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Fred Tetra

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  • Location
    What a creepy photo, eh? Had t
  • Occupation
    Professional Software Engineer
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    1024x768

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  • Homepage
    http://kotortool.home.comcast.net

Fred Tetra's Achievements

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  1. WE NEED YOU BACK!

  2. I'm with randydg! I need help with Kotor Tool! I tried to double-click on a tga image in the lightmaps, but apparently "the image viewer you have listed isn't configured properly." :(

  3. Come Back Fred!!!

  4. While I'm still figuring it out, gotta hand it to ya. Thank you for making such a cool tool. Be well!

  5. What haven't you signed in in like 3 years?

  6. For Kotor Tool, please add an "Infinite" checkbox to the merchant editor. Otherwise the tool overwrites the "Infinite" reference in the merchants. Such as Kebla Yurt's Equipment Emporium. (Medpacks) If you use K-Gff to look at the files you might see what I mean.

  7. We miss you Fred!

  8. Well, I am thinking of reviving the development of Kotor Tool, dependent on the interest level amongst the user community. If anyone's interested in seeing a new version, drop me a PM. If the interest level is high enough, I'll consider resuming development.
  9. The latest versions of KT look to the registry to determine the file paths and which games you have installed. I have looked at the code in a long time, but I am pretty sure that's how it works.
  10. Hello folks! Sorry I haven't been around to participate, but using the office PC to visit isn't always convenient. I haven't been able to get around to rebuilding my Kotor Tool development system since it went down, (though I did finally get a new router) but I hope to be able to fix it in the near future. I received a $10 donation toward a new power supply, so things are moving forward on that front. If you'd like to contribute, that's fine (and appreciated!) but don't feel compelled; it's my problem, not yours. If you have KT questions, feel free to post and I'll try to answer them ASAP.
  11. Not really, unless you feel like donating $ Otherwise, I'll just wait until I have the dough saved up. PC stuff is viewed as "non-essential" to the running of the house here, as I have a big family on one income, so it might take a while, lol. (There should be an animated smiley that's putting money into a PC - that'd be me!)
  12. I have the unfortunate position of having to tell you that due to some equipment problems, the next release of Kotor Tool and the new maps is on hold for a while. We had some power problems here that resulted in the loss of my router and PC's power supply. Fortunately, the monitor was off and is OK; unfortunately, this same PC is where the Kotor Tool code lives. Until I can figure out a way to replace them, my postings will be a lot more infrequent, as I have to do so from work at lunch time, so please understand if I don't respond to questions right away.
  13. Some files have been created by modders with values outside of what the KotOR game engine allows by default, which is strictly followed by Kotor Tool. As a result, some files cannot be opened by Kotor Tool; use the K-GFF editor instead.
  14. When it's done. It won't be backward compatible as far as the .NET Framework is concerned. Apps written for 1.0 or 1.1 will run under 2.0, but not the other way around. I rewrote a number of parts of Kotor Tool to better use memory and to take advantage of features only available in the new framework. I suggest downloading the .NET Framework 2.0 in the near future, so you're ready.
  15. This thread will host the list of upcoming features in Kotor Tool, with their descriptions and links to screenshots. The next version of Kotor Tool, which has been rewritten from the 1.0 source to run using the Microsoft .NET Framework 2.0, has a number of new features to make modding easier. * A new interface for reading Kotor Tool news and obtaining updates: http://kotortool.starwarsknights.com/images/forum/kotortoolnewsansupdates.jpg * Extract for Module Editing now includes Module Items and Dialogs: http://kotortool.starwarsknights.com/images/forum/extractformoduleediting.jpg * Kotor Tool can show special map information right on the map image itself in the Module editor and allows users to add their own Map Notes as well: http://kotortool.starwarsknights.com/images/screenshots/mapnotedemo.jpg * The new main UI, updated to have a tool strip with all of the major editors/tools on it. You can even reorder the menus and tool strip items to your liking and have their positions persisted. http://kotortool.starwarsknights.com/images/screenshots/ktoverall.jpg http://kotortool.starwarsknights.com/images/screenshots/ktnewmenus.jpg * The new ERF / MOD Builder tool, substantially rewritten to make building resource files easier. The combo box above the Add Directory button allows you to enter an initial path for browsing or select from one of the past 10 paths used. http://kotortool.starwarsknights.com/images/screenshots/erfboverall.jpg The ERF / MOD Builder now supports saving a "project" consisting of a set of files, output file, and output type. The last 10 projects are available on the Recent Files menu http://kotortool.starwarsknights.com/images/screenshots/erfbmenus.jpg * An updated Inventory Editor, which features a new Custom Items treeview. The Custom Items treeview is populated with items found in the Kotor Tool Global Templates folder, and when editing a Module, it will also show items found in the module's project folder. Each is shown in a different color, and a tooltip on the legend label will show you the path currently used for that category of item. You can also now use context (right-click) menu on an item in the GameItems or Custom Items treeviews, the Equipped Item slots, or the Pack Items grid to open the item properties viewer. There are now buttons to open the Global Templates and Module Templates folders, so that you can manage their contents easily, and each has a tooltip on it that shows you the path it will open a Windows Explorer on. There is also a Refresh button ("R" button) that will update the Custom Items treeview after you've changed the folder's contents . http://kotortool.starwarsknights.com/images/screenshots/inventoryeditorcustom.jpg * The Item Editor has also been updated to allow you to select where in the Custom Items treeview your item will appear. http://kotortool.starwarsknights.com/images/screenshots/itemeditor.jpg * The Search for Refs feature has been updated to allow the display the paths of items matching the search criteria. You can now choose to see the entire path or just the file name containing the match: http://kotortool.starwarsknights.com/images/screenshots/searchcriteria.jpg Just the filenames: http://kotortool.starwarsknights.com/images/screenshots/searchresultsshort.jpg Or the entire path: http://kotortool.starwarsknights.com/images/screenshots/searchresultslong.jpg
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