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NWToolsetBeta(Not offtop)(Building Areas)


SiTox

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Because NWN and KOTOR 1 build allmost on one engine

I think that if we import models and textrures from KOTOR to NWToolset we can build areas and maps.

Can you help me with that ? please

http://nwn.bioware.com/forums/viewforum.html?forum=46 <-forum about NWToolset

NWToolset comes with NWN Game or {snip} LucasForums does not condone piracy - Read the forum rules. This is your warning. - Darth333

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Does anyone know if BioWare released the source code for the NWN toolset? If someone figures out the KotOR module format, perhaps some amount of time could be saved by just changing the I/O code for the NWN toolset and switching it from the tile-based system NWN uses. It'd certainly beat someone writing a whole new program for a GUI-based module designer.

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Darth333, when you save .mod from NWToolSet you can extract it and there is .are .ifo files witch are same as in KOTOR.

different format of what ?

All fileformats are open,they are the same as in Aurora engine

Programmers from Bioware ware so lazy that they leave old format only add some new things to KOTOR and make graphics better.

 

Help me with importing resource in NWToolSet and i make other ;)

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Darth333, when you save .mod from NWToolSet you can extract it and there is .are .ifo files witch are same as in KOTOR.

different format of what ?

 

The files (extensions) are the same, but their content is not. They contain fields that don't exist in Neverwinter Nights, and a lot of the fields from NWN are unused in the KotOR games.

 

Also, as said, Neverwinter Nights uses tilesets to build new areas, where you piece together a map by linking together squares of ready-made models in varying configurations. The area models in the KotOR games don't work like this. They don't use tilesets, but larger 3D area models, and a "room" concept to access different parts of an area to set its properties (such as weather, force rating, animations etc) independently. NWToolset only handles Tilesets for area building. The 3d model format is also different. They may both have an MDL extension (although in KotOR they are paired with an MDX file), but the format inside is not the same. NWToolset cannot read the KotOR MDL format.

 

The module composition is also different. In Neverwinter Nights you can have any number of areas in a module, where they are all kept in memory when the game is running. In the KotOR game a module can only contain one area, and as such all functionality that dealt with multiple areas has been stripped (such as the Area component from locations).

 

The same goes with many other types of data files. The basic structure of them may be the same, but changes have been made to pretty much everything. Changes NWToolset can't handle since it was made specifically to be a NWN/Aurora editor, not an Odyssey engine editor.

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.bif format are allmost the same.

I wroted programm witch extract bif of KOTOR and NWN

and program with remove`s files from KOTOR and NWN

i wroted programm witch add`s files to KOTOR bif

there isn`t big different`s or if they are i think can create convector.

leave tilesets and other to ME :p:D <censored> :D just help me with importing resource to NWToolSet

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SiTox we are always interested in new tools and ways of modding KOTOR. But only LEGAL ways of doing it, breaking the law is not the forums idea of a good idea. INfact we have rules about it.

 

Right here: http://www.lucasforums.com/showthread.php?t=127725

 

Holowen Lab rules:

14. Mods containing assets (models, textures, sounds, etc.) ported from another game are prohibited NEW!

It is against Lucasarts policy to port assets from one game to another. Holowan Laboratories does not condone porting of this nature, and moderators will close or delete any thread or posts discussing such mods. The exception to this is if the asset in question is present in both KOTOR and TSL. Also, modders may create from scratch mods that resemble assets from another game.

 

Lucasarts forums rules:

4. The posting of links to sites that contain illegal material and the discussion of where to obtain illegal material (ie where to get illegal MP3s, warez, etc.) is prohibited. We reserve the right to edit/delete any thread/post that breaks this rule at our sole discretion.

 

That and modifying the kotor.exe file breaks the EULA, if you hacked that and put it up for download somewhere Lucasarts would more then likely shut us and every other KOTOR modding site down completely. We dont want that. So please do not talk about as we dont want to get in trouble because someone didnt take the time to read the forum rules.

 

And seeing you have already been warned by D3 about this I would say you are likely to get in deep trouble for ignoring her warning. Bye ~waves~

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I haven`t posted link to illegal MP3s warez etc. I posted link to offical NWToolSet forum on offical Bioware server :)

And i don`t whant to port from another game

i just whant edit KOTOR with NWToolSet,you editing KOTOR resource with others util like KOTOR tool,erfedit,mdlops

why i can`t edit with NWToolSet ? may be i bad understand english,i don`t see any illegal. and about hacking kotor.exe it was a joke. :p

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i just whant edit KOTOR with NWToolSet,you editing KOTOR resource with others util like KOTOR tool,erfedit,mdlops

We use the tools we use because they were made for KotOR, the NWN Editor is not meant for editing KotOR.

 

why i can`t edit with NWToolSet ?

Your question is answered by stoffe...

 

The files (extensions) are the same, but their content is not. They contain fields that don't exist in Neverwinter Nights, and a lot of the fields from NWN are unused in the KotOR games.

 

Also, as said, Neverwinter Nights uses tilesets to build new areas, where you piece together a map by linking together squares of ready-made models in varying configurations. The area models in the KotOR games don't work like this. They don't use tilesets, but larger 3D area models, and a "room" concept to access different parts of an area to set its properties (such as weather, force rating, animations etc) independently. NWToolset only handles Tilesets for area building. The 3d model format is also different. They may both have an MDL extension (although in KotOR they are paired with an MDX file), but the format inside is not the same. NWToolset cannot read the KotOR MDL format.

 

The module composition is also different. In Neverwinter Nights you can have any number of areas in a module, where they are all kept in memory when the game is running. In the KotOR game a module can only contain one area, and as such all functionality that dealt with multiple areas has been stripped (such as the Area component from locations).

 

The same goes with many other types of data files. The basic structure of them may be the same, but changes have been made to pretty much everything. Changes NWToolset can't handle since it was made specifically to be a NWN/Aurora editor, not an Odyssey engine editor.

may be i bad understand english,i don`t see any illegal. and about hacking kotor.exe it was a joke. :p

Well people around here take those kinds of statements seriously, as we only exist as long as LucasArts has no reason to shut us down, if we started to do these kinds of things we would be closed, so our sense of humor degrades when we see people talking about hacking exe files. Please understand. ;)

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