: Torgruta Skin feedback
 Bob Ta'aar
04-26-2011, 12:57 PM
#21
looks great, man! I hope I can get some model-work done tomorrow. And don't worry about the 2da's and the TSLPatcher. I got it all figured out to let it implement a new PC-appearance with new filenames, nothing overwritten, fully compatible with ever...  [Read More]
Posted in: Torgruta Skin feedback
 Bob Ta'aar
04-19-2011, 3:43 AM
#17
nice job! I agree with redrob on the eyes, the lightside ones stick out too much. Overall I'd make the darkside2 even more evil. I mean, that's the one that's supposed to look as evil as it gets, right ;)? The [WIP] you can add to your thread when y...  [Read More]
Posted in: Torgruta Skin feedback
 Bob Ta'aar
04-14-2011, 7:52 AM
#8
awsome texture, good job! if you'd like, I could try once again and reshape the head to a more togruta-like form. I tried to make one before, but put the work on the shelf, 'cause I suck at texturing and a green togruta just sucks ;). I haven't modde...  [Read More]
Posted in: Twin Suns Models??
 Bob Ta'aar
04-01-2011, 6:18 PM
#12
Sure you can. just create a TSLPatcher, that does exactly that change in appearance.2da and nothin' else. Should be easyly doable even if you never worked with the Patcher before if you follow the extensive readme-file line-by-line....  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-23-2011, 11:44 AM
#53
they sure do! all the alien-heads have full facial animations. the turning of the neck looks a little bit 'streched' on some models. the quarren has got those two sacks there for example. but there's no way around that really ;)....  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-22-2011, 7:51 PM
#51
ok, the good news is: the Sullustan and the Trandoshan are working great too and I learned a lot about modelling again ;). the bad news: I'm stuck with the Nikto head. what I'm trying is merging the Weequay head and the Nikto-face. but I just can't...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-14-2011, 10:04 AM
#48
by polygons do you mean vertexes? how is that done? but it's basically what I had in mind. the ears might be a bit tricky too and the uvw-map might have to be redone to smooth the borderline of the face and the rest of the head....  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-12-2011, 1:03 PM
#44
well, separating the heads is the easy part. now that I know what to do, it takes me less than an hour to chop off the head from the body, adjust it and add headgear-helpers ... that is, if all goes well ;). the ones that don't work so well and the u...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-12-2011, 11:14 AM
#42
there are large body-models? hm, I gotta give that some investigation then, I guess. rightnow, I'm just getting the other heads done. Nikto: (I know, the neck is a bit wierd, but the hood is just part of the head-structure, so I don't know whether i...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-07-2011, 8:45 AM
#39
well, next one up, the Gran ... this guy has one huuge thing of a head ;). So, again it would be handy to know how to rescale a model, if that's possible at all! Any suggestions? also, for some reason the game won't display his ears. they're there w...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-06-2011, 5:52 PM
#38
wow; amazing to see these previously full-body models be able to use any regular outfits :) Out of curiosity, will they be open source for other modders after they are released? absolutely. I'm actually thinking of releasing just the heads once I've...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-06-2011, 9:19 AM
#35
well, coudn't get that bone-business straight yet, so any advice on how to add a necklwr_g bone to the Bith head would be welcome. got the Duros-head done now though. it's fully working, although most goggles are just too tight for that old bubblehe...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-05-2011, 10:47 AM
#34
ah, thanks guys. so, my suspicion was right. I just wasn't sure as I don't have much knowledge about the theory behind 3d-modelling (like bones and stuff). so, I'm gonna seh, whether I can shove a bone in that Bith's neck ;)....  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-04-2011, 2:57 PM
#31
they most definitely do. the question is, how does that affect the Bith-head itself and the way it's animated....  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
07-01-2011, 5:02 PM
#29
thanks, folks, and sorry for the slow speed, I've lots of real-life work at the moment ;). btw. I was working on the Bith-head the other day and for some reason my first compilation of it hasn't got the animations. can anybody who has a safegame som...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
06-27-2011, 5:37 AM
#27
I'm pretty sure that I'm gonna make some custom variants of those heads. A custom Zabrak, Devaronian and female Twi'lek are already in the pipe. But for now, I'm gonna focus on making the standard heads playable, which is a sufficient task in itself...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
06-26-2011, 6:11 PM
#23
Aqualish, fully animated, maching human body (neck), working headgear: http://img191.imageshack.us/img191/7569/clipboard02vb.jpg The Aqualish head is bigger (wider) than the human ones, so not all headgear work perfectly, most are clipped a little bi...  [Read More]
Posted in: Bob's mod-ideas
 Bob Ta'aar
06-26-2011, 4:04 PM
#19
Wellweeeell. I finally got an update on my work. With the great tutorial from VP it is finally possible to change head-models in any way we want. So I already got the Twi'lek head with working headgear as well as a fully animated Weequay-head done....  [Read More]
Posted in: Playable Alien Species (Beta)
 Bob Ta'aar
04-13-2011, 5:30 AM
#11
well, I'm not gonna say that those ones are impossible. There is an outside chance that someone could do it, since all three of those species could use the standard body models. The problem is that the amount of work that would have to go into making...  [Read More]
Posted in: [tsl] KOTOR: Revenge of Revan
 Bob Ta'aar
07-28-2011, 10:56 AM
#1386
Nazis will always fall short of the win, even in space :lol: :thmbup1: As some fans of RoR may remember, there is a Wookiee on the Jedi council. Yeah, I know Wookiee Jedi goes agains George Lucas canon, but until he phones me up and asks to make Ro...  [Read More]
Posted in: KotOR In Widescreen?!?
 Bob Ta'aar
04-28-2011, 6:08 AM
#32
ok, I found this 'walkthrough' for getting TSL to work in widescreen. worked fine for me, you need a no-cd exe and a hex-editor, however. the problem is, that UniWS does only part of the job on the TSL-exe: http://www.widescreengamingforum.com/forum...  [Read More]