Sithspecter

Administrators
  • Content Count

    768
  • Joined

  • Last visited

  • Days Won

    131

Everything posted by Sithspecter

  1. Ack! It seems our statuses aren't good enough for Fair Strides.

  2. Ack! It seems my Race Bonds aren't good enough to purchase HK-47 from Yuka Laka.

  3. Very well done fan film on Darth Maul.
  4. Perhaps if you could identify the sound files, you could replace them with blank ones?
  5. Have a source for that information? Permission from who?
  6. There's no reason to close the thread just because you've made a blog post on the topic.
  7. Checking Sleheyron's Wookieepedia for the reference to it's terrain links to an obscure, role-playing rulebook. If I had it handy, it would be interesting to see exactly what it said. I don't necessarily trust Wookieepedia in this matter, and prefer to rely on what we know from KotOR. The way I see it, nothing in KotOR says Sleheyron is volcanic. But, the Galaxy Map in KotOR say Korriban is. Either way, you won't see lava on Sleheyron. Like I said, we'll leave it ambiguous and the player can make their own assumptions about the planet.
  8. I'm not 100% certain that Sleheyron is the volcanic world. I'm more inclined to think it's the barren world. The Ebon Hawk's galaxy map has a description for Korriban that says, "Terrain: Volcanic Mountain Range". We see Korriban as a very mountainous place, which can very easily be indicative of volcanoes, active or dormant. Not necessarily the type of lava planet that we see in Mustafar, but lava nonetheless. I could go even further to say that the deep passages in the crypts and caves explored on Korriban was possibly partially filled with lava at one time, but that's just speculation. Sleheyron, on the other hand, seems to be a city build on fairly flat ground, which is typically not associated with volcanoes or lava. In my opinion, the only reason that Sleheyron has been associated as a volcanic or lava planet was because everyone assumed Korriban was the barren planet. And the evidence in KotOR seems to point to Korriban being the volcanic planet, despite the lack of visible lava. We're planning on leaving this somewhat ambiguous so that the player can draw their own conclusions.
  9. If they don't have anything to show, then why are they screaming for attention? Seriously, publicity can wait.
  10. In my opinion, they're getting a lot of their stuff from Sci-Fi 3D, and other existing assets from elsewhere. This is the worst offender, found on their Twitter feed. Looks like a 21st century pad with some cylindrical things glued to the walls and a Twi-lek on the TV.
  11. Viewer: Is this legal? Apeiron: [Persuade/Lie]Yes...it's legal...because it's free. Viewer: It's free? Apeiron: [Persuade/Lie]Yes...it's free. But please give us your credits. Viewer: I just thought you said this was free? Does free necessarily mean legal? Are you just trying to take my money? HK-47: Observation: Master, these meatbags aren't taking the bait. We'll have to get their credits the "old-fashioned" way. Charging blasters.
  12. Couldn't you have a conversation when clicking on the workbench where you choose to enter the lightsaber portion or the regular workbench? Choosing regular workbench takes you to that interface, choosing lightsaber takes you to that specific interface. Problem solved.
  13. Here's a thought; I've heard that part of the problem of so many NPCs is not necessarily the models themselves, but the scripts that run for each of them. I'm not sure how the droids are setup, but I'm assuming that they are NPCs with standard scripts running. What if they made a placeable model of the droids in the deactivated state, and substituted those instead? I'd think it's at least worth a shot.
  14. I was literally about to suggest this as well. We could have another dedicated "workbench" or lightsaber upgrade station on the Ebon Hawk, maybe even a couple other places also. My reason for choosing T3 to do it was so that you got a little more interaction with him, and being able to combine crystals away from the Ebon Hawk.
  15. Have you checked out my Crossguard Lightsabers mod? I was able to effectively add a new upgradeable lightsaber type with a little scripting creativity Since we can't add new columns in appearance.2da, we've got to do the models based on what crystal is in the lightsaber. In the instance of my crossguard lightsabers, I chose to add a new essentially blank item, the crossguard emitter. Talking to T3, if you have a crossguard emitter and a color crystal, you can combine them to yield a new "crossguard crystal", for which the new lines in upcrystals.2da correspond. This approach allows the player to use the color crystals they find naturally in the game in the new lightsabers. While it has its flaws, it's a viable workaround.
  16. Yes, it's very possible. If you add a disguise function to the helmet, you can point it to a new row of appearance.2da, which in turn will allow you to control which head the player has while wearing a mask. You'd likely need one for males and one for females though.
  17. What did you do for baseitems .2da? Did you add a new row? There might be some extraneous fields that I wasn't aware of that could make the difference. It might be helpful to reference the lightsaber or quarterstaff rows. Also, did you try combat with it afterwards?
  18. Which version of MDLOps did you use? If all the animations are simple movements, you might could try exporting through MDLOps 0.5.
  19. Yep, gotta love those mysterious little quirks that the tools put out.
  20. Awesome!! Looks great! I'm glad you went for the animation and all! Not sure what the deal is with the knob? Maybe seems like a pivot point issue. Oh, and I do remember that the scale keys work. I played around with those when I made the crossguard lightsabers.
  21. The only way that I got my sword to work with animations was to import an existing KotOR model into 3DSMax with animations, and use that AuroraBase to export. What I would recommend is to bring a quarterstaff model into 3DSMax using MDLOps 0.6a and NWMax, and then animate yours based on the AuroraBase's animation sets. Rename the AuroraBase and then export. Another thing to note is that the scale animation might not work...I'm not 100% certain on this. Let me know if it works or doesn't, because I'm curious. One last thing that's essential to allowing this to work: you'll need to open up baseitems.2da, and find the row of whatever baseitem you are making this (or make a new one), but the column titled "powereditem" needs to be set to 1. You could also add sounds if you like. Let me know how this helps, I think this will be pretty awesome!
  22. I was able to add columns to the .2da file after exporting it using KotOR Tool to .xml format. KotOR Tool's .2da Editor even opened it up and showed the columns, however it deleted them when I attempted to save.
  23. I think animating the blade would be within the realm of possibilities. A while back I made a sword that retracted into the hilt, and it worked alright: http://deadlystream.com/forum/files/file/712-yinchorr-dueling-sword/ The blade operation was actually very similar to what you have. If you want, I'd even be willing to take a crack at it.
  24. I noted this as well. However, whatever properties make the blade "blur" are locked somewhere deep inside the .mdl and we can't do anything about that with the shortcomings in MDLOps. I did some experimentation and I think maybe it's an emitter that makes the blur, but I can't really be sure. Either way, there's no method of editing it currently.
  25. It was a lot more work than I anticipated...