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Need Testers


UltimateHK47

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Hi all, ok to buisness. Im trying to make a reskined module, lets say it dosnt work. So can you test it for me, maybe fix it. Must have experiance. Noobs could download but then as it dosnt work what could they do.

 

Here is download link. Say if more info requred. Read the text docu.

 

 

 

http://www.megaupload.com/?d=I89E1LKW

working link

http://www.mediafire.com/?j32c7omf1jbvija

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Looking through your files, did you ever create a .MOD for the GIT, ARE, and IFO files?

 

I made a .rim but i use the .git are ect from the real module. The kyshyk (sos) house. I dont know how to make those files from scratch, and the tutorial didnt say how. It could be a hex editing issue, as im rubbish with it and i prob scuffed and entry up when getting bored.. WHat do you think FG. If you could fix it i'd be sooooooooo greatful.

 

PS: I think the main idea was to skin the module, not make a seperate one. I think the tutorial is in moddeling/skinning. Reskinning new modules or somthin like that.

 

I dint include the .rim reson for .rim was kotor 1 supports that no .mod file worked on previous projects...

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No, KotOR does support .MODs and did you follow this tutorial by Darth InSidious? If so, it is on creating an entirely new module that does not change any already in-game modules. If you're getting trouble loading up the module I would try packing the IFO, ARE, and GIT files all into a .MOD file and placing it in the modules folder. Now, if you're still having trouble you may want to look back at the model files for the module and make sure you hex-edited them properly. If you don't have a hex-editor here's this one: http://mh-nexus.de/en/hxd/ Which is the one I use, and I must thank jonathan7 for pointing it out to me when I was first starting out.

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Hmm, okay. I followed the tut. And does it still work with .rim? here is my warp script and i knew it was a new module, thats the whole point. DO i have to include the .tga's with the git are and ifo. Okay, the script, is this right?

 

1

 

void main() {

StartNewModule("m66aa,");

}

 

No, you dont need the .tga included with them, and i think that script is correct.

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So do i put the .tga's in the overide. Ill see what imyourdad sais. He's helping. ANyway guys, all who have contrebuted and helped me understand more will be credited. Also, the script is prob correct as it starts to load and then crashes.

 

Yes, you do put the tga's in override, with the crashing problem, I'll have to experiment with that.

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  • 2 weeks later...

For most modules you do need all the model files. For the particular module that DI uses for his tutorial, there is only one. You always need all the model files for your particular module, just so you know. In addition, don't call people out like you did. FG was doing his best to help - you shouldn't need to use a script in the first place.

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