Gguy

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Everything posted by Gguy

  1. Gguy

    Mira

    From the album: GGuy's ingame footage

    I always found the outfit of zam vessel to me very cool, when i seen someone recreate it, i was quite thrilled. I don't really play female character usually, so i turned Mira's model with playable taepal... (i can't remember how her name is spelt) and her icon. That model + this outfit, just made her look outright badass. Here's the outfit, give the author some credit, he did a grand job =P: http://deadlystream.com/forum/files/file/641-mabari-armorweave/
  2. Gguy

    GGuy's ingame footage

    Here you can preview the pictures i taken ingame, some of them...
  3. Ahh yes . . . Weequays, the leathery humanoid race with an interesting culture and bad ass look. I think it would be a great idea if someone made a Weequay head (since the normal Weequay body is a full model) . I am aware there is a tutorial on how to separate a head from a body (which is pretty straight forward for me, since I am familiar with 3d software). Sadly, my piece of software (blender 3d) doesn't support some of the file formats that are to be used in the tutorial. I'll simplify things : could someone make a Weequay head/Race ..ect.
  4. Ok, so pretty much same process as before. Now the only issue will finding out what the plasma flame effect is called. I’ll check the 2da and see if any name mind resemble what I am searching for. There is one called VFX_IMP_PLASMA , I think it's pretty obvious this might be it; I’ll see when I test it out... EDIT: it wasn't the above, the visual itself was right...but the flames were green instead of the blue seen in the plasma thrower, I’ll continue searching... Success! It seems that for some reason, the row numbers for the VFX_imp_plasma and VFX_imp_posion (it's misspelled in the 2da, but it's clearly the poison effect) were switched around. Here is the final result in-game (death field is the same, besides the animation difference and splitting beams): I wish to thank Fair Strides and others for the assistance in this task, I appreciate the assistance you have given me. I’ll probably go use the death field impact (purple) in case I find that this one doesn't fit well, but I am sure glad I accomplished something!
  5. i'd personally say "anything is possible", but even from the view of someone who has done very little scripting in life, I can tell you that doing something that huge would be no small effort!
  6. Thanks for the offer, but like I said, while I do have some minor scripting experience, I am not really a scripter by trade. (Machinima direction and graphics designing (including animation, 3d animations and effects, gimp (really similar to Photoshop) ,adobe after effects and many many more.) anyways,back to the task at hand =P : I had managed to change the VFX_BEAM_DRAIN_LIFE and the beams were successfully replaced in-game (After compiling) , but I still need to do the most important part of this project: the plasma IMPACT effect is still the same as before and I want to change it to the blue flame that is used by the plasma thrower. Mind explaining how I do that part (change the impact effect)? Here is my progress so far:
  7. I totally understand your post now, I'll go get to work and get back if I run into further issues!
  8. I was never one of those "graphics for the win" types, a great story, good characters and a good soundtrack is what trully make a game a work of art. On the other hand, an improvement is always welcome, and you did an amazing job with this (and all your other projects!)
  9. these are the effectbeam and effectvisualeffect lines of the drain life power: effect eBeam = EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND); and effect eVFX = EffectVisualEffect(SWFP_DAMAGE_VFX); only actual numbers i see are the row numbers on the very left, but those are obviously not editable =P. Are you perhaps referring to the "VFX_BEAM_DRAIN_LIFE" and "SWFP_DAMAGE_VFX" lines (That makes the most sense to me, as those are also present in the 2da file) , because if not, i honestly don't see what you may be talking about.
  10. I did notice that the kotor tool has a text editor, I suppose that is what you are referring to? The most important part right now is figuring out what Fair strides meant by "Numbers" , there are no numbers next to the lines mentioned
  11. I noticed the VFX_BEAM_PLASMA_SPRAY in the 2da, but all the info that was listed was the duration, the rest was blank (****). I'll check the mentioned file and see what i notice. I'll reply after i do so... EDIT: found the file using the Kotor tool, what should I use to open it? I'm aware that I can use notepad or notepad ++ to open script files, but i wish to ask if there is any specific tool i should use to avoid any file corruptions or errors (since most are written in text). The coding i done in my past was on a more simple level, as i am mainly a machinima director and graphics designer. EDIT MK2: i did open it with notepad as a test and noticed that it does indeed look right (as a script should) , I'll try the instructions above and see if it all works out, if not...I'll comment again EDIT MK3: (i know, so many edits, but i want to avoid double posting) : I don't seem to understand what you mean by "Numbers" , there are no numbers near the "effectvisualeffect" and the "effectbeam" sections. this is what I'm looking at: DRAIN LIFE */ case FORCE_POWER_DRAIN_LIFE: { SWFP_HARMFUL = TRUE; SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT; int nDam = GetHitDice(OBJECT_SELF); int nDamTest = GetHitDice(OBJECT_SELF); if(nDamTest > 10) { nDamTest = 10; } // DJS-OEI 3/25/2004 SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDamTest, 4 ); //SWFP_DAMAGE = d4(nDamTest); SWFP_DAMAGE_TYPE= DAMAGE_TYPE_DARK_SIDE; SWFP_DAMAGE_VFX = VFX_PRO_DRAIN; //Set up the drain effect link for the target effect eBeam = EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND); effect eVFX = EffectVisualEffect(SWFP_DAMAGE_VFX); //Set up the link to Heal the user by the same amount. effect eHeal; effect eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_DARK_SIDE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oTarget, fLightningDuration); DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oTarget)); int nResist = Sp_BlockingChecks(oTarget, eDamage, eInvalid, eInvalid); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); if(GetRacialType(oTarget) != RACIAL_TYPE_DROID) { if(nResist == 0) { int nSaves = Sp_MySavingThrows(oTarget); if(nSaves > 0) { SWFP_DAMAGE /= 2; } eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_DARK_SIDE); if(GetCurrentHitPoints(OBJECT_SELF) < GetMaxHitPoints(OBJECT_SELF) && SWFP_DAMAGE > 0) { eHeal = EffectHeal(SWFP_DAMAGE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF); } ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); } else { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF); } } } break; Now, this line does seem important, though : effect eBeam = EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND);
  12. Greetings, great ones! I come before you, great ones, to ask a question that will fulfill my destiny...ok, let's not do that... Howdy! I always liked the way the plasma thrower looked ingame and i think it would look cool (the blue flames) as a replacement for the drain life/death field powers. I ain't no professional when it comes to Kotor modding , but I do know a bit about 2da editing and using the kotor tool for retexturing. I wish to ask if my wish is possible to achieve, and if so...how? To explain myself yet again, I wish to use the blue flame beam effect from the plasma thrower as a replacement for the drain life, death field powers (or well, all 3 of the type)
  13. btw;you may want to get a tsl patch file ready,otherwise simply dragging will override everything added by other mods
  14. great idea,sadly...i killed him and the tomb is now locked anyways XD now i can't have mekel as my sith apprentice ...grrrr! pss:restored content mod doesn't really affect korriban,no clue why you would list in incompatable =P