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problem with Kotor Tool v1.0


randydg

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Hi, kor_tool is totaly screwing up the .git file in the rim file. i can edit it one time then after i save it i can't reopen. it always opens it in the text editor. then if i edit there it the area will be blank in game. and say something about the file being corupt. is there anyway to edit it, save it. and beable to reopen it back up in the way you can the first time you open it?

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I'm not exactly sure what you are doing, but I will try to help.

The git file should not be opening in a note pad, it should open in the gff editor(you need to have gff editor installed inthe same folder as KT). If you want to force a file to open with a certain program right click the file, choose the GFF editor and select the box "always use this program to open this type of file"

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no, i do have a gff editor its used in the kotor_tool program. when i click on open gff file i try to open my edited .git file and it oepens in a text editor instead of the gff editor. witch it will do fine if i open the .git from the original files and not an edited one.

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Thats odd I have never run into any thing like that, But if it's anything screwing with the file it's probly the gff editor. There have been a few times when I was editing a uti and it got corrupted for no reason.

I haven't played around to much with the git files, but I haven't had any problem opening, editing, saveing then reopening.

 

Im sorry i can't be of any help maybe someone else has run into the same problem.

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From my post of 2/16....

 

I discovered that there are at least two field types that are not found in BioWare's GFF specifications. These two new types are used (for example, but not exclusively) to represent the Position and Orientation of items in the CameraList list.

 

Also, these types are not supported by the GffEditor program. If you try to open and save a file containing these types, they will be ignored and the file will be smaller when you're done. Perhaps quite obvious is the fact that you can't edit attributes of that use those types in their representation. An example of one of these files would be m02ae.git.

 

This means that any number of strange things might happen, given that important data is missing after using BW's editor. KT just extracts the file to a working directory and tells their editor to open it, so KT isn't screwing it up, BW's editor is :) Remember, it was designed for NeverWinter Nights' version of the BW Aurora engine, not the newer one used in KotOR.

 

Also, the currently released version of KT can only parse extracted-to-file GFFs and display them in the text editor. This is mainly so that I can do debugging, but I left it in since someone might want to look at a standalone file. I use it to see if the portion of my code that writes GFFs works correctly, since I have tested the reader/viewer enough to have some confidence in it. I did not add support for editing since I have been concentrating on other features.

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