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Teancum

Latest Posts

Page: 3 of 6
Posted in: Merging in Milkshape?
 Teancum
01-20-2004, 6:37 AM
#1
I have a mesh that is 2 groups, but I only need one. Is there a way to merge them so they are 1 group? I need to be able to export to GLM. (BTW, this is obviously not a normal player model)...  [Read More]
Open up the PNG in paint, you'll see the texture w/o the alpha channel, then you can copy/paste that into photoshop....  [Read More]
Posted in: weighting/compiling tutorials for JKA?
 Teancum
01-20-2004, 5:20 PM
#6
It won't work in Milkshape. The GLM exporter can only export 1 group, and sabers need at least 2, one for the hilt itself, and one for the blade....  [Read More]
Posted in: weighting/compiling tutorials for JKA?
 Teancum
01-20-2004, 6:35 AM
#4
Hilt Tutorial (http://psynex-land.com/saber%20tutorial/Custom%20JA%20Sabers.html)...  [Read More]
Posted in: New Twi'lek Based Skin
 Teancum
01-18-2004, 5:57 AM
#3
Clever! I love the skin!...  [Read More]
Posted in: Is a Pod Racer possible?
 Teancum
01-16-2004, 9:13 PM
#2
Yes, it is VERY possible. A vehicle can have it's own animations, so a podracer could be made, but someone would have to animate it. *by the way, it's 'carriage' :D...  [Read More]
Posted in: Help with character.menu
 Teancum
01-20-2004, 5:18 PM
#12
Interesting... If that works then it's much better than the autoexec.cfg idea. I'll check it out when I'm done with my OJP stuff....  [Read More]
Posted in: Help with character.menu
 Teancum
01-20-2004, 6:47 AM
#10
I think I may have found a solution to the JK logo not spinning unless backing out of a game. The precachemodels command only caches GLM's that are classified as a species. Since Kyle will be the only selectable character, it will be easy to hack the...  [Read More]
Posted in: Help with character.menu
 Teancum
01-16-2004, 11:50 PM
#9
Well, here's my autoexec.cfg seta name "Kyle" seta sex "m" seta snd "kyle" seta g_char_model "kyle" seta g_char_skin_head "head" seta g_char_skin_torso "torso_a1" seta g_char_skin_legs &quo...  [Read More]
Posted in: Help with character.menu
 Teancum
01-14-2004, 6:21 PM
#7
Originally posted by razorace Well, it's probably possible that you could just hardcode the character.menu to just display the kyle model and automatically make the player model be Kyle's. I tried just changing "UI_Char_Model" to the dir...  [Read More]
Posted in: Help with character.menu
 Teancum
01-14-2004, 2:07 AM
#3
Currently I'm only on my own. I've been working on this for about 2 months in my spare time, switching between other projects. I currently have the character menu hacked by manually changing the model in the mod's jaconfig file. Hopefully someone can...  [Read More]
Posted in: Help with character.menu
 Teancum
01-08-2004, 8:22 PM
#1
I've been doing a semi-secret project: A 'patch' for allowing folks to play JO SP in JA with no problems. It's only an update, and so it only updates the JO assets YOU have. Anyways, I've been updating the character.menu to have the ability to select...  [Read More]
Posted in: Next Release Date?
 Teancum
01-20-2004, 6:04 AM
#28
I'm now almost done with the SP menus. The last solid addition was the ability for the player to choose 1 of 8 crosshairs. (I thought there were 9, and I kept setting mine to 9, thinking it'd be a new one. Silly me!) Here's the features I was able to...  [Read More]
Posted in: Next Release Date?
 Teancum
01-19-2004, 9:09 AM
#25
If anyone who has high speed internet gets a chance, download the demo and try changing the crosshair w/cg_drawcrosshair 1-9. If it does change, tell me. If not, I won't bother d/ling the demo, since it would take ALL night....  [Read More]
Posted in: Next Release Date?
 Teancum
01-18-2004, 5:04 AM
#22
Another update: Wireframe, Game Speed (time scale), Saber speed, and Melee Type (punches or punches, kicks, grabs) have been added to advanced menu. Crosshair now comes in 3 different sizes to choose from: small, medium, and large. -- I downloaded...  [Read More]
Posted in: Next Release Date?
 Teancum
01-17-2004, 5:33 AM
#19
Originally posted by Samuel Dravis The Iknowkungfu command gives the player all force powers as well - probably you should go with g_debugmelee instead. Noted--I'll use Debugmelee Got wireframe, game speed, and saber anim speed in, as well as des...  [Read More]
Posted in: Next Release Date?
 Teancum
01-17-2004, 12:43 AM
#17
Just to add to the game. And I've checked, as far as cheat protect goes, if you acces them through the menu, they all work. Some of these I'll probably use. Others are just for fun....  [Read More]
Posted in: Next Release Date?
 Teancum
01-16-2004, 7:37 PM
#15
I found some more things I'd like to add before I upload the new menu additions. Here they are, taken straight from my 'to do' list: ADD to ADVANCED MENU Wireframe - r_showtris ! Game speed - timescale (5 presets--very slow, slow, normal, fast, ver...  [Read More]
Posted in: Next Release Date?
 Teancum
01-15-2004, 9:29 AM
#13
The menus are complete. -missionfailed.menu now has Quit Game below Quick Load. Everything but Mission Select was moved up to accomodate. -setup.menu and ingamesetup.menu now have an Advanced tab with the following options: 1-Framerate on/off (cg...  [Read More]
Posted in: Next Release Date?
 Teancum
01-14-2004, 6:17 PM
#12
Well, the missionfailed menu is for SP, of course, but I forgot that they had a 'mission select' choice right where I was going to put 'quit game'. So I'll have to stretch everything up a bit. As for the advanced setup tab, it will go in SP, since m...  [Read More]
Posted in: Next Release Date?
 Teancum
01-14-2004, 2:56 AM
#9
If you want to hold off for a day or two, I'm going to submit two menu files. The first being missionfailed.menu, which will have a simple 'quit game' as an option. Just to jump out of a game quick when you're frustrated. The second will be an 'Advan...  [Read More]
Posted in: Next Release Date?
 Teancum
01-08-2004, 7:52 PM
#2
Well, to me I see two different releases. IMO, the saber code should be in the Enhanced release, and the RGB color code in Basic. So it's really a matter of two questions for me!:D Anyways, I'd PM or email TCK when you get time, and then go from ther...  [Read More]
Posted in: Transparent flags for CTF
 Teancum
01-07-2004, 7:00 PM
#18
I'm not getting any errors, I just didn't know if it would cause any. I didn't think it would....  [Read More]
Posted in: Death Star Trench Run Siege
 Teancum
01-16-2004, 8:54 PM
#8
I don't think the trench run would be too fun, but a 'to the core' run a la Return of the Jedi might be. That way it takes skill to manuver, and it's not just a boring trench. Now THAT would be fun. But, there's an issue of if someone gets blown up,...  [Read More]
Posted in: JA Bug: Species Rotation *fixing, need help*
 Teancum
01-20-2004, 6:22 AM
#8
HA! Such a simple fix! I simply upped MAX_PLAYERMODELS to 128. It is fixed both in SP and MP. I recommend that MAX_PLAYERMODELS be upped to 128 to avoid any future problems....  [Read More]
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