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Tutorial for creating custom planets?


RobQel-Droma

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actually I had a simillar question

 

in our restoration of M4-78 we've come across a lot of blank door and doors leading to yet to be createed areas......

 

would it be possible to rip appart sections of an existing module to create new areas?

 

I'm not talking about anything large here...just creating a small room to add on to a module or something to that effect.........that way we wont have so many unusable doors in the industrial zone

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actually I had a simillar question

 

in our restoration of M4-78 we've come across a lot of blank door and doors leading to yet to be createed areas......

 

would it be possible to rip appart sections of an existing module to create new areas?

 

I'm not talking about anything large here...just creating a small room to add on to a module or something to that effect.........that way we wont have so many unusable doors in the industrial zone

 

I'm not sure how that would work. As of yet, I haven't seen any "new model" areas (that I'm aware of). Since it's possible to edit body meshes, I suppose it's likely that modules can be edited also. I don't know though (if they can't, there are alternatives, I'm sure).

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That's ORD Mandell Rob! ;)

Maybe it is just me, but I can't find a tutorial that tells you how to make new areas or planets, like whoever's (I think it was RedHawke) Ord Mandell mod, or Project Yavin 4 mod. Could somebody please point me in the right direction? Or tell me what I need to do this besides Kotor Tool? :dozey:

It isn't just you Rob... you cannot find a tutorial for what you are asking...

 

It is completely impossible to write a Tutorial for this type of mod!

 

Massive new area mods involve several aspects of KOTOR Modding... also it should only be attempted by people willing to invest several months of hard work to pull off. While not overly difficult to do if you have some modding expirience, it is very time consuming.

 

The best start you can get, is this tutorial here, by Doom Dealer, while it is a liitle out of date, it is what I used, but only after doing many types of mods beforehand, so I was familiar with the tools and files allready. ;)

 

I don't wish to discourage, but there is no easy way to make a large new area mod, and it is not a mod beginners can pull off, unless you come to this community with NWN expirience or something like that. But then you wouldn't have asked for a tutorial.

 

Imagine this if you will, go to ORD Mandell go into the main cave, each and every container/SBike/NPC you see in that cave had to be placed manually by first standing there and then typing the whereami cheat, and then writing down the coordinates, then adding that placeable into the modules .git file, that is for each placeable and NPC you see, this applied for every level... now with Darth333's armband this will be a little easier, but the work you have to do is the same. This still doesn't include the creation of the NPC dialogue files, scripts, NPC, and Placeable files themselves.

 

See, the placeables alone could send you to the asylum! :nutz3:

 

You will have to start small, make a few mods and tackle ones that rely heavily on Scripting, Dialogue Editing, Placeables, NPC's, etc. Build your skill sets up, become as familiar as you can with the tools, scripting, and the games individual file types, and only then tackle this type of big mod.

 

Just my 2 cents! :D

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