DivineSpy Posted August 12, 2014 Share Posted August 12, 2014 I don't know if I'm looking in all the wrong places or what, but I'm looking for tutorials on the following and can't seem to find any: -a way to import existing modules to 3ds max/gmax/whatever program for editing -creating modules from scratch -doors (how use them to go to other modules, how to place them in walls, how to build doorways for 'em) note: i would prefer text tutorials over video ones (doesn't everyone?) and yes, I have created test items (weapons, items, etc.), messed around with 2das, did a basic module tutorial, and simple stuff like that already, now I want to move on the the fun stuff Link to comment Share on other sites More sharing options...
Canderis Posted August 12, 2014 Share Posted August 12, 2014 Editing existing modules is not really done because it's not really all that possible to do anything productive with so there isn't any tutorials on that. Everything else is pretty much covered here: http://www.lucasforums.com/showthread.php?t=195385 Link to comment Share on other sites More sharing options...
Exile007 Posted August 22, 2014 Share Posted August 22, 2014 -doors (how use them to go to other modules, how to place them in walls, how to build doorways for 'em) note: i would prefer text tutorials over video ones (doesn't everyone?) By build doorways I assume you mean model a new one. In which case, use Sithspecter's tutorial. As for transitions, this goes a little beyond the scope of the basic Module tutorials, but it's pretty easy still. Open up the .git file (the one containing the creatures) and scroll down to the DoorList thread. Expand it, these are all the doors in the module. For whichever door you want to have a transition at, you want to look at three items in whichever door struct you're in: LinkedTo, LinkedToFlags, and LinkedToModule. LinkedTo - the name of the .mod file that you want to transition to. LinkedToFlags - Set this to either 1 or 2. 0 disables the transition. LinkedToModule - If LinkedToFlags is set to 1, then put the tag of the door you want to appear by in the new module. If you put 2, put the tag of the waypoint you want to spawn at. If it doesn't matter, you can just leave this blank. As for moving them around, you can obtain a set of x,y and z coordinates using an armband or force power and set them to wherever the door should be in the .git file, just as you would a creature. Hope that helped! Link to comment Share on other sites More sharing options...
djh269 Posted August 22, 2014 Share Posted August 22, 2014 I second the request on editing a module, but not the model. I wish to be able to edit characters which share tags (such as bandon) and be able to place it into a module, is it easier than I think it is or am I being a dummy? I appreciate the advice Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 22, 2014 Share Posted August 22, 2014 I second the request on editing a module, but not the model. I wish to be able to edit characters which share tags (such as bandon) and be able to place it into a module, is it easier than I think it is or am I being a dummy? I appreciate the advice For that, you will need ERF Editor to open the module files. To edit a character shared between modules with different character data, you have to edit the Character in KotOR Tool and then using the ERF Editor, insert that file back into the .RIM or .MOD it came from and save it. That will make the changes to the character relevant only to that area. Link to comment Share on other sites More sharing options...
djh269 Posted August 23, 2014 Share Posted August 23, 2014 Hello Fair strides, how would I go about obtaining the .MOD or .RIM file for me to be able to open up with the ERF editor? Thanks for the help! Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted August 23, 2014 Share Posted August 23, 2014 Hello Fair strides, how would I go about obtaining the .MOD or .RIM file for me to be able to open up with the ERF editor? Thanks for the help! The .mod and .rim files are found in the modules folder of the game's main directory. Also, you will only have .mods if the game's been modded, and if there's a choice of editing the .rim or the .mod of a module, edit the .mod since it takes precedence over the .rim(the game checks it first for files). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.