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Old 03-18-2005, 04:03 PM   #961
Lorden Darkblade
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I agree with them
This will be very very useful



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Old 03-18-2005, 06:10 PM   #962
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Quote:
Originally posted by Fred Tetra
I've gotten a few requests over time for the ability to copy and paste a row between two different 2DA files, and I have gotten it working where you can do that, plus paste a row from MS Excel in as well. (Excel sends you a MemoryStream (!) instead of a string, even though the clipboard indicates "Csv" as the data format. Different, eh?)

I was wondering how many people would use a feature whereby you could select several rows to copy and paste, both within a file and between two different ones as well.

Any interest? Would this be useful?
That would be fan-tas-tic!
Very useful indeed...

By the way, Fred, whenever you get around to making that appearance head wizard, send me a PM, I'm pretty sure I could do quite a bit of the work for you. ^^


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Old 03-18-2005, 07:11 PM   #963
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Now that you have put it out there for people know its possible to do this, there is no way back but to implement it

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Old 03-18-2005, 11:00 PM   #964
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Quote:
Originally posted by Shimaon
That would be fan-tas-tic!
Very useful indeed...

By the way, Fred, whenever you get around to making that appearance head wizard, send me a PM, I'm pretty sure I could do quite a bit of the work for you. ^^
I have more than a bit of it going, but I've been so busy bug-stomping...

Perhaps now we can resume the design. What I need iswhat we call at work, "business logic"; that is, the rules that the code has to follow to automate an otherwise manual process. As I am not a domain expert when it comes to appearance heads, I'll need a lot of help with those rules. If you want to outline a process, email it to me and I'll see about jump starting the wizard.


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Old 03-18-2005, 11:02 PM   #965
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Quote:
Originally posted by envida
Now that you have put it out there for people know its possible to do this, there is no way back but to implement it
I do have the single row copy/paste working, it's the multi-row version that needs some thought-time. There are some cases, like people pasting 4 rows starting 2 rows from the end, that need special treatment to deliver the best user experience.


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Old 03-19-2005, 08:06 AM   #966
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I was fiddling around a bit with the module editor, and was wondering whether it would be possible to use a custom made Gmax environment as a module in KotOR?
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Old 03-19-2005, 11:28 AM   #967
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Quote:
Originally posted by Hive
I was fiddling around a bit with the module editor, and was wondering whether it would be possible to use a custom made Gmax environment as a module in KotOR?
Unfortunately, we cannot create all of the data structures needed to implement entirely new levels at this point. We're limited to working with the ones in the game. If you have a particular "map" that you'd like to work with that isn't already supported, just ask.


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Old 03-19-2005, 11:44 AM   #968
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Quote:
Originally posted by Fred Tetra
I do have the single row copy/paste working, it's the multi-row version that needs some thought-time. There are some cases, like people pasting 4 rows starting 2 rows from the end, that need special treatment to deliver the best user experience.
Is it possible to convert 2da to its ascii v2.0 form and then back to v2.b?

I mean copy-pasting should be much easier in Notepad.


Last edited by Xcom; 03-19-2005 at 02:32 PM.
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Old 03-19-2005, 12:26 PM   #969
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Quote:
Originally posted by Fred Tetra
Unfortunately, we cannot create all of the data structures needed to implement entirely new levels at this point. We're limited to working with the ones in the game. If you have a particular "map" that you'd like to work with that isn't already supported, just ask.
Hmm... I don't suppose the old NWN module editor could help give us some clues how to do a similar editor for KotOR?

Also, does your module editor work for KotOR II? If so, I'd love to be able to edit the Telos map...
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Old 03-19-2005, 07:32 PM   #970
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Quote:
Originally posted by Hive
Hmm... I don't suppose the old NWN module editor could help give us some clues how to do a similar editor for KotOR?

Also, does your module editor work for KotOR II? If so, I'd love to be able to edit the Telos map...
As with the models, the other structures are likely as different. Also, there doesn't seem to be nearly as much interest in module making as there is in coming up with the umpteenth robe/lightsaber/etc. so not much headway has been made.


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Old 03-19-2005, 07:37 PM   #971
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Quote:
Originally posted by Fred Tetra
As with the models, the other structures are likely as different. Also, there doesn't seem to be nearly as much interest in module making as there is in coming up with the umpteenth robe/lightsaber/etc. so not much headway has been made.
Ahh, but Fred the Padawan's must first learn to crawl before they walk. The ability to make custom lightsabers is a way of honing the skills required to craft custom map models eventually. That and the fact that we are still limited on what we can do for crafting area models to only really being able to retexture the maps. I'm sure once you and Chuck get together and break more of the hidden formats people will be all over that bandwagon as well.


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Old 03-19-2005, 08:52 PM   #972
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I have just come over a problem not sure if its on my part or the program.

When I edit character files (utc) and change the portrait property and save it, it wont hold the changes? When I open the utc file again it has the old portrait? I tried changing it again a saving but when I open the utc file again it has the old portrait again?
Any ideas as to why. Am I doing something wrong?

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Old 03-20-2005, 01:50 AM   #973
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Quote:
Originally posted by envida
I have just come over a problem not sure if its on my part or the program.

When I edit character files (utc) and change the portrait property and save it, it wont hold the changes? When I open the utc file again it has the old portrait? I tried changing it again a saving but when I open the utc file again it has the old portrait again?
Any ideas as to why. Am I doing something wrong?
This has been a bug/glitch in some of the older versions of kotor tool since Fred updated it to TSL. This has been one of many glitches Fred is aware of and is working on.


Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
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Old 03-20-2005, 05:22 AM   #974
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Quote:
Originally posted by Fred Tetra
As with the models, the other structures are likely as different. Also, there doesn't seem to be nearly as much interest in module making as there is in coming up with the umpteenth robe/lightsaber/etc. so not much headway has been made.
A matter of difference in tastes, I guess. I would personally much rather have new modules/planets than a bunch of sabers and robes from the movies, but eh... maybe that's just me.

I don't suppose you could use MDLops to first convert a K2 module into the K1 format, then edit it in your module editor, and convert it back?
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Old 03-20-2005, 10:27 AM   #975
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Quote:
Originally posted by Hive
A matter of difference in tastes, I guess. I would personally much rather have new modules/planets than a bunch of sabers and robes from the movies, but eh... maybe that's just me.

I don't suppose you could use MDLops to first convert a K2 module into the K1 format, then edit it in your module editor, and convert it back?
It's the same with me; as I've said in the past, I think what folks have done in those areas is quite amazing, just not for me.

A module consists of more that just the .mdl and .mdx files; there are also these files that determine the "walkmesh" for it. These indicate where you can and cannot walk, and no one has yet figured out the format.

As for TSL maps, we should be able to work with them just as for KotOR, I just haven't had the time to experiment, given the number of updates Kotor Tool needed just to perform the other functions most people depend on.


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Old 03-20-2005, 04:36 PM   #976
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[QUOTE]Originally posted by Fred Tetra
Quote:
A module consists of more that just the .mdl and .mdx files; there are also these files that determine the "walkmesh" for it. These indicate where you can and cannot walk, and no one has yet figured out the format.
Ah, I see...well is it possible to re-texture existing modules then?

Quote:
As for TSL maps, we should be able to work with them just as for KotOR, I just haven't had the time to experiment, given the number of updates Kotor Tool needed just to perform the other functions most people depend on.
No problem. Us "module enthusiasts" seems to be the minority anyway, so you should focus on those other areas.
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Old 03-20-2005, 11:41 PM   #977
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You should be able to retexture any level just like one would for any other model in the game, I suppose. I haven't tried it yet, however.


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Old 03-21-2005, 10:01 AM   #978
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Quote:
Originally posted by Fred Tetra
You should be able to retexture any level just like one would for any other model in the game, I suppose. I haven't tried it yet, however.
Yes you can. Infact Gsccc mods Reign of the The Sith and his other world spanning mods he does just this process.


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Old 03-22-2005, 11:18 AM   #979
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Update

Just posted an updated version of the Map Assembly instructions.

I discovered an incompatability with Discreet GMax that prevents its use.

New instructions here


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Old 03-24-2005, 07:16 PM   #980
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Well I just downloaded Fred Teras Kotor Tool and tried tp open it but ...




Quote:

Finding needed file .DLL MSCOREE.DLL was impossible
(I'm translating from polish windows)



... popped out. Anyone knows what's the problem?


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Old 03-24-2005, 08:03 PM   #981
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Quote:
Originally posted by Captivus
Well I just downloaded Fred Teras Kotor Tool and tried tp open it but ...

... popped out. Anyone knows what's the problem?
It would be because you do not have the Microsoft .NET framework installed. You need to download and install this for KOTOR Tool to work.


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Old 03-24-2005, 09:10 PM   #982
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New promblem

When I'm supposed to choose the path (source path?) kotor tool finds KOTOR 1 automaticly but can't find KOTOR2. I tried to click "..." icon but no window pops out .... whats wrong?

Basiclly I can mod KOTOR 1 but - for reasons unknown - not KOTOR 2


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Old 03-24-2005, 09:26 PM   #983
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Ok I would heavily recommend completly uninstalling and deleting the install directory. Then make sure .NET framework is installed properly then try to reinstall kotor tool. Something may be fouled up on your PC as well.


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Old 03-25-2005, 01:52 PM   #984
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Fred,

Are there any limitations on creature hides (slashes, blows, etc) for TSL in the newer versions of KT? I tried adding a g_w_crslash (a new one labeled 013 to be specific) to Bao-Dur via KT and it doesn't appear to have taken hold. I've yet to try applying it via GFF Editor, so I can't confirm if the problem is application or mechanics, but I thought some input from you might help the process of elimination.

Thanks!
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Old 03-26-2005, 07:03 PM   #985
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Hi, I want to start moding Kotor (I and II) now, too.

But I have the same problem as CorSton on the last page.
When starting the modul editor, after choosing the directory, I extracted it to, after choosing Kotor 1 and high res maps, I get the error-message

"Unable to load MapInfo.bfd file."

I downloaded it 4 days ago, so it should search for the file in the Kotor directory (where it is).

I don't really have a clue what I'm doing so I would first guess I did something wrong. What could it be?

TIA Maraxus.

PS: I would not belief that a single person did this tool. And even as a hobby. Fred Tetra, you are great.


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Old 03-30-2005, 08:19 PM   #986
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Quote:
Originally posted by Mythos
Hi, I want to start moding Kotor (I and II) now, too.

But I have the same problem as CorSton on the last page.
When starting the modul editor, after choosing the directory, I extracted it to, after choosing Kotor 1 and high res maps, I get the error-message

"Unable to load MapInfo.bfd file."

I downloaded it 4 days ago, so it should search for the file in the Kotor directory (where it is).

I don't really have a clue what I'm doing so I would first guess I did something wrong. What could it be?

TIA Maraxus.

PS: I would not belief that a single person did this tool. And even as a hobby. Fred Tetra, you are great.
While working on the Walkmesh issue, I came across the error you're getting and I have fixed it.

You should be able to work around the problem for now by copying the mapinfo.bfd file to your KotOR I folder. That's where the Module editor was (incorrectly) looking for the file.


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Old 04-10-2005, 11:40 PM   #987
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Ok, folks! While this might not be the right place to ask, I'm looking for a new logo for the Kotor Tool website. The one I have is pretty lame, I know.

I figured, after seeing some of the re-skinning work done by some of the folks here that someone would be able to do a better job.

The Kotor Tool logo? Gift from a co-worker. The web design? Courtesy of Darth Grandpa. The site logo... sad to say, mine.

If you think you can come up with something better, email it to me. The one I like best that uses the Kotor Tool logo and ties in the best with modding and Kotor Tool itself will be used and credited.

If anyone finds this request inappropriately posted, I will remove it (and cease Kotor Tool development... JK!)


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Old 04-10-2005, 11:47 PM   #988
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ooohhh, I'll give it a whirl....


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Old 04-11-2005, 01:12 AM   #989
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Quote:
Originally posted by Fred Tetra If anyone finds this request inappropriately posted, I will remove it (and cease Kotor Tool development... JK!)
Anyone dare to find this request inappropriate

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Old 04-11-2005, 03:36 AM   #990
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Well, Fred it took me about half a day... lol had to get some good screenies and resize them quite a bit, anyway let me know what you think, and if you have any suggestions by all means tell me

Kotor Tool Header

Credits:
Echani PC Head: Darth Melignous
Alien PC Head: Darth Melignous
HK-47 re-skin: svösh
HK-47's Gun: Mono_Giganto
DL-44 Blaster: Mono_Giganto
Stormtrooper Helmet: Prime
Lightsaber Hilt: Me
The Official KT Icon: You

Well Thats It!

Edit: @ Hive, I know what you mean, I tried to put in a lot of various mods, but the good thing is that it is better to have more than less because it is very easy to remove, versus add on and that is the point of the first draft, see what you want or don't want and move from there.


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Last edited by Mav; 04-11-2005 at 05:26 AM.
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Old 04-11-2005, 04:39 AM   #991
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To be honest, I find this suggestion to be a bit... too much. I think a more "simple" approach with less graphic and colours would be much better.

Now of course, I don't have skills to make one myself - so perhaps I should just shut up...
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Old 04-11-2005, 05:11 PM   #992
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Thank You Fred


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Old 04-11-2005, 05:16 PM   #993
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Quote:
Originally posted by maverick187
Well, Fred it took me about half a day... lol had to get some good screenies and resize them quite a bit, anyway let me know what you think, and if you have any suggestions by all means tell me

Kotor Tool Header

Credits:
Echani PC Head: Darth Melignous
Alien PC Head: Darth Melignous
HK-47 re-skin: svösh
HK-47's Gun: Mono_Giganto
DL-44 Blaster: Mono_Giganto
Stormtrooper Helmet: Prime
Lightsaber Hilt: Me
The Official KT Icon: You

Well Thats It!

Edit: @ Hive, I know what you mean, I tried to put in a lot of various mods, but the good thing is that it is better to have more than less because it is very easy to remove, versus add on and that is the point of the first draft, see what you want or don't want and move from there.
nice job


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Old 04-11-2005, 05:24 PM   #994
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Yeah, nice job Mav


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Old 04-11-2005, 05:27 PM   #995
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looks good mav


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Old 04-11-2005, 07:33 PM   #996
General Kenobi
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Header

Fred I swear I'm not hiijacking ya thread man But since it pertains to you. Mav the title header looks really good. Thanks for the creds...

The screenie looked a bit dark but prob. just that the screenie.

Fred's KOTORtool just keeps gettin' better and better


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Old 04-11-2005, 08:31 PM   #997
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Title Header:

Fred, thought I'd through this in the ring for you

Potential KOTORtool Title Header


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Old 04-11-2005, 09:39 PM   #998
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Another Header

Fred, here's another one I whipped up here in the past 1/2 hour or so and thought you might like this one to choose from as well.

Clickie Clickie


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Old 04-11-2005, 11:14 PM   #999
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@Darth Melignous: the two submissions above are great, (Mav your first one was good, but nothing compared to these last ones, no offence it just didn't strike me like Mel's), excellent work


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Old 04-11-2005, 11:26 PM   #1000
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JIC (Just In Case) you don't want a pic you can copy on your site or just wanted something a little different try this:

Clickie Clickie

It has a couple of sabers in it that change out to give you a "neutral" feel not sith or jedi

And I'm waiting for some design files to upload so I thought I'd make this really quick in addition to the other two jpg's


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