HarIII

Members
  • Content Count

    12
  • Joined

  • Last visited

  • Days Won

    1

HarIII last won the day on February 26

HarIII had the most liked content!

Community Reputation

13 Jedi Padawan

1 Follower

About HarIII

  • Rank
    Jedi Apprentice

Recent Profile Visitors

1,496 profile views
  1. I usually do save all my source scripts to the override and compile them from there.
  2. That is where it is located
  3. Hey guys, I've been experiencing a very strange issue where one of the guys on my project has created a new function file called "jb_func.nss." I plan on using this something along the lines of the following syntax: Whenever I go to compile it, I get the following error: s_onenter.nss(1): Unable to open the include file "jb_func" What makes this so perplexing is that the guy who made this file is able to compile this with no issue on his computer. I need to be able to compile this on my computer as this will be a frequently used function and it will make things rather challenging needing the other guy to compile a script every time I turn around. Thank you for any responses in advance, I appreciate your help.
  4. I was originally going to use them for another project I have going on that's still under lock and key, however, at the very least I am planning on releasing them for the community to use as a modder's resource upon completion.
  5. Hey guys. I've been playing around in the modding community for years now and seen a lot come a long way. For a while now, I've been modeling out my own Coruscant expansion. It's not near completion but I have done a significant amount of work. Out of 33 planned modules, I have 27 that are considered completed (not taking ambient models into consideration). Textures aren't acquired yet nor lightmaps applied but just thought I would go ahead and show off what I have done far.
  6. HarIII

    Quanons many projects.

    Have you spent any time with any new area models models recently?
  7. I am looking for a couple of scripts that are part of the process for reconstructing how the galaxy map works. For my purposes I am creating, I believe, new variables for the game to work with. My problem is that I cannot follow the paper trail far enough in order to make that happen and the scripts that I am looking for do not appear to be in the script.bif section of KOTOR Tool. If I could get some help to either direct me to the appropriate section in KOTOR Tool or have someone post them, that would be terrific. The scripts that I am looking for are: k_inc_glob_party k_inc_debug k_inc_generic k_inc_gensupport k_inc_walkways k_inc_drop k_inc_utility k_oei_hench_inc
  8. HarIII

    We're officially a dying breed

    That makes a lot of sense; hey guys, let's buy out this multimillion dollar company even though our financial reports indicate that we are going to have financial difficulty in the upcoming year. Great idea Charlie, set up the deal and you get a promotion... Excellent business practice in modern America. Well maybe it is for the best. Over the last 30 years there should have been 20 Star Wars movies and 20 Indiana Jones movies and who knows what else. George Lucas I think just became distract with his visual effects company.
  9. You guys can use it for this project but I would like to do some finishing touches to it before it goes public.
  10. Also just to inform the community, I've always heard that an area should be no more than 50,000 polies. I am assuming that bigger and better machines (since the engine base came out 12 years ago), will allow greater processing to have bigger poly counts. The Senate room is around 115,000 if I remember correctly and works perfectly. It just takes a little bit longer for exporting and such which is expected since I'm trying to eat an elephant in one bit... May also having something new coming which if it works will be a major break through for modeling feasibility. I'll let you guys know as soon I find out.
  11. If it's of any interest, I've been playing around with some models for my project Shadows of the Empire. Here is one of them of the Senate Interior. Enjoy...
  12. I am using the Dantooine Enclave (650dan) for a project I'm working on. The only thing I did was hex edit the area for use in my mod and now I'm trying to place doors / triggers and waypoints so that I can travel in between each module I'm using for this planet. However, I cannot keep the game running this module long enough to get any information necessary to continue to mod it. The game sometimes loads it up just fine while others it will crash upon the end of the loading process. Sometimes while I'm running around inside of the area I get a nasty buzz in my audio feed and my character freezes only to suddenly appear on the far side of module as though I was running straight ahead while it was frozen. The only thing that I notice unusual, besides the crashing of course, is that sometimes the player appears to be invisible. I believe that this is caused by one of two things; either the vine texture is resting in between the character and the camera blocking visibility of the character yet showing the walls and floors beyond the character or same concept but with a lighting effect instead of the texture. As one can imagine, this is making modding very frustrating and I can imagine even more so if it were being played. I have never had this happen to any other module before, has anyone had this issue before?