goldberry Posted January 25, 2006 Share Posted January 25, 2006 Fred has pretty much left altogether as far as anyone can tell so this topic is kind of redundant. I'm keeping it updated now that I'm shadowing again, but it's simply out of the thought to finish what I started. This has been here for over two years and never been acted upon, so don't expect anything to be done now. I just thought it would be easiest for Fred Tetra if all of the module requests were in one place, so post any you want here (Although, alot are there anyway). IMPORTANT NOTICE: As Fred states on his website, he no longer accepts K1 requests without a donation. Please do not post K1 requests here. Requests as of post 29 are: 003EBO/004EBO/005EBO/006EBO - Ebon Hawk Interior (003EBO is in progress) 152HAR - Harbinger (Can't remember where ) 261TEL - Telos Crash Site 306NAR - Nar Shaddaa Entertainment Promenade 403DXN - Mandalorian Camp 506OND - Royal Palace (506OND is in progress) 601DAN - Khoonda 602DAN - Khoonda Plains 604DAN - Crystal Cave 605DAN - Enclave Courtyard 650DAN - Rebuilt Jedi Enclave 711KOR - Secret Tomb 950COR - Ebon Hawk Interior I have not included the Droid Factory and Planet because I doubt very much that Fred Tetra would make those available. If I'm wrong in this assumption, I'm very sure he'll edit my post. Link to comment Share on other sites More sharing options...
rgdelta Posted January 29, 2006 Share Posted January 29, 2006 heh this was a great idea. I really want the rest of K2 Maps tops of my list atm are 003EBO, 004EBO, 604DAN, 601DAN, 602DAN, 605DAN, and 650DAN. Link to comment Share on other sites More sharing options...
goldberry Posted January 29, 2006 Author Share Posted January 29, 2006 I would particuarly like to have the following: 950COR - Ebon Hawk (After leaving Telos) 650DAN - Rebuilt Jedi Enclave Im gonna start editing the first post with everything posted. Link to comment Share on other sites More sharing options...
Darth InSidious Posted January 29, 2006 Share Posted January 29, 2006 950 COR would indeed be useful. As would 711KOR... Link to comment Share on other sites More sharing options...
Darth333 Posted January 29, 2006 Share Posted January 29, 2006 The Onderon Palace would be nice too (506OND) Link to comment Share on other sites More sharing options...
Emperor Devon Posted January 29, 2006 Share Posted January 29, 2006 301, 302, and 303nar would be great, too. Link to comment Share on other sites More sharing options...
rgdelta Posted January 29, 2006 Share Posted January 29, 2006 301NAR, 302NAR and 303NAR are out and released go to http://kotortool.starwarsknights.com/ go to downloads get the lastest mapinfo.bfd scroll down and you will see the downloads for those 3 maps. Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 8, 2006 Share Posted February 8, 2006 801 & 805DRO would be useful. Link to comment Share on other sites More sharing options...
Elven6 Posted February 25, 2006 Share Posted February 25, 2006 I would like one for the rebuilt enclave, already requested above Link to comment Share on other sites More sharing options...
darthbryce Posted May 31, 2006 Share Posted May 31, 2006 does anyone know the map name for the interior of the weapons cache on the duxn landing jungle? i wanted to make a hutt's palace in there because it looks like the interior of somewhere on tatooine. Link to comment Share on other sites More sharing options...
Lit Ridl Posted June 6, 2006 Share Posted June 6, 2006 I will be happy to see in Kotor Tool those maps: 506OND - Royal Palace (Haven't someone post you its models?) 604DAN - Crystal Cave 711KOR - Secret Tomb 801-807DRO - droid factories 403DXN - Mandalorian Camp 232TEL - cherka base 261TEL - Area with snow I think they would be really cool to have in Module editor. Link to comment Share on other sites More sharing options...
goldberry Posted August 2, 2006 Author Share Posted August 2, 2006 I suppose this is as good a forum as any to say that I have reinstalled TSL, and am back on the modding scene! Edit: See this line? -------------------------------------------------------------------------- Above that line are requests that are in my first post. Link to comment Share on other sites More sharing options...
Miltiades Posted November 1, 2006 Share Posted November 1, 2006 152HAR would be very useful to me. Link to comment Share on other sites More sharing options...
Verlaine Posted December 6, 2006 Share Posted December 6, 2006 I'm making a mod for TSL and I would love to have 852NIH (Ravager Bridge) Thank you. Link to comment Share on other sites More sharing options...
Lit Ridl Posted December 6, 2006 Share Posted December 6, 2006 I'm making a mod for TSL and I would love to have 852NIH (Ravager Bridge) Thank you. Actually Ravager's cutscene module is available, Ravager Bridge and this Cutscene are absolutely the same Link to comment Share on other sites More sharing options...
goldberry Posted January 15, 2007 Author Share Posted January 15, 2007 Yup, the two modules are pretty much identical appart from the scenery outside the window being different. I'm gonna update the first post up to this point. I can't see the topic overflowing until I get back next month. P.S. Your recent mods are looking great, Lit. Link to comment Share on other sites More sharing options...
glovemaster Posted February 1, 2007 Share Posted February 1, 2007 I have not included the Droid Factory and Planet because I doubt very much that Fred Tetra would make those available. If I'm wrong in this assumption, I'm very sure he'll edit my post. Are these maps even available? I dont think the HK Droid Factory got very far in development but were the maps actually created? Link to comment Share on other sites More sharing options...
Darth333 Posted February 1, 2007 Share Posted February 1, 2007 Are these maps even available? I dont think the HK Droid Factory got very far in development but were the maps actually created? no, no maps for the KT module editor have been released. If you want to edit those areas, you will either have to do it manually with k-gff or make your own maps: http://kotortool.starwarsknights.com/pgs/assembling_maps.html Link to comment Share on other sites More sharing options...
Randydgx Posted May 9, 2007 Share Posted May 9, 2007 Can anyone make me a 950cor map, I'm working on a Coruscant mod and I need that map thanks, Randy Link to comment Share on other sites More sharing options...
KiwiBoX Posted July 2, 2007 Share Posted July 2, 2007 I'd like to request 306NAR - Nar Shaddaa Entertainment Promenade, and I thought I'd mention that 152HAR is the Crew Quarters. Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted July 12, 2007 Share Posted July 12, 2007 no, no maps for the KT module editor have been released. If you want to edit those areas, you will either have to do it manually with k-gff or make your own maps: http://kotortool.starwarsknights.com/pgs/assembling_maps.html Preface: I am a rookie noob in re:modding, so if this question is over the top simpleton forgive me! Well, I have a question regarding the above. I happen to have discovered a friend who is highly skilled with 3dsMax and has it at home to play with. After reading the link in Darth333's post, I for a moment was excited. My friend can easily do all of the steps involved with the guide's instructions - shoot, I feel like I could do it. But Fred mentions in that post that he would need to do the final rendering and what-not to have the map usable. Question 1: As Fred no longer supports KT, is it safe to assume that we can no longer expect to have new maps available for the editor? 2: If no to 1, who can do that final rendering/ what's involved? 3: Is it that important? I have been thinking about using some modules not listed in the maps available, and am wondering if it matters, since I will edit the modules using K-GFF anyway. Thanks in advance (assuming someone actually looks at this old thread!!!!) Link to comment Share on other sites More sharing options...
Emperor Devon Posted July 12, 2007 Share Posted July 12, 2007 As Fred no longer supports KT, is it safe to assume that we can no longer expect to have new maps available for the editor? I think it is... Unfortunately Fred hasn't been online in nearly a year. 2: If no to 1, who can do that final rendering/ what's involved? I do hope I'm wrong, but I don't think there is. Is it that important? I have been thinking about using some modules not listed in the maps available, and am wondering if it matters, since I will edit the modules using K-GFF anyway. It depends on how much module editing you plan to do. Kotor Tool's maps are much more efficient than manually placing something into a module, since you just drag the creature/placeable/whatever to where you put it. Manually placing something is much more time-consuming in that you have to go to the module yourself, write down the coordinates, and the enter them into the GFF editor. Not terribly difficult work, but it can be very time-consuming and dull if you're doing enough of it. (Especially with TSL's longer coordinates) Link to comment Share on other sites More sharing options...
Qui-Gon Glenn Posted July 12, 2007 Share Posted July 12, 2007 It depends on how much module editing you plan to do. Kotor Tool's maps are much more efficient than manually placing something into a module, since you just drag the creature/placeable/whatever to where you put it. Manually placing something is much more time-consuming in that you have to go to the module yourself, write down the coordinates, and the enter them into the GFF editor. Not terribly difficult work, but it can be very time-consuming and dull if you're doing enough of it. (Especially with TSL's longer coordinates) Well, that is I guess what I expected. Simplicity for certain things with one tool, and yet of course also for the other. There are maps for half of what I need, and I guess I'll just have to get used to whereami and her buddy FB. Thanks for your response Emperor Devon. Thanks Fred for your great tool... wish you were here.... Link to comment Share on other sites More sharing options...
stoffe Posted July 14, 2007 Share Posted July 14, 2007 (Especially with TSL's longer coordinates) You don't usually need that kind of precision anyway so you don't need to use all the decimals. The world coordinates are in meters, and I doubt you'd need more than centimeter or millimeter precision since you won't notice any difference in-game anyway, so three decimal digits would be the most you need. Most of the high precision decimal digits are likely floating point representation errors anyway. Link to comment Share on other sites More sharing options...
Ulic and Cay Posted August 30, 2007 Share Posted August 30, 2007 I saw that Fred was posting again, even talking about resuming development if there was enough community interest. If he is back, does anyone know if he is accepting new maps? Link to comment Share on other sites More sharing options...
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