tk102 Posted September 14, 2005 Share Posted September 14, 2005 unless one of the other SWK staffers would like to change it (if they're not at work either hehehe)... Done! I got your backs, ChAiNz & Fred. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 14, 2005 Share Posted September 14, 2005 Done! I got your backs, ChAiNz & Fred. You Da' Man Thanks tk! wanna change my site too? (j/k) hehehe.... Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 15, 2005 Author Share Posted September 15, 2005 A new version of Kotor Tool will be posted today. If you're manually downloading, check that the version number is the one below. v1.0.2084.15886 (2005-9-15 17:00) Features/updates: ERF subtree now rebuilds each time it is expanded so changes in Modules folder can be seen during development Module editor now includes .TGA files that are located in a module project's Extras folder ERF Builder can now add whole directories with file type filtering ERF Builder handles multiple item removal Door editor now supports KotOR II NotBlastable and OpenState flags Creature editor now supports KotOR II Hologram, NotReorienting, and IgnoreCrePath flags Creature editor now supports KotOR II BlindSpot and MultiplierSet values 2DA editor Row Label renumbering is disabled when non-numeric labels are present 2DA editor Row Label renumbering now prompts for a starting value Link to comment Share on other sites More sharing options...
Jeff Posted September 15, 2005 Share Posted September 15, 2005 Awesome Fred! Thanks! Link to comment Share on other sites More sharing options...
RedHawke Posted September 16, 2005 Share Posted September 16, 2005 Very sweet Fred! Link to comment Share on other sites More sharing options...
Darkkender Posted September 16, 2005 Share Posted September 16, 2005 Hey Fred was there a fix for the bug that I reported to you in this update? Beyond that great work. Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 16, 2005 Author Share Posted September 16, 2005 Hey Fred was there a fix for the bug that I reported to you in this update? Beyond that great work. Refresh my aging memory... Link to comment Share on other sites More sharing options...
Darkkender Posted September 16, 2005 Share Posted September 16, 2005 The glitch with custom modules gff files not loading and causing a crash. Would you like me to resend the PM with the download link of the problem? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 16, 2005 Share Posted September 16, 2005 Nice changes Fred! I'm especially keen to the .2da re-numbering feature.. working on something that may need that soon Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 16, 2005 Author Share Posted September 16, 2005 The glitch with custom modules gff files not loading and causing a crash. Would you like me to resend the PM with the download link of the problem? Oh, that! I'm still working on it Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 16, 2005 Author Share Posted September 16, 2005 Nice changes Fred! I'm glad you like it! I'm especially keen to the .2da re-numbering feature.. working on something that may need that soon I feel bad that I didn't "get" what the problem was until just recently. Link to comment Share on other sites More sharing options...
oldflash Posted September 17, 2005 Share Posted September 17, 2005 Verry good tool. Thanks Any chance to extract mdl-ascii, mdl, mdx and aferent textures in one single step? Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 18, 2005 Author Share Posted September 18, 2005 Verry good tool. Thanks Any chance to extract mdl-ascii, mdl, mdx and aferent textures in one single step? It does that already. From the readme file (it's called readme for a reason, you see, heh heh): To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. You double-click, check the extraction options you want, and poof! you get an ascii model and all of the relevant textures in one shot. Link to comment Share on other sites More sharing options...
Darkkender Posted September 18, 2005 Share Posted September 18, 2005 It does that already. From the readme file (it's called readme for a reason, you see, heh heh): To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures. You double-click, check the extraction options you want, and poof! you get an ascii model and all of the relevant textures in one shot. unless there is a setting I've missed Fred anytime I double click a mdl file it only extracts the tga, txi and a ascii-mdl. however it doesn't automatically extract the mdl & mdx for me. I have to extract those seperately. Link to comment Share on other sites More sharing options...
General Kenobi Posted September 18, 2005 Share Posted September 18, 2005 Latest version looks kewl Fred! Lookin' forward to playin' with it! General Kenobi Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 19, 2005 Author Share Posted September 19, 2005 unless there is a setting I've missed Fred anytime I double click a mdl file it only extracts the tga, txi and a ascii-mdl. however it doesn't automatically extract the mdl & mdx for me. I have to extract those seperately. The double-click feature is for folks who want to work with the model in a 3DS Max environment. It does extract the mdl and mdx files, but they are deleted after the conversion process. If you need the non-converted files, you indeed have to extract them individually. Link to comment Share on other sites More sharing options...
Darkkender Posted September 19, 2005 Share Posted September 19, 2005 The double-click feature is for folks who want to work with the model in a 3DS Max environment. It does extract the mdl and mdx files, but they are deleted after the conversion process. If you need the non-converted files, you indeed have to extract them individually. I guess I slightly misunderstood what you were saying in the original reply to oldflash. Link to comment Share on other sites More sharing options...
oldflash Posted September 19, 2005 Share Posted September 19, 2005 I have dl a new ver. of kotor tool and installed in different location than previous. I start new one, and extract some mdl-ascii+textures on mdl doubleclick. After that I start the old KT and do the same with same mdl and it was extract binary mdl and mdx files. So, for how long will be like this I'm happy. Now it take me less than 1 min to extract 10 consecutives models to complete editing form. *.mdl-ascii, *.tga and binary *.mdl and *.mdx Again, great tools. Thanks Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 19, 2005 Author Share Posted September 19, 2005 I have dl a new ver. of kotor tool and installed in different location than previous. I start new one, and extract some mdl-ascii+textures on mdl doubleclick. After that I start the old KT and do the same with same mdl and it was extract binary mdl and mdx files. So, for how long will be like this I'm happy. Now it take me less than 1 min to extract 10 consecutives models to complete editing form. *.mdl-ascii, *.tga and binary *.mdl and *.mdx Again, great tools. Thanks I'm curious what you're using the binary mdl and mdx files for? Also, the current version can still just extract the files, without conversion; just select the file to extract and click the "Extract File" button. Link to comment Share on other sites More sharing options...
oldflash Posted September 19, 2005 Share Posted September 19, 2005 I'm curious what you're using the binary mdl and mdx files for? Also, the current version can still just extract the files, without conversion; just select the file to extract and click the "Extract File" button. I use binary files to recompile modifyed ascii files with mdlops. But,like I say, 1 KT for extracting in one step ascii models and textures and 1 KT for extracting in one step of binary mdl and mdx. Nice Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 19, 2005 Author Share Posted September 19, 2005 I use binary files to recompile modifyed ascii files with mdlops. But,like I say, 1 KT for extracting in one step ascii models and textures and 1 KT for extracting in one step of binary mdl and mdx. Nice Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box. Link to comment Share on other sites More sharing options...
oldflash Posted September 19, 2005 Share Posted September 19, 2005 Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box. Yes, that will be great. I can't belive how simple you say-it. (not like me: running aroud my tail) Link to comment Share on other sites More sharing options...
Darth InSidious Posted September 20, 2005 Share Posted September 20, 2005 BTW, FT, do you know that the secondary tab for editing doors and triggers in the module editor won't save changes? Just thought I'd better tell you Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 21, 2005 Author Share Posted September 21, 2005 BTW, FT, do you know that the secondary tab for editing doors and triggers in the module editor won't save changes? Just thought I'd better tell you What "secondary tab" are you referring to? A screenshot, perhaps? Link to comment Share on other sites More sharing options...
Fred Tetra Posted September 21, 2005 Author Share Posted September 21, 2005 Here's a quick look at the upcoming Module Properties editor: Link to comment Share on other sites More sharing options...
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