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Old 05-18-2005, 08:59 PM   #1081
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What should be in each one.
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Old 05-18-2005, 11:43 PM   #1082
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In the first tab you should have C:\Program Files\LucasArts\SWKotOR. In the second tab you should have C:\Program Files\LucasArts\SWKotOR2. You can click on Autodetect in both tabs to save yourself some time.
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Old 05-19-2005, 12:14 AM   #1083
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That's what I already had, what should I fill into the import image and model paths. And clicking auto detect doen't seem to do anything.
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Old 05-19-2005, 12:48 AM   #1084
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Don't worry about those. Those won't affect your ability to mod files. When you said everything was blank I'd assumed that you meant the game paths too. Why don't you PM me a screen shot of what you do have/can see and we'll stop cluttering up this thread. If we do find a resolution, we can post it here for others with similar problems. If not we'll let everyone know and someone else can take a crack at it. Fair enough?
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Old 07-11-2005, 02:47 PM   #1085
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Installation
------------

Copy the files contained in the ZIP archive to the Kotor Tool Maps directory,
typically "C:\Program Files\Fred Tetra\Kotor Tool\Maps".


Getting started
---------------

To try out the Module editor, let us assume you want to work with the South Apartments
on Taris, which is the tar_m02aa set in the KotOR I | RIMs | Modules tree.

1) Open the treeview to KotOR I | RIMs | Modules
2) Locate the node named tar_m02aa.rim
3) Right-click on the node and select "Extract for Module editing"
4) In the Browse for Folder dialog, create a new folder for the module files and select it.
5) After extraction is complete, you will be prompted to decide whether the module editor will
open to the extract folder. Choose "Yes"
6) Click the Module editor button on the main Kotor Tool window
7) The folder you extracted to should be selected. If not, do so. Click OK.
8) You will be prompted to select the KotOR version, select KotOR I.
9) Assuming you copied both the mapm02aa.map and mapm02aa_lg.map files to the Map directory,
you will be prompted to select the map resolution. If you have a larger monitor, select "Yes".
Some modules have just a high or low resolution map, in this case it will automatically use it.
10) Edit the module. For example, drag a Creature from the right-hand tree to the map, then click the Save button.
11) Choose "Save" from the File menu to save your changes to the .git file.
12) Copy the contents of your Module Project folder to KotOR's Override folder or use the
"Copy Project to Override Folder" menu item.
13) Load up KotOR and warp or walk to the Taris apartment ring where the Hideout is.

Remember, the Module editor is a Work-In-Progress. No real support for it can be offerred at this time.

Fred Tetra
Kotor Tool Developer
2005-3-8

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ok...ur instruction for module editing dont work...u cant rite click the node and click *extract for module editing
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Old 07-11-2005, 09:53 PM   #1086
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Quote:
Originally posted by darthrichard
ok...ur instruction for module editing dont work...u cant rite click the node and click *extract for module editing
Quote:
By Fred Tetra
Remember, the Module editor is a Work-In-Progress. No real support for it can be offerred at this time.
Sorry, but that program is a work in progress, and is yet to be complete, Fred only was able to map out a few of the areas in KOTOR I to be useable, so this program is of limited use.

Until then it is up to the tried and true GFF Editor to make new areas (Read: re-use modules for new areas).

If this is your first mod, making a module is not for novice modders, you should likely start with simpler mods and work your skillset up until you are able to do a mod like this.

Of course if you are allready knowledgeable in scripting, utp's, utm's, utc's, etc. then please ignore my ramblings.


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Old 07-11-2005, 10:04 PM   #1087
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Where In The World Is....Fred Tetra

Just curious as to if anyones heard from Fred as of late? Wondering if he's gonna keep updating KOTORtool.


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Old 07-12-2005, 12:04 AM   #1088
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Re: Where In The World Is....Fred Tetra

Quote:
Originally posted by Darth Melignous
Just curious as to if anyones heard from Fred as of late? Wondering if he's gonna keep updating KOTORtool.
While I would love to have the answer to this, I don't. I however suspect that we shall not see Fred around again. He has not been on the board since the incident earlier in this thread by Stormtrooper768. I think he has chosen to wash his hands of the Holowan due to that incident. I and a couple others have tried sending him emails and gotten no response as well.


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Old 07-12-2005, 12:07 AM   #1089
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What incident was that?
I see people talking but I don't remember of it!!
What happened?!



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Old 07-12-2005, 12:07 AM   #1090
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So even VIP members aren't getting updates? I thought money talks...

I still see Fred peek in on the forum though. Hi Fred

But you know, KotOR Tool is pretty complete... module editing (including new walkmesh deciphering) was where he left off and that was big piece to bite into. I don't know how far along he got there but I believe a lot of the maps were done with the help of others, so... That sure would have been a sweet addition to KotOR Tool though.


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Old 07-12-2005, 12:14 AM   #1091
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Quote:
Originally posted by Uchiha Itachi
What incident was that?
I see people talking but I don't remember of it!!
What happened?!
If you want to know what happened, I can give you a link to that via PM... I don't want to provide a link to that in this thread, since Fred might come back, and I don't think anyone wants to remind him about it.


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Old 07-12-2005, 12:22 AM   #1092
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Don't mind Devon, I found it.
I was away when it all happened... And a friend of mine that comes here explained.
Man... it just pisses anyone off.



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Old 07-12-2005, 12:49 AM   #1093
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I read that up there but thought maybe it got snipped by D333 or T7 before to long up. I have no clue what purpose that would serve. Well I feel for Fred man that sucks. I won't ask any more than that


I agree Ktool is kewl as is. I don't know what I'd do for modding without it. Heck I always start with opening that up...lol

I'm pondering using it to try modding the K1 game. I hope the .uti, .utc and all that good jazz are pretty much the same.

DM


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Old 07-12-2005, 12:51 AM   #1094
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Quote:
Originally posted by Darth Melignous
I'm pondering using it to try modding the K1 game. I hope the .uti, .utc and all that good jazz are pretty much the same.
Don't worry, they're quite similar. KT works the same way with K1 as it does for tsl.


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Old 07-12-2005, 03:26 AM   #1095
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Quote:
Originally posted by Darth Melignous
I'm pondering using it to try modding the K1 game. I hope the .uti, .utc and all that good jazz are pretty much the same.
KT is fully compatable with KOTOR I, all it's built-in functions were originally made for that game... not TSL.


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Old 07-12-2005, 01:37 PM   #1096
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Quote:
Originally posted by tk102
So even VIP members aren't getting updates? I thought money talks...

I still see Fred peek in on the forum though. Hi Fred

But you know, KotOR Tool is pretty complete... module editing (including new walkmesh deciphering) was where he left off and that was big piece to bite into. I don't know how far along he got there but I believe a lot of the maps were done with the help of others, so... That sure would have been a sweet addition to KotOR Tool though.
can u pm me it?
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Old 07-12-2005, 02:15 PM   #1097
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Kotor tool is available from fred's website: http://kotortool.home.comcast.net/index.html

To get an overview of the existing modding tools and what they do, check this thread: http://www.lucasforums.com/showthrea...hreadid=143421
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Old 08-01-2005, 04:22 PM   #1098
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Hi folks!

I'm sorry I haven't had much time to work on Kotor Tool or check emails!

We've been pretty busy at work lately, trying to get a product release out before the end of July. With that hanging over my head, I've been suffering from programmer burn-out. I just haven't felt like coding or forum-ing in a while. Most of my evenings have been spent watching a bit of the TV before going to bed early.

I have made some updates to Kotor Tool to support the TSL Restoration project as well as a few other minor fixes from time to time, but I haven't been able to put out a complete release just yet. Real Soon Now... really!

Also, while I can't take the time right now to respond to all of the email I found in my box, please let me say "thanks" for all of your kind comments and concern. I'm doing more or less well, but spare time has been very limited. I did finally take a vacation, as well, though the sometimes 118 degree (F) heat indices made it a bit toastier than chilled-server-room Fred is used to!

See you all around!


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Old 08-01-2005, 04:24 PM   #1099
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Welcome back Fred! It's nice to see a post from you again even if you don't have time for KotOR Tool right now. You're a wealth of information regardless.


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Old 08-01-2005, 04:37 PM   #1100
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Good to hear from you Fred! We were starting to get worried about you... Take all the time you want/need: after all, we're here to have fun! It's nice to see around, even if it's not for coding.
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Old 08-01-2005, 04:41 PM   #1101
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Old 08-01-2005, 04:46 PM   #1102
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HE'S BACK HE'S BACK!!!!!! a huge smile leaped to my face as soon as i saw that familar avatar!

Great to see you again fred! as you can see things have changed a bit, how you like the new digs?

you can take ALL the time in the world, i'm just glad to see you posting again!


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Old 08-01-2005, 04:48 PM   #1103
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Welcome back Fred
You were very missed here We can all hope you can find more time just to hang around with us now



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Old 08-01-2005, 05:01 PM   #1104
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Yay!!! Fred's back!




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Old 08-01-2005, 05:28 PM   #1105
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You had us worried there my friend, I was about to hop on a plane or make a "road trip" to see how things were faring.. hehehe..

I'm glad to see everything is OK [obi-wan] from a certain point of view [/obi-wan].. I can understand the work hassles and needing some "me" time...

Like Darth333 said, take all the time you need man, I'm just glad to see you around again


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Old 08-01-2005, 06:34 PM   #1106
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Yep I'm with everyone else fred Glad to see you back on and not all "disappearie" on us...lol

Good to see ya back


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Old 08-01-2005, 07:37 PM   #1107
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Oh thank God your back Fred, lots hapened since you were gone, glad to see you are back with us again.


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Old 08-01-2005, 08:35 PM   #1108
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I'm looking forward to those updates Fred. Its grewat to see you back.
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Old 08-01-2005, 09:54 PM   #1109
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I agree with everyone else... welcome back Fred!

Vacations are a good and noble thing!


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Old 08-01-2005, 11:50 PM   #1110
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Welcome back!
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Old 08-02-2005, 12:30 AM   #1111
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Well there is nothing more I can say than has been said by the others however it bears repeating. It is a great thing to see you back.


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Old 08-02-2005, 09:27 AM   #1112
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Great to see you are back. I was a bit worried there would be no more KT updates.

That Could mean the end off Kotor modding!!! Ok...ok, thats a bit dramatic, but it still wouldn't be the same.


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Old 08-02-2005, 03:48 PM   #1113
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Quote:
Originally Posted by Fred Tetra
We've been pretty busy at work lately, trying to get a product release out before the end of July. With that hanging over my head, I've been suffering from programmer burn-out.
I understand what you mean. I've gone through the same.

What I've found to alleviate some of the pressure of "hobby" activities, is to provide the sources of programs I develop. That way, if I don't feel well enough to continue working on it, someone else can.

In any case, take it easy and take care,

Andargor


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Old 08-02-2005, 05:05 PM   #1114
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Those that are valued highly are missed greatly.
Welcome back.
I empathize with your situation.



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Old 08-02-2005, 07:55 PM   #1115
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Old 08-16-2005, 05:55 PM   #1116
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Hey Fred!
I am glad to see that you have returned. I hope you finally had the chance to enjoy playing The Sith Lords.
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Old 08-16-2005, 07:14 PM   #1117
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How did I not notice Fred was back till now...?

Welcome back Fred!


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Old 08-29-2005, 02:49 PM   #1118
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Hello Folks!

I am resuming my work (as much as I can) on Kotor Tool. I have fixed the Mapinfo.bfd problem, and made some updates to the DialogTlk viewer (you can now edit; so I guess it is the DialogTlk editor now...) and also the Module editor.

The main focus of my current efforts will be to make the Module editor more usable.
What I can't fix:
* Creating modules from scratch. (need more info and research on Walkpaths)
* Slow drawing speed (.NET's GDI+ is very slow compared to the original GDI. Yes, I know there are ways to call GDI from within .NET, and if you know this, you probably also know how much trouble it is, so I am not working on that right now.)
* Need for map images to work on a module

What I can fix:
* Panning of the map image
* Making the various GFF editors show what file in the module you're actually editing
* Make the context (popup) menus more clear
* Other workflow improvements and feature implementations

If you have specific features that you think the Module editor needs, please post them with a clear description.

I do not know how fast I will be able to complete things, as it looks like I will have to take a *third* job to make ends meet around here. Two of my children are now wearing braces, adding about $450 that I can barely scrape up each month, so please bear with me.


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Old 08-29-2005, 02:58 PM   #1119
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Gah! I feel your pain: what little money doesn't go to my daycare provider lines the pockets of my orthodontist. Glad to hear your alive and kicking. Sorry to hear that you're too busy to play. Talk to you soon.
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Old 08-29-2005, 03:35 PM   #1120
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Music to my ears big bud.

Glad to see your back and working on the single most awsome thing that will be able to be done for kotor.

As for modules from scratch, If there is anyone who can do it, its you.

Best of luck.

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Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > T3-M4's Astromech Droid Center > KotOR Tool > Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)

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