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razorace

Latest Posts

Page: 101 of 133
Animations Used for Model Class Icons --------------------------------------------- BOTH_STAND1 Lower BOTH_STAND10/BOTH_STAND10 Torso...  [Read More]
Posted in: Making "soldiers"/troopers better animations
 razorace
10-27-2003, 5:18 AM
#2
Yes....  [Read More]
Posted in: Getting body parts into game?
 razorace
10-27-2003, 5:32 AM
#4
Adding additional skins to existing model classes shouldn't be too hard (like changing facial features). Adding additional model surfaces (like a new arm or something) to an existing model class would be hard....  [Read More]
Posted in: How would i edit in-game animations?
 razorace
10-26-2003, 8:20 PM
#2
Well, unless you have the SDK (which we don't), you could either alter the dual saber animation data in your animation.cfg for the _humaniod model or you could make your particular saber use the double saber stance....  [Read More]
Posted in: Standard Vehicle Pack for OJP
 razorace
10-23-2003, 9:39 PM
#3
I should. I just haven't gotten to it yet. :) I need to try their vehicles before I should go ask them about joining OJP. :)...  [Read More]
Posted in: Standard Vehicle Pack for OJP
 razorace
10-21-2003, 11:18 PM
#1
As discussed in the OJP thread (http://www.lucasforums.com/showthread.php?s=&threadid=111428) and in the mapping forum (http://www.lucasforums.com/showthread.php?s=&threadid=115312), OJP has decided to create a standard vehicle pack in additi...  [Read More]
Posted in: Mod View Problem !
 razorace
10-23-2003, 7:31 PM
#19
Yeah, I really like that feature. Did you ever happen to figure out how to run seperate torso and leg animations at the same time? When I tried to do that in JK2, the torso started to jump around wildly....  [Read More]
Posted in: Mod View Problem !
 razorace
10-23-2003, 5:36 PM
#17
Thanks Maddog. I didn't realize what some of those button did. :)...  [Read More]
Posted in: Mod View Problem !
 razorace
10-22-2003, 6:24 PM
#15
That explains a lot. That's not in any of the documentation. :P...  [Read More]
Posted in: Mod View Problem !
 razorace
10-22-2003, 1:36 AM
#13
Well, sure. I'd suggest that as well. I meant that it will at least work with what I suggested before. :)...  [Read More]
Posted in: Mod View Problem !
 razorace
10-22-2003, 12:01 AM
#10
Well, you don't actually have to unzip the all of the asset pk3s. You only need the model you want to view and the models/_humanoid folder stuff....  [Read More]
Posted in: Mod View Problem !
 razorace
10-21-2003, 11:21 PM
#5
I didn't put mine in the base directory. Mine is in the game directory (jediknightacademy/ModelsAndAnimation)...  [Read More]
Posted in: Mod View Problem !
 razorace
10-21-2003, 11:10 PM
#3
I fixed the problem on my system by just installing modview to my game directory....  [Read More]
Posted in: "model size" consol code jedi academy ?
 razorace
10-22-2003, 8:01 AM
#2
We haven't heard of one yet. Sorry....  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-22-2003, 5:57 PM
#16
I assume you're talking about how to credit OJP when referencing to a OJP supported vehicle. I suggest that you just state that the map is a OJP map and requires the OJP vehicle pack to work correctly. We don't have a website yet, but Emon is workin...  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-22-2003, 7:58 AM
#14
Originally posted by RalKon Heck Yeah, Bloat that sucker for all I care!!!! LMAO!! in all honesty, I dont care either way. if need be, I can always download it on my high speed internet at work, burn it to CD, and take it home... We're going to t...  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-22-2003, 7:45 AM
#13
seperate pack?...  [Read More]
Posted in: A Standard Vehicle Pack for JKA?
 razorace
10-21-2003, 10:47 PM
#10
Yep, that's the whole point of OJP....  [Read More]
Posted in: Creating new vehicles.
 razorace
10-22-2003, 9:02 AM
#21
The Open Jedi Project (http://www.lucasforums.com/showthread.php?s=&threadid=104564) is now taking submissions for a standard vehicle pack for use by mappers (and users). The thread talking about this is here (http://www.lucasforums.com/showthrea...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-26-2003, 7:40 PM
#236
Originally posted by Wudan This can mean only one thing. ....that my dial up sucks?...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-26-2003, 7:38 PM
#235
Originally posted by razorace All in favor of adding eopie to OJP's vehicle pack?I! All in favor of tagging/bagging our stuff and getting a first release out the door?I!...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-26-2003, 7:34 PM
#233
Originally posted by Wudan *Wudan senses a disturbance in the force. Kyle: "You always sense a disturbance in the Force." Anyway, Emon reports that the website is near completion, we just need the OJP webspace account information (Phunk p...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-23-2003, 5:41 PM
#230
Let's just use a different name for release. (It IS just a name after all...) And the first time anyone hears the name is when it's already released... I'm voting a big fat NO on that. That's letting this bastard win and I like the current name. As...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-23-2003, 10:55 AM
#228
On another note, I think the Prequel sabers blades from Xalius Episode I Sabers (http://www.jk2files.com/file.info?ID=19778) look pretty good. Should I maybe talk to him and see if he'll submit them to OJP? Anyone knowhow to control the flicker effe...  [Read More]
Posted in: OJP (Open Jedi Project)
 razorace
10-23-2003, 6:08 AM
#227
Ok, I'm in communication with jk2files.com about the OJP name issue but the problem is expanding. News sites (http://jediacademy.ravengames.com/) are now posting about the name swiper's mod. Since this is starting to spiral out of control, I think w...  [Read More]
Page: 101 of 133