Fred Tetra Posted January 5, 2006 Author Share Posted January 5, 2006 Ooh, for the next lot of modules, could you please do 853NIH as well? Thanks Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted January 5, 2006 Share Posted January 5, 2006 Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits. Hey Fred (and anyone else).. Here's an archive of one my un-modded playthroughs. It contains roughly 130 save points throughout the game. I know it's a bit overkill... but it may help you out later as well The download is apx. 83mb. http://www.jumpstationz.com/TSLsavegames/TSL_Saves-Unmodded.rar It's a LS/Male and I think it's a Guardian/WeaponsMaster.. but not sure. In any case, KSE can make it to whatever you need it to be Link to comment Share on other sites More sharing options...
stoffe Posted January 5, 2006 Share Posted January 5, 2006 Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits. 262TEL is Atris Polar Academy. It's both visited by the player (with a dialog/cutscene when first entering), then used in a series of cutscenes if you have the Handmaiden in your group, and then visited by the player again (with a different sequence of cutscenes starting that visit). Since it's used for so many different occasions it probably causes trouble if you warp to it at the wrong stage of the game. 950COR is the set for the "holo-recording" interactive cutscene after you first leave the Polar Academy. It's the dual-stage area with the party gathered in the Ebon Hawk's main hold, and the Jedi Council chamber on Coruscant. The area is only used as a part of this scene. It has an event script that fires the scene when the module is loaded, but it probably has some conditions that makes the scene only fire once, causing problems if you warp back there. Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 5, 2006 Author Share Posted January 5, 2006 Thanks, folks! A bunch of saves AND a module description! What a nice thing to read first thing in the morning. Last night I built up the 801-803dro modules. Since there's no .git/.ifo/etc. calibrating the map is harder than normal, as these files will have to be created nearly from scratch. This is also going to be the case with any other modules for which the 3d model exists but not the other game resources. <edit>Update: I replaced the onEnter/cutscene scripts with an empty one and was able to double check the visibility in the modules in question. The reason for visiting these modules is that some have models with non-walkable exterior elements meant to be seen from inside a set of rooms, as a realistic backdrop. Since these can be quite large and one cannot place things on them, I am able to reduce the map image "span" to only include the usable interior parts, keeping map image sizes more reasonable. On another note, the 950cor module is not completely walkable; only the parts need for the cutscenes are present. In fact, if one walks down one of the corridors, they end up outside and above the ship! Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 5, 2006 Author Share Posted January 5, 2006 New MapInfo.bfd (v1.2006.0105.1) and maps to support these modules has been posted: 401dxn - Dxun Jungle Landing 402dxn - Dxun Jungle Both of these have had their trees defoliated so that you can see where things are, as an added bonus. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted January 6, 2006 Share Posted January 6, 2006 New MapInfo.bfd (v1.2006.0105.1) and maps to support these modules has been posted: 401dxn - Dxun Jungle Landing 402dxn - Dxun Jungle Both of these have had their trees defoliated so that you can see where things are, as an added bonus. Updated the mirror site http://www.jumpstationz.com/KotorToolMaps/ And boy do I mean update.. gadz! I was 16 maps behind Fred.. sorry about that man I was on hiatus for a month doing some traveling & training, but all is good now. Plus I've updated the .bfd files/installer and all the site links pointing to your new website (I think I've worked long enough today... hehehe).. Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 6, 2006 Author Share Posted January 6, 2006 New MapInfo.bfd (v1.2006.0105.2) and maps to support these modules has been posted: 262tel - Telos Secret Academy 853nih - Ravager cutscene Link to comment Share on other sites More sharing options...
brwarner Posted January 6, 2006 Share Posted January 6, 2006 I know you're busy with the maps and all but I thought of something that would make kotor tool much more convienient. Possibly make the conversation editor so it can make kotor 2 dialogs like tk's Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 6, 2006 Author Share Posted January 6, 2006 I know you're busy with the maps and all but I thought of something that would make kotor tool much more convienient. Possibly make the conversation editor so it can make kotor 2 dialogs like tk's Making it, would, however, make my life more inconvenient. It would take some sizable motivation to take the time to extend it to fully handle K2 dialogs. In other news, the maps for the 10 original modules for Kotor I are now available for download from the new Kotor Tool site. Since maps for K1 take sooo long to assemble (3+ hours each, usually) I don't plan on doing any more of them unless someone really wants to "commision" one for themselves. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted January 6, 2006 Share Posted January 6, 2006 I'll create a few if you post a tutorial on how to generate the *.map files for them. Link to comment Share on other sites More sharing options...
deathdisco Posted January 6, 2006 Share Posted January 6, 2006 Fred, FYI, When I select "Scipt is for KOTOR II" in the text editor I get this error. Could not find file "C:\PROGRA~1\LUCASA~1\SWKotOR2\override\nwscript.nss". Link to comment Share on other sites More sharing options...
Pavlos Posted January 6, 2006 Share Posted January 6, 2006 @deathdisco: Maybe you should try and place the nwscript.nss in your override seeing as how the program is looking for it. If you have the international version you can get one from here: http://www.lucasforums.com/showthread.php?s=&threadid=143681, or you can update your game with the language patch, off the Lucas Arts site, and extract it with KotOR Tool and then put it into the Override. Or if you have the US version then just extract and place in the Override folder (Lots of Overrides in this post) @Fred: In the other thread where you mentioned the mysterious room on Peragus, you said to continue the discussion here, you mentioned that there were many modules where the Ebon Hawk is way off in the distance. How many of the modules are like that, and can you post cordinates for them so that we can warp into the cut-scene rooms and have a look? Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 6, 2006 Author Share Posted January 6, 2006 I'll create a few if you post a tutorial on how to generate the *.map files for them. Thanks, but I've tried that before, andpeople either give up after they see how much work it is, or, with few exceptions (T7 and Gsccc), they don't take enough care to align the rooms (or they want a tutorial on how to use Max, or the output file is in the wrong version, etc. The list goes on and on. ) Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 6, 2006 Author Share Posted January 6, 2006 Fred: In the other thread where you mentioned the mysterious room on Peragus, you said to continue the discussion here, you mentioned that there were many modules where the Ebon Hawk is way off in the distance. How many of the modules are like that, and can you post cordinates for them so that we can warp into the cut-scene rooms and have a look? Is there a way (from the console) to warp to a specific set of coords? Or do you mean via a script? Link to comment Share on other sites More sharing options...
Pavlos Posted January 6, 2006 Share Posted January 6, 2006 I mean via a script. Such as this one: void main(){ object oPC=GetFirstPC(); vector vecTemp=Vector(30.81667,31.90966,1.75500); //This is the position that the PC will reappear in within the Module, get this from the whereami armband location locDestination=Location(vecTemp,0.0); NoClicksFor(1.0); AssignCommand( oPC,ActionJumpToLocation(locDestination)); } [/Code] To explore random locations I normally attatch it to an NPC dialogue. Link to comment Share on other sites More sharing options...
Clone L68362 Posted January 7, 2006 Share Posted January 7, 2006 Heeey Fed I'm sure you can help me out here, when I try to start up Kotor Tool, I get a message saying something like "The program failed to initialize properly (0xc00000135) click Ok to terminate program." Not sure why it's doing this, I might be missing something but I can't figure it out. Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted January 7, 2006 Share Posted January 7, 2006 Thanks, but I've tried that before, and people either give up after they see how much work it is, or, with few exceptions (T7 and Gsccc), they don't take enough care to align the rooms (or they want a tutorial on how to use Max, or the output file is in the wrong version, etc. The list goes on and on. ) I've got a lot of spare time now and know 3Ds Max fairly well. I'll make sure they're done properly, I've got a habit of triple or quadruple-checking things Link to comment Share on other sites More sharing options...
rgdelta Posted January 7, 2006 Share Posted January 7, 2006 Yeah Fred the info on where these are in a module would be helpful like you said in the other thread adding them to the module editor would be a major thing (huge and unrenderable is what you said) but if we had info on where these things are those of us module editors could make use of them even if we have to gff edit. Some of us know how to GFF edit :-) Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 7, 2006 Author Share Posted January 7, 2006 Heeey Fed I'm sure you can help me out here, when I try to start up Kotor Tool, I get a message saying something like "The program failed to initialize properly (0xc00000135) click Ok to terminate program." Not sure why it's doing this, I might be missing something but I can't figure it out. Do you have: • PC version of: Knights of the Old Republic I -or- Knights of the Old Republic: The Sith Lords • Microsoft .NET Framework 1.1 installed Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 7, 2006 Author Share Posted January 7, 2006 Yeah Fred the info on where these are in a module would be helpful like you said in the other thread adding them to the module editor would be a major thing (huge and unrenderable is what you said) but if we had info on where these things are those of us module editors could make use of them even if we have to gff edit. Some of us know how to GFF edit :-) You can set your coords to: 7.463, 39.9, 9.052 for the mystery room on 104per. As for the maps, I've considered having two maps, one for each "view" into the model, but right now that would mean copying your .git/.ifo/.are files back and forth between two folders. Perhaps a setting that tells the module editor that a given project folder is a multi-map type? Then you could select which view when want. Definitely complicated... Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 7, 2006 Author Share Posted January 7, 2006 New MapInfo.bfd (v1.2006.0106.1) and maps to support these modules has been posted: 106per - Peragus Hangar Bay 202tel -Telos Citadel Station Entertainment 081 Link to comment Share on other sites More sharing options...
Clone L68362 Posted January 7, 2006 Share Posted January 7, 2006 I have both of those. Is that all you need to run it? Link to comment Share on other sites More sharing options...
rgdelta Posted January 7, 2006 Share Posted January 7, 2006 actually I had some problems with it that was fixed once I downloaded the .net framework 1.1 service packs and fixes. Link to comment Share on other sites More sharing options...
Fred Tetra Posted January 7, 2006 Author Share Posted January 7, 2006 I have both of those. Is that all you need to run it? That's it, assuming you haven't moved your game's directory without reinstalling. (That would cause the registry entry, created during the game's installation and used by Kotor Tool to find the game's data, to not match. This is bad.) Link to comment Share on other sites More sharing options...
Miltiades Posted January 7, 2006 Share Posted January 7, 2006 I have a problem when I use my Module Editor to open the .git file, this is what I get when opening it: http://img476.imageshack.us/img476/9346/kotortoolerror4tf.gif Link to comment Share on other sites More sharing options...
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