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Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)


Fred Tetra

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New version released - v1.0.1619.28842 (2004-6-7)

 

 

Highlights:

 

* Minor Bug fixes

 

* Module Editor - demo mode

 

 

You can download this new version here.

 

 

If you'd like to try out the Module Editor demo, after unarchiving the new version of Kotor Tool, you'll find a .map and .git file in the directory; move these to your Override directory.

 

Some Module Editor features:

 

* Click on an item in the left treeview to see where that item is on the map

 

* Most items can be repositioned by clicking on them and dragging

 

* Trigger zones can be reshaped by left clicking on a vertex of the zone

 

* Trigger zones can be moved by shift-left clicking on a vertex of the zone

 

* Many items from the right treeview can be placed on the map by dragging them onto the map image

 

* Triggers can be created by dragging them onto the map, then left clicking at each desired vertex. To finish, either left click on the first vertex or right click anywhere else to auto-complete the trigger

 

* Editing and Property viewing can be done for many items by right clicking on them either on the map or in the left treeview

 

Enjoy!

 

Fred

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I wish I had more time to work on it!

 

It has been very busy around here for the last few months, as I have moved to a new city - last night I was installing a new faucet in the kitchen until 11:30 pm (happy happy joy joy!) - so mundane tasks are eating up precious coding time.

 

However, I hope all of you will try out the new Module Editor to see where I'm going with KT. I am also working on a model ex/import function for it. Cchargin has given me permission to rewrite his tools from perl to VB.NET. I may or may not succeed, but I'll give it a shot! At the very least, I can call his tool from KT, just like I do for the script decompiler.

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The new tool is pretty good,though whats the Naive Error? :p i can't save?

 

EDIT:i just tried it out,well the NPC generics i dragged and placed in the map did not appear,also the map seems to be littered with..stuff..like a computer panel,an engine of sorts and the sonic repellant thingies found on Kashyyk,but the stuff i dragged in did not appear.

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Originally posted by Fizz

The new tool is pretty good,though whats the Naive Error? :p i can't save?

 

EDIT:i just tried it out,well the NPC generics i dragged and placed in the map did not appear,also the map seems to be littered with..stuff..like a computer panel,an engine of sorts and the sonic repellant thingies found on Kashyyk,but the stuff i dragged in did not appear.

 

You Naive User, you! Trying to save! (heh heh)

 

Do you mean that you attempted to add things to the map, but they didn't appear there in the editor, or that you actually tried to go to the map in KotOR?

 

There are are bunch of "out of place" items on the map provided; I was just performing a test ;) If you go to the apartment (hideout) you'll find all sorts of stuff lying around. There used to be a Firaxa swimming around, too!

 

You can replace my .git file with one you extract using KT. I just included one because there's always someone who won't read instructions, you know?

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Originally posted by ReLoaD2K

At the end of the extracting I get a error.

Let me post here the image.

 

error2.jpg

 

What is this?

I have the .NET installed.

 

I'ts the WinAce self-extractor that's generating that error, from what I can see. Can't help you out directly; perhaps I'll post a compressed-only version on the site. Check back later.

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Oh...,i did'nt bother with the reading part apparently hehehehe :p However,thanks for the help Fred Tetra :D

 

EDIT:btw where can i find the .map files?Also i tried adding things but they don't seem to appear when i go to the actual map is there something wrong?considering i loaded a game and not started a new one.

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You can only edit the in-memory version of the map. If you could save, you'd be able to see your changes in the game.

 

The Module Editor demo is just that...a demo. The intention is for people to be able to see what the user interface is like and to see that such a thing really does exist as opposed to promiseware :)

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hey Fred, as I mentionned this morning ( or whatever time it was for you) you did a great job. Without KT many of us wouldn't be modding Kotor. Just a small comment: don't you think such a great tool needs a new image like a new icon per example? A good friend of mine has some icons ready if you want :)

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Just when I ~*FINALLY*~ got back to playing Morrowind (bought, played it for a week before getting distracted by oh so may other games, inlcuding KotoR), Fred shows up with this.

 

MUST RESIST TEMPTATION TO RE - INSTALL KOTOR IMMEDIATELY ...

 

Who am I kidding? It's still on my hard drive. Awesome work, and I can't wait for the next release.

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New version of Kotor Tool: v1.0.1622.22807 (2004-6-10)

 

This version adds the ability to extract and convert a .mdl file from the BIFs portion of the treeview, along with the required TGA textures for the model.

 

You will need CChargin's Extract0-5 utility installed in the same directory as Kotor Tool to use this feature. The extracted files will be placed in (Kotor Tool Dir)\working\(model name).

 

You can get the Extract utility here

 

 

On a sadder note :( , I'm having problems with my PC's hard drive; if anyone would like to show their appreciation for my development efforts in Kotor Tool, I could really use a few $$ donation to replace it before it totally wonks out on me. Those interested may contact me at the email address in the readme.txt file or via PM. Thanks!

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