DarthJebus05 Posted January 9, 2008 Share Posted January 9, 2008 Does anyone have this? The one with the green stars. (Posted from tutorial): GFF Editor -Used for editing a lot of the files when extracted, we will use this a lot. My favourite is the custom made one (its got a few buttons in Spanish but the words are very close to English anyway). Download: http://users.servicios.retecal.es/f...l/NwNEditor.zip Thanks, Jebus Link to comment Share on other sites More sharing options...
Darth333 Posted January 9, 2008 Share Posted January 9, 2008 That editor has not been available since late 2004. However, we now have K-GFF which can handle Kotor gff files much better: http://www.starwarsknights.com/tools.php Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 9, 2008 Author Share Posted January 9, 2008 My friend from America edited the .utc file for me and put in the co-ordinates to spawn him. And I haven't seen him since. What do I have to do to put the character into the game then if I don't put the co-ordinates into the .utc file? Thanks Link to comment Share on other sites More sharing options...
Marius Fett Posted January 9, 2008 Share Posted January 9, 2008 You need to use K-GFF like D333 said and edit the character into the modules .git Link to comment Share on other sites More sharing options...
tk102 Posted January 9, 2008 Share Posted January 9, 2008 What do I have to do to put the character into the game then if I don't put the co-ordinates into the .utc file? UTC files don't contain spawn-in coordinates. That's the job of the .git file. If you are designing a new module, you would use edit the .git file with KGFF and add a struct to the Creature List list. The structs must be ID=4 and have the appropriate fields in them, so its usually easier to just copy a struct from a different .git file and paste it into your new .git file and then change the coordinates. If you are modding an existing module, you should not do anything with the .git file and instead, write a script that spawns the creature. We have some scripting tutorials in this forum. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 9, 2008 Author Share Posted January 9, 2008 Ahh, thank you all. I was trying to spawn one of the Jedi. I was meant to say .git. I'm using the Endar Spire module, where my guy will run in behind Trask.\ :EDIT: So I only need to edit the .utc file and make a script to spawn it. I still put the .git file into the .mod even if I don't edit it? And btw, what files do I extract for the Endar Spire module, I mean the sounds and doors, etc? Thanks a lot Link to comment Share on other sites More sharing options...
tk102 Posted January 9, 2008 Share Posted January 9, 2008 Again, if you're only adding a character to an existing module, you don't need to do anything with the .git or anything with the Module tutorial you mentioned in your first post. All you would do is write a script, compile it, and then find some event to fire it. The overkill way of doing it would be to extract ALL of the resources from the module, toss your new .utc into that heap, modify the .git file, and then repackage everything in a .mod file. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 9, 2008 Author Share Posted January 9, 2008 Thanks so much TK. Much appreciated. I shall try it out in the morning, nearing 2am here in Aussie-land Thanks again! :EDIT: Excuse my ignorance, but what do you mean by modify the .git file? Link to comment Share on other sites More sharing options...
Miltiades Posted January 9, 2008 Share Posted January 9, 2008 If you open the .git file with k-gff, you add a structure under the Creature List. The easiest way is to just copy a structure from the Creature List and just add it in the List. Then you just replace the name of the TemplateResRef to your utc's TemplateResRef and change the coordinates. But, like tk102 said, replacing the .mod file just for that one .utc file isn't worth it. Just add the creature (character) by way of a script. How to do this is explained in the tutorials, I believe. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 10, 2008 Author Share Posted January 10, 2008 One more thing, what do I put in the X orientation, Y orientation? Do I add these? Link to comment Share on other sites More sharing options...
tk102 Posted January 10, 2008 Share Posted January 10, 2008 It just determines which way the creature is facing when spawned. I usually set these to zero to start. You can change the numbers if you don't like the facing. Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 10, 2008 Author Share Posted January 10, 2008 Wootness! Now I can finally put my guy ingame. Thanks Tk! Link to comment Share on other sites More sharing options...
e-varmint Posted January 10, 2008 Share Posted January 10, 2008 One more thing, what do I put in the X orientation, Y orientation? Do I add these? This may help: http://www.lucasforums.com/showthread.php?t=184590 Edit: Here's info for doors. It's useful if you want to add a new one somewhere. The "bearing" measurements for doors in the .git file use radians instead of degrees. Degrees Radians 15= 0.261799388 30= 0.523598776 45= 0.785398163 60= 1.047197551 75= 1.308996939 90= 1.570796327 105= 1.832595715 120= 2.094395102 135= 2.35619449 150= 2.617993878 165= 2.879793266 180= 3.141592654 195= 3.403392041 210= 3.665191429 225= 3.926990817 240= 4.188790205 255= 4.450589593 270= 4.71238898 285= 4.974188368 300= 5.235987756 315= 5.497787144 330= 5.759586532 345= 6.021385919 Link to comment Share on other sites More sharing options...
DarthJebus05 Posted January 11, 2008 Author Share Posted January 11, 2008 Thanks! Link to comment Share on other sites More sharing options...
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