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Module Editing


darthtyren

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How would I go about as to change the textures of a module? I don't want my new module to look just like the Trayus Core.

 

Also, what exactly is the purpose of the Module Editor for KotOR Tool? Because I can't see anything when I load the map. Instead, I see an exception warning saying bluntly: "Object reference not set to an instance of an object." And the Details:

 

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See the end of this message for details on invoking

just-in-time (JIT) debugging instead of this dialog box.

 

************** Exception Text **************

System.NullReferenceException: Object reference not set to an instance of an object.

at kotor_tool.frmModule_Editor.Draw()

at kotor_tool.frmModule_Editor.miOpenProject_Click(Object sender, EventArgs e)

at System.Windows.Forms.MenuItem.OnClick(EventArgs e)

at System.Windows.Forms.MenuItem.MenuItemData.Execute()

at System.Windows.Forms.Command.Invoke()

at System.Windows.Forms.Command.DispatchID(Int32 id)

at System.Windows.Forms.Control.WmCommand(Message& m)

at System.Windows.Forms.Control.WndProc(Message& m)

at System.Windows.Forms.ScrollableControl.WndProc(Message& m)

at System.Windows.Forms.ContainerControl.WndProc(Message& m)

at System.Windows.Forms.Form.WndProc(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)

at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)

at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

 

************** Loaded Assemblies **************

mscorlib

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4961 (win7RTMGDR.050727-4900)

CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll

----------------------------------------

kotor_tool

Assembly Version: 1.0.2210.16738

Win32 Version: 1.0.2210.16738

CodeBase: file:///C:/Program%20Files%20(x86)/Kotor%20Tool/kotor_tool.exe

----------------------------------------

System.Windows.Forms

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4961 (win7RTMGDR.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

----------------------------------------

System

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

System.Drawing

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

----------------------------------------

Microsoft.VisualBasic

Assembly Version: 8.0.0.0

Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll

----------------------------------------

System.Xml

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

----------------------------------------

System.Configuration

Assembly Version: 2.0.0.0

Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

----------------------------------------

e5lcyxsm

Assembly Version: 1.0.2210.16738

Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

ye9jsuug

Assembly Version: 1.0.2210.16738

Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)

CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

----------------------------------------

 

************** JIT Debugging **************

To enable just-in-time (JIT) debugging, the .config file for this

application or computer (machine.config) must have the

jitDebugging value set in the system.windows.forms section.

The application must also be compiled with debugging

enabled.

 

For example:

 

<configuration>

<system.windows.forms jitDebugging="true" />

</configuration>

 

When JIT debugging is enabled, any unhandled exception

will be sent to the JIT debugger registered on the computer

rather than be handled by this dialog box.

 

I don't at all know what this means. All I know is that I can't see anything in the field where I'm guessing I'm supposed to see the map.

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OK, I kinda like the first tutorial, but it follows modding KotOR, not TSL. I'm guessing they're a bit different when it comes to re-skinning modules. Would I be correct in saying this?

Not really, no. :p

 

There are some slightly different texture references that come up in the hex-editing section, but they just have to be edited in the same way as all the others. Apart from that, it's exactly the same.

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OK, but what about the .txi files for the lightmaps? There is no Extra Texture Info tab containing .txi files for the lightmaps. Does TSL not need them?

 

Also, I'm using module 904mal, and its lightmap list is as follows:

 

904malc_lm0

904mal_lm0

904mal_lm1

904mal_lm2

904mal_lm3

904mal_lm4

904mal_lm5

 

What - if any - is the significance of the first one? And will I need it?

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Well, it feels better to finally have someone answer my question, it seemed as if no one knew or no one cared.

 

But now there's this:

 

While you’re at it, open the .lyt file with notepad, and change any references to ‘m23ab’ to ‘m65aa’. Close it, and then rename the file to ‘m65aa.lyt’. Do exactly the same with the .vis file. Also, rename the WOK file to m65aa.wok .

 

So if I'm changing the Trayus Core labels, and I'm using the new label 926hom, then would it be like this:

 

 

#MAXLAYOUT ASCII
filedependancy 904MAL.max [color="Red"]--> 926HOM.max[/color]
beginlayout
  roomcount 3
     904MAL 0.0 0.0 0.0 [color="Red"]--> 926HOM 0.0 0.0 0.0[/color]
     904MALb 0.0 -133.578 0.0 [color="Red"]--> 926HOMb 0.0 -133.578 0.0[/color]
     904MALc 76.6783 -357.243 0.0 [color="Red"]--> 926HOMc 76.6783 -357.243 0.0[/color]
  trackcount 0
  obstaclecount 0
  doorhookcount 0
donelayout

 

 

904mal 2 [color="Red"]--> 926hom 2[/color]
 904malb [color="Red"]--> 926homb[/color]
 904malc [color="Red"]--> 926homc[/color]
904malb 1 [color="Red"]--> 926homb 1[/color]
 904mal [color="Red"]--> 926hom[/color]
904malc 2 [color="Red"]--> 926homc 2[/color]
 904mal [color="Red"]--> 926hom[/color]
 904malb [color="Red"]--> 926homb[/color]

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for the map..find the it in the erfs/texturepacks/swpc_tex_gui.erf..under the "L"'s...starts with lbl_map...just replace your module name like you did with the previous files and save it..place in override..pretty straight forward.

 

 

so lbl_map904MAL.tga becomes lbl_map926hom.tga..

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go into the .are file...drop down to the line Name, click on it so it's highlighted...then on the right enter the value -1 into the StringRef box..after entering click on another line to the highlight jumps and the value -1 shows...now, click on Name again so it's highlighted..right mouse click, so the drop down menu appears and click 'Add String'...click on the new add string line so it's highlighted, and on the right hand side, in the big box called CExoLocString Substring Info: , type in the name for your module..this will make the name appear over your map during gameplay.

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  • 2 weeks later...

I have just got done reskinning another module, and when I go ingame to test it out, there is nothing different. I looked at the are, git, and ifo files and compared it with my first one, and everything that should be changed was changed. I looked through all my models, and there's nothing wrong with them. Same goes for lyt and vis files. IDK what's going on, but it's annoying to have worked on my first module, but not on my second.

 

EDIT

NVM, I saved it as a different module and it worked.

 

But now I have another question: In the Trayus Academy modules, how do you get rid of the red light from the red circles all over the place?

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I edited all the lightmaps. Whatever color there was in those lightmaps is now on the opposite end of the spectrum. What was red should turn out to be cyan. But it's still red. But I don't want to change the color, I want to get rid of the light altogether.

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I want to get rid of the light altogether.

 

 

"Get used to disappointment."..Dread Pirate Roberts to Inigo Montoya, The Princess Bride.

 

The best you can do is make the lightmaps a neutral color so no color glows from the red circles. The lightmaps are part of the model, nothing you can do about removing them. The glow may even be part of the larger room model itself, but I don't know, never reskinned that particular room.

 

Remember you will have to rename the lightmaps according to your new module and then hex edit those new lightmap names into the room .mdl file. Don't forget to put the new lightmap file in your override.

 

Check the threads, this question has been asked before.

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