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Noxrepere

Latest Posts

Page: 3 of 3
Posted in: ForceMod II - Final beta feedback
 Noxrepere
06-13-2003, 3:33 AM
#223
Thanks Azymn. Editing the bot files worked so it works fine now. Great work on the mod....  [Read More]
Posted in: ForceMod II - Final beta feedback
 Noxrepere
06-11-2003, 4:18 PM
#217
I need a little help regarding the bots and their sabers. I've been trying to get the bots to use the double-bladed and dual-bladed sabers but the custom models I have won't do it. The Desann bot will use his double-bladed saber, but the custom mode...  [Read More]
Posted in: ForceMod II - Final beta feedback
 Noxrepere
06-09-2003, 6:57 AM
#202
To KaiaSowapit, As far as the saber icons go, I believe it's because they are saved as jpg's in the pk3 rather than tga's. If you open up the icons in a photo edititing program, choose "Save As" and then choose ".tga" as the file...  [Read More]
Posted in: Force Powers in SP
 Noxrepere
04-18-2003, 2:07 PM
#15
They should definately stick to quality over quantity. They shouldn't just stick in an abundance of Force powers with limited uses. Some of the Force powers in JK and MOTS felt like that, but the powers in JO seemed to have much more substance and th...  [Read More]
Posted in: Saber blocking, manual, or automatic?
 Noxrepere
04-16-2003, 2:24 PM
#124
My concern with a 'block meter' of any kind is that it would slow single player down waiting for it to recharge, and if it recharges quickly then why would we need it at all. It wouldn't come into play against a single enemy, but once you’re in a r...  [Read More]
Posted in: Saber blocking, manual, or automatic?
 Noxrepere
04-15-2003, 4:32 PM
#112
I agree with you Prime. I vote to keep the automatic blocking. I believe that the most important part of games is fun. I don't see how changing to a manual blocking system would improve the current game play and make it more fun. This might be a li...  [Read More]
Posted in: ForceMod 2.0 - Dual Pistol screenshots
 Noxrepere
04-18-2003, 1:48 PM
#181
I have a little suggestion that doesn't really affect game play but is more cosmetic. With the Green and Purple stances would it be possible to have them stay on the default idle animation stance for when you turn the saber on. It looks kind of silly...  [Read More]
Posted in: MGS2 Model Updates!
 Noxrepere
03-19-2004, 2:41 AM
#341
I don't know if you already knew or not, but the Classic MGS model has the problem with the left hand saber tag. All the others worked great though. One quick question though: on the prisoner model, were you planning on keeping the shoulder pads on...  [Read More]
Posted in: Invisible Caps!?!
 Noxrepere
03-25-2004, 9:33 AM
#1
The caps on my model are all working except for the caps that appear on the hips when one of the legs gets cut off. The caps on the severed legs appear properly but I just get the see-through holes on the hips. I had linked the model according to S...  [Read More]
Posted in: Assimilate Giving "_humanoid.gla" Error
 Noxrepere
03-22-2004, 6:22 AM
#4
Nevermind. I finally figured it out! :bounce1: I used this tutorial by MacD for anyone that is interested. http://www.jk2files.com/file.info?ID=4708 It is an addendum to Spacemonkey's tutorial. It has a good section on using Assimilate. ;) It's b...  [Read More]
Posted in: Assimilate Giving "_humanoid.gla" Error
 Noxrepere
03-21-2004, 8:04 PM
#3
Okay, I took your advice and put the "_humanoid.gla" in a folder directory without spaces and then it loaded the gla. Thank you very much!:) Now, however, when I click on B and tell it to compile, I give it the name of "model.car&qu...  [Read More]
Posted in: Assimilate Giving "_humanoid.gla" Error
 Noxrepere
03-21-2004, 10:19 AM
#1
I don't know what I'm doing wrong. I followed Psykosith's tutorial and I set up everything the way I believe it's supposed to be and when I take my newly exported .XSI and try to run Assimilate, I end up with a problem. When I click on "Add Fil...  [Read More]
Posted in: Basic Brainstorming: Siege Jetpack
 Noxrepere
03-15-2004, 7:49 AM
#3
When I press crouch the camera just seems to jerk down (which on a side note is also a little weird and annoying because Boba's body isn't actually moving or anything. So if crouch does make you go down and you were to try any complex flight movement...  [Read More]
Posted in: Basic Brainstorming: Siege Jetpack
 Noxrepere
03-15-2004, 6:15 AM
#1
I don't know what other people think about it, but I found the jetpack in the Tatooine siege map (used by Boba Fett, Scout class) rather difficult to control. Unless I'm missing something as far as the controls go, it's really hard to go down with th...  [Read More]
Posted in: Basic Brainstorming: Team Skins
 Noxrepere
03-15-2004, 6:00 AM
#1
Would it be possible\reasonable to make an menu option that allows players to decide whether or not they want to see the team red/blue skins during team games. I'm not really familiar with the code, but it could function like this: one player turned...  [Read More]
Posted in: Segementing Model/Map Distortion
 Noxrepere
03-21-2004, 9:02 AM
#2
I ended up discovering the problem and thought I'd post it to help anyone else out. (In retrospect I should have stated that I was modeling in 3ds Max 6. I forgot :rolleyes:. ) After I applied another Edit Mesh to the top of the stack I realized tha...  [Read More]
Posted in: Segementing Model/Map Distortion
 Noxrepere
03-13-2004, 9:17 AM
#1
Quick Question: I'm preparing to unwrap my model, and after a little experimentation, noticed that after I unwraped the head and I went to detach some of the faces to give them a seperate name (i.e. head_face) there was severe distortion on the edit...  [Read More]
Posted in: OJP Enhanced Models
 Noxrepere
03-24-2004, 4:27 AM
#35
Yeah, I understand where you're coming from. :) It would be nice to see it someday, but it's just a cosmetic detail anyways so I can understand wanting to focus in on some more important issues and features. Like I said, I am not very familiar with...  [Read More]
Posted in: OJP Enhanced Models
 Noxrepere
03-23-2004, 9:22 PM
#33
Keshire you said you were reweighting the models to add the tags. This mod here seems to have somehow adjusted something so that the weapons appear on the back without any reweighting. Ninja Mod (http://www.jk2files.com/file.info?ID=24214) Maybe t...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 Noxrepere
03-15-2004, 8:43 PM
#87
I checked the CTY gametype again, just to be sure, and it seemed to just default to CTF. I looked at the flag and there was no yslamari on it and when I retrieved the opponents flag I could still use Force powers. I checked the about tab in the upp...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 Noxrepere
03-15-2004, 9:22 AM
#85
I noticed a few more things when testing the mod: I tried a CTY game on the Hoth Wastland level (comes with JA) and it just defaulted to CTF, but it showed up in the CTY map list. I don't know if that's fixable or not. Other maps showed up as well (...  [Read More]
Posted in: Beta Testers! Beta Testers! Beta Testers!
 Noxrepere
03-08-2004, 3:26 AM
#70
First of all, great job so far on all the work and effort you've put into the mod.:) I've been playing with the beta and noticed a few things here and there, so I thought I'd post them. This might run a little long. Also, I've only tested with bots...  [Read More]
Posted in: WIP: Star Destroyer
 Noxrepere
03-23-2004, 10:34 PM
#49
You said you needed help with the lighting. Did you mean help as far as lighting the whole map? Have you tried this: http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1606&sid=c8a8899e49a8e8b574a44be8b87a7835 It would...  [Read More]
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