Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.
 

KaiaSowapit

Latest Posts

Page: 3 of 4
Posted in: ForceMod II - Final beta feedback
 KaiaSowapit
06-04-2003, 3:58 AM
#150
Doctor Shaft - I hope Azymn doesn't mind, but allow me to put some of your fears to rest. First and foremost, you can have ridiculously lethal sabers right out of the box simply by using the server command g_saberDamageScale - I believe this cvar is...  [Read More]
Posted in: ForceMod II - Final beta feedback
 KaiaSowapit
06-03-2003, 10:14 PM
#148
I know this is bad form, but every post I've read by that Omni guy leads me to believe he's somewhat of a turkey. (Did he ever release the source code for OmniMod as promised?) Anywho, the builds just keep getting better and better. I don't know how...  [Read More]
Posted in: ForceMod II - Final beta feedback
 KaiaSowapit
06-03-2003, 4:39 AM
#143
I too am a botfile tinkerer. Recently I got smart enough to keep my botfiles in a separate pk3 from the models so they're easy to edit - so it's really no problem to fix the saber throw thinggie. And I agree, the addition of 8 emotional attachments...  [Read More]
Posted in: ForceMod II - Final beta feedback
 KaiaSowapit
06-03-2003, 1:13 AM
#141
A few questions for ya Syrup (I'm totally diggin the mod!)... What do these cvars do? (I'm nosey like that. :)) cf_side cf_merc cf_class f_mercjump f_spinjump f_firearms f_nts Also, there seems to be a bit of redundancy redundancy... cf_hidegripha...  [Read More]
Posted in: ForceMod II - Final beta feedback
 KaiaSowapit
06-01-2003, 3:18 AM
#139
Azymn, I think I may have stumbled onto the greatest bug of all time... When playing ForceMod, suddenly hours go by and the sun comes up! :) Thanks for an awesome mod! You're the bomb!...  [Read More]
I know I'm reaching for the stars here, but any chance of a "semi" simultaneous release for us Mac weenies? (Me no likey Microshaft.) :) Pretty, pretty please with sugar on top?...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
06-01-2003, 8:56 PM
#92
Hey you all! I'm still alive, thanks for your concern. (You were worried about me, not just Yoda right?) Sorry my two week "vacation" turned into a two month affair (selling a house is a major chore). Though I'm back, yes unfortunately the...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
04-05-2003, 9:06 PM
#57
Master_Payne - yes I have every intention of naming the folder so it doesn't conflict with any other existing models. Don't worry. :) And thanks for the suggestion t3rr0r, I'll definitely keep it in mind. (I guess "Kermit_&_Miss_Piggy's_love...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
04-03-2003, 1:01 PM
#50
Well the lil fella is still somewhat in a holding pattern, but he's about as far along as I can get him - it's just a matter of having the model skinned, rigged, and converted to GLM. BTW, for all those who asked, facial animation parts n' pieces ha...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-28-2003, 9:13 AM
#48
...it's generally a good idea to just have half the head, half the torso, one arm, one leg, etc., and just mirror everything over. This is problematic for a couple things... for example, the robe mesh isn't symmetrical. Also, though the torso is geo...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-27-2003, 2:01 PM
#41
KevinCoyle - you still alive out there? :) inbredyokel - I've tried to compromise getting the most surface area with least amount of distortion for the UV maps. My next big question is do you have the means to extract the UV's from a model directly,...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-24-2003, 11:49 AM
#29
I need to make some alterations in the mesh to allow for facial animations, but I can't promise they'll be in the first release. (I still don't see any in MP - and I looked - maybe someone could tell me specifically what they did to get a facial anim...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-23-2003, 11:30 AM
#21
Thanks again everyone for the encouragement. It's always nice to hear. I've been a bit busy the past couple of days, but hopefully Yoda will be in the pipeline soon. Bart Skywalker - sorry, I'm not currently adopting the model for facial animation....  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-21-2003, 5:13 PM
#8
Thanks everyone for the compliments - it's very encouraging. The current polygon count (without the robe) stands at 3,014 (the head alone is 1024). This is just after I added the faces for the eyes and a base mesh under the collar (so you can't peek...  [Read More]
Posted in: WIP: New Yoda... Assistance Requested
 KaiaSowapit
03-21-2003, 8:47 AM
#1
No disrespect intended to Kinja or Team Yoda, yet I've been wanting for a Yoda model with a few aesthetic changes just not possible with skins. This is the product of that desire. http://home.earthlink.net/~kaiasowapit/images/yoda.jpg I'm relativel...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
06-01-2003, 2:30 AM
#238
Holy flying monkeys! I just tried the latest beta release... F'ING AMAZING!!! Azymn, you truly outdid yourself! Fantastic! Fantastic! Fantastic! Thank you so much!...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
04-02-2003, 5:21 AM
#199
This may or may not be a ForceMod issue - in all likelihood it's inherent in Tchouky's code - but I felt it's still worth mentioning. Whenever I play as Yoda (or any scaled player model) I've noticed something strange whenever I decapitate or sever...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-21-2003, 7:42 AM
#176
KaiaSowapit - I made bots Pure Jedi/Gunners based on if they had custom hilts in the file, assuming a bot with a custom hilt was a ligthsaber pro. :) Sorry to contradict you, but that hasn't been my experience. For example... { name "Darth_T...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-21-2003, 6:41 AM
#175
How does everyone else like the effects? Darn, wish I could say... the file I downloaded for SFX2 is an .exe - which doesn't do diddly doo for us mac users. :( Anyone know where I could get the .pk3 version? Thanks!...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-16-2003, 2:55 AM
#158
Update: Interesting Bot discoveries Bots using a setting of Merc 4 won't use sabers (or most of the Merc goodies), however they start with 0 ammo, thus usually only use the stun stick. Non-Merc bots, with a tck_doublesaber setting of 1 or higher a...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-13-2003, 7:09 PM
#148
I was reading the last 2 pages and I find someone (sorry, dont remember who) said something of ading "realism". Personally I think is a useless code, never understand why mod_realism if its the same that type g_saberDamageScale that comes i...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-12-2003, 6:41 PM
#133
Padawan_7, hehee I couldn't resist looking at my DVD also. I thought I knew the shot you were talking about during the duel with Yoda, but I was ready to eat my words. :) Sorry, on closer inspection, Dooku's hand never leaves his saber - it's there,...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-11-2003, 11:24 PM
#125
Does everyone else agree that saberThrow is too strong? Personally I've never been a fan of saber throw. I think it's more a gimmick than anything - a cheap move. There's perhaps one brief moment in either ROTJ or ESB where Vader does something kinda...  [Read More]
Posted in: Forcemod 2 Beta Feedback
 KaiaSowapit
03-10-2003, 10:31 PM
#109
Hehee, I have a suggestion... name the final release, "ForceMod II: the Mandalorian Edition." :)...  [Read More]
Posted in: Did you try/play with SFXMOD ?? here is SFX2
 KaiaSowapit
03-21-2003, 6:44 AM
#34
AJL, any chance you could release a mac-friendly version of your mod? (The .exe installation file won't work for us.) Just a simple .pk3 or a .zip would be great (we can manually drag the files to the base folder or wherever). Thanks!...  [Read More]
Page: 3 of 4