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


Fred Tetra

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Posted

Really, it can open NWN and KotOR dialogs and alter them right now, but I am in the process of adding "Linked" Entry support and the right-click menu. Links allow you to specify an "earlier" level in a conversation to continue from when you hit a leaf node in the conversation tree, for those who don't know.

 

I've only put in 3 nights so far, so I still have to add the "Add", "Copy", "Paste", and "Paste as Link" support code.

 

The best part is that it is supported within Kotor Tool directly, so you'll be able to open a file right from the tree, your drive or within the module editor.

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Posted

Yes, I can see how that'd be a nice feature to add to KT. I'll go ahead and finish my version too. One of the things that's kind of nice about having a stand alone editor is being able to associate .dlg extensions with it. It'll be open source of course, if anyone else wants to contribute to it. ;)

Posted

You're right about the file extension association. I should add code for opening all of the file types Kotor Tool knows about from Windows explorer. Would save me time in testing, too :)

Posted

It's just amazing how far this tool has come Fred. Awesome job, may favorite recent addition, the ability to "paste over" rows when .2da editing... I love it.

Posted

I tried to make it like MS Excel in a number of respects. I always found those sort of features handy myself.

 

Also, I just got dynamic conversation text updating working in the dialog editor. As you update the text of a node, it changes in the tree as well as on any "linked" nodes, just like the NWN editor.

Posted

Fred, in the future, if you decide to integrate a full savegame editor into your KT, you'll drop me a note first right? Just a heads up?

Posted
Originally posted by tk102

Fred, in the future, if you decide to integrate a full savegame editor into your KT, you'll drop me a note first right? Just a heads up?

 

Actually... I was working on one when KSE was announced, so I decided to shift to the module editor instead. I'll let you know beforehand, if I resume :)

Posted

I haven't really tried the module editor yet, but I'll be sure to when I get the time, so much to do so little time...bummer

Posted

Dialog Editor update:

 

The editor is at the point where I can open an existing .dlg file, add some nodes via cut/copy/add/paste and save it back out with the proper starting/entry/reply-lists in place and in the right format. It doesn't export the other node properties (the ones you edit using the textboxes and such, since just getting it to write the aforementioned lists was the "hard" part; adding the fields will be easy.

 

Today I am adding the support for dialog creation from scratch, which requires some new design for the parent GFF class that all Kotor GFF-based files' classes' inherit from. This should also allow the other file's editors to create their respective types from scratch, too, when I add the default field creation code to each GFF subtype's subclass. All in time... Next I have to add the code that watches for changes in the node-editing GUI and updates the selected node.

Posted

New version of Kotor Tool posted today.

 

v1.0.1713.15070 (2004-9-9)

 

Features/updates:

 

  • Full module extraction wih a single click from RIMs | Modules. Right click on a module name, such as "danm13.rim", and choose "Extract for module editing...", pick a destination folder and click OK. All files from the module (both the .rim and _s.rim files) will be extracted.

Posted

It's nice and all, but i can't seem to get it to work, it says that an error ocurred and says: continue, cancel and details. this happens when i open. when i open it, it goes fine, but when i open a root it says the same thing and nothing shows, ie: ERFs->texture packs->nothing!, and it says it's missing a file( i can't remember which) but if sumone knows whats wrong or has an idea plz tell me, thanx

MTV2

Posted

I would recommend checking that the paths in the Path Manager are correct. If you aren't sure, delete your settings.xml file and launch Kotor Tool. It should detect your KotOR installation and set up the paths accordingly.

Posted

I'm glad you like it.

 

Sure you could just select each of a module's two rim files and then click the Extract button for each one in turn, but the new function makes the process just a little bit shorter.

 

Any other time-saving functions you'd like to see?

Posted

Fred,

 

Great work on all the new features. I don't mean to be a pest, but I sent you my registration info, and I was wondering if I am supposed to recieve something back????

Posted
Originally posted by Fred Tetra

I would recommend checking that the paths in the Path Manager are correct. If you aren't sure, delete your settings.xml file and launch Kotor Tool. It should detect your KotOR installation and set up the paths accordingly.

 

Wow, thanx this is great, good job!:D:cool:

Posted
Originally posted by Fred Tetra

I would recommend checking that the paths in the Path Manager are correct. If you aren't sure, delete your settings.xml file and launch Kotor Tool. It should detect your KotOR installation and set up the paths accordingly.

I was having a similar problem last night. I will try this and get back to you.

 

Nice work!

Posted

(version 1.0.1713.15070)

 

If I right-click in the treeview beyond the end of the tree, I get an unhandled exception, with the message:

 

"Object reference not set to an instance of an object."

 

It isn't really a big bug, but still...

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