Hunters Run

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  1. You could also change the data of the legs to your new legs and import the animations later. Some notes - you will need to copy your arms to new scene and import without animations if you want to take this approach, and you should reveres that when it's time to import animations(import only animations ). Also you may have to mess with the rotation and origin to get it to line up.
  2. This thread just created feature creep for the mod: Optional checkpoints version. You get stopped at checkpoints after you recruit Bastila. If you tick him off or otherwise every sith guard in the area becomes hostile. Make the mask and cowl a headgear if possible. Right now it is an outfit. Destroy the disguise after escaping Taris. It already does this, but it adds it back to the players inventory afterwords(long story). Re-brand due to above optional to Operation: Bastila. Eta- when it's done. Thoughts?
  3. Looking very good, just one question: Is the door supposed to be transparent?
  4. What I mean is that you save the model as ascii in mdledit (cntrl-s for windows). It should save to a chosen location with an .ascii extension. Go to where you saved the model and open it with notepad++. To use the example you gave me find and replace TEL_HW10 with TEL_HW1. Save your ascii and close it. Open your ascii in mdledit. You can check the textures if you want, but they should be changed. Save as a binary (cntrl-b for windows). Choose your location to save. Note: the binary will have an .ascii extension. You can delete the .ascii extension when you save the binary. All in all, it should take an average of five minutes per model, although YMMV.
  5. Ah, I see. In that case why don't you just convert to ascii and use notepad++ to find and replace?
  6. Looking very good. I think what @Bek meant was that you can see part of the Ebon Hawk on one of the Manaan pics. I am unclear what you mean by this. Can you give me any examples?
  7. So I looked at the source code and found this: DelayCommand(0.1, ExecuteScript("di_k1s_lf1", OBJECT_SELF)); } else {} } This is in every lightsaber form. Commenting out the DelayCommand and the else fixed the issue(or at least it applied the right defense. I don't know how to check ac) .
  8. Not too go to off topic, but: Yeah, it's possible.
  9. Strange it works for me. Make sure your new lightsaber is in double quotes e.g. "w_dblsbr_002". What error do you get when you recompile?
  10. I asked because k1r has a bug that k_pas_morph++ was missing the ++. You may want to check that it is correct in the module. Adding it back gave me the tack dialog every single time. At least I think it did, as the first tack I selected had the dialog fire and the second tack was rulan. So, small sample size, but... Also to answer a question you asked in another thread, I did not have HK in my party yet rulan turned into HK.
  11. That flame pillar is an emitter. It does have a texture assigned to it (fx_smoke01), but the only way to modify it is in a 3d modeling program, I believe. What are you trying to do to the flame pillar?
  12. The textures your looking for are PER_tube and PER_tubespec. Both have a blending additive on them. Also, PER_tubespec has an envmaptexture CM_tube.
  13. I was going to put this on the other thread, but to avoid a double post I'll put it here. Do note this is only valid if you're still hex editing models. It should have occurred to me before, but you can get the same benefits of a 3d modeling program without actually using the program. Just edit the models ascii after it was decompiled. All you need is mdledit and notepad++.