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Sithspecter

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Everything posted by Sithspecter

  1. As I've been telling everyone who asks, it's going fine but tedious.

  2. Congratulations Mr. Moderator!

  3. Yes, as long as I have somewhat stable internet :xp:.

  4. Oops, I forgot that I do not have Taina's replacer since my comp crash, and I also kinda forgot about the head, but it is mapped and looking great. As soon as I find the tool, I'll email it off to you. I tend to forget a lot, so if you have to just don't bother with *gentle* reminders, slap me in the face.

  5. Yes, it in fact does. It was done a while ago, but I guess my email to you screwed up. No wonder you didn't reply back. Sorry about that, I'll re send it.

  6. Howdy Mr. svösh! I think one of my first mods to download was your Uzi mod. I absolutely loved it! You are one of the people who inspired me to mod.

  7. Did you get my email Pap?

  8. I did, but I'm a bit busy with school right now. I'll have it done by at latest Thursday, unless you really need it sooner.

  9. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  10. Hey, MF, those new forums aren't really needed now as everyone has come back from summer. Sorry for the inconvienence. If you like you can join us at the old forums.

  11. WHOA WHOA WHOA! I just had a total brain flash!!! You CAN have two walkmeshes, all you have to do is export them separately, like you can link one, and then export the whole thing, then unlink everything, and then link the other one, and export as a separate mesh. Not sure if that'll work, but you can have two walkmeshes. Maybe.

  12. I've found one in a placeable in K1 (the placeable has the trimesh modifier on it), but the strange thing is that threre aren't any in the area models. And, I did *have* to test it out to see if it worked. Oh, now I remember something interesting. Remember those large Sleheyron Arenas in K1, when I added my walkmesh to them, they actually had collideable walls. Also, you might want to have a look at surfacemat.2da, it has some ineresting things in it. Anyway, maybe Magnus can crack this stuff soon...

  13. Thanks, Ferc. *Sigh* Destarching is such a tough job too...

  14. Hmm... where is one of those? I've looked in quite a few area models, and tried to unhide everything, but nothing is hidden. Is that in the walkmesh, or the area model?

  15. Heh, me either. But he said that he was just mistaken. I have been doing a few tests lately, and it seems that the walkmesh has nothing to do with the collision of the walls. I'm not really sure what it is, but I have found things in KotOR that are not camera collideable. Maybe we'll never know.

  16. Ok. I'm really dying to look at it.

  17. Hay, Quanon, Marius says that my area has camera collideable walls. But on my PC, it doesn't. Hopefully, he will post a pic or video soon.

  18. Oh, you might could try doing a quick vid also, if you didn't see my post...

  19. OK, now slap me in the face and say it again. :xp: Hay, could you PM me your settings in SWKotOR.ini?

  20. When you say the camera doesn't go through the walls you really mean the camera doesn't go through the walls?!!!

  21. Talking about Fate by Wildgames. I tried to manually install it or whatever, but I guess I'll try again. It said that it would only work with Max 7, and not newer versions. I have tried Google for three days!!! Anyway, I'll ask Quanon.

  22. Hey, didja get my email?

  23. Hi, MZ. Just sent you an email about something, hoping for a quick reply...

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