lfnetwork.com mark read register faq members calendar

Thread: Setting a spawn point in a custom module
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 05-19-2011, 07:20 AM   #1
JebusJM
Rookie
 
JebusJM's Avatar
 
Join Date: Nov 2009
Location: In a galaxy, far, far away.
Posts: 179
Current Game: Garry's Mod
Helpful! 
Setting a spawn point in a custom module

Setting the spawn point in a custom module:

Here is a short tutorial on how to set/change where you spawn in your custom module in 5 easy steps. I will show you how to extract the required file and edit it accordingly.

Requirements:

KotoR Tool
kgff Editor

Here we go:

Step 1: Open up KotoR Tool and navigate to danm13.rim in the RIM's section.
Step 2: Open "Module Info File" and extract the module.ifo file to any directory that you want.
Step 3: Open module.ifo with the kgff Editor.

You will find these entries in one group together:

Mod_Entry_Dir_X (this is the X direction you will face)
Mod_Entry_Dir_Y (this is the Y direction you will face)
Mod_Entry_X
Mod_Entry_Y
Mod_Entry_Z

Step 4: The last three entries are your XYZ coordinates. Launch KotoR, load any game and type into the cheat box "warp danm13" (without the tags).
Step 5: Go to where you want your new spawn point to be and type "whereami" (again, without the tags) and then place the XYZ coordinates in appropriate place in the module.ifo file.

Extra notes: If you are creating a custom module to release to the public, you're best off also adding the correct XY directions in.

For TSL Users: To be able to find out your location, use the K2 Armband found in this thread.

I hope this tutorial has been informative. Also a really big thanks to the great modders in this community who have helped me to make this tutorial possible. Please PM me if you have any questions.


Current work in progress: The Tale of Jebord Esio

Last edited by JebusJM; 05-19-2011 at 01:12 PM.
JebusJM is offline   you may: quote & reply,
Old 05-19-2011, 01:06 PM   #2
TimBob12
I'm in space!
 
TimBob12's Avatar
 
Join Date: Feb 2010
Location: Dantooine
Posts: 515
Current Game: Mass Effect 2!
Helpful! 
Coool. Never actually knew this. You may want to put a point in about k2 and the whereami armband.


Hey
TimBob12 is offline   you may: quote & reply,
Old 05-19-2011, 01:34 PM   #3
JebusJM
Rookie
 
JebusJM's Avatar
 
Join Date: Nov 2009
Location: In a galaxy, far, far away.
Posts: 179
Current Game: Garry's Mod
Helpful! 
Thanks TimBob, I've only ever played K2 once and wasn't aware of that. It's added now though


Current work in progress: The Tale of Jebord Esio
JebusJM is offline   you may: quote & reply,
Old 05-19-2011, 01:47 PM   #4
ChAiNz.2da
Leave Everything to Me!
 
ChAiNz.2da's Avatar
 
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,848
Stickied in the Tutorials section! Thanks so much!


"Eagles May Soar, But Weasels Don't Get Sucked Into Jet Engines"


| Mods (FF) (DS) | Folding | SWK.com | FB: (LF) (Me) | Steam | The Herd |
ChAiNz.2da is offline   you may: quote & reply,
Old 05-26-2011, 05:56 PM   #5
LDR
Your Death Angel
 
LDR's Avatar
 
Join Date: Apr 2010
Location: Malachor V
Posts: 1,140
Current Game: Halo 3
Helpful! Roleplayer Imperialist Meatbags Guild Member The Walking Carpets Guild Member 
Oh man, I needed this tut. Thanks so much!



Forgive, but never forget. No amount of DLC can take back lying to your fan base. Trust is earned, not downloaded.



My Mods
Current Mod Thread
LDR is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > Knights of the Old Republic > Editing / Modding > Holowan Laboratories > Setting a spawn point in a custom module

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:21 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.