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Old 08-12-2014, 01:38 AM   #1
DivineSpy
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Looking for module tutorials

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

Last edited by DivineSpy; 08-12-2014 at 01:49 AM.
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Old 08-12-2014, 04:50 AM   #2
Canderis
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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




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Old 08-21-2014, 09:18 PM   #3
Exile007
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Quote:
Originally Posted by DivineSpy View Post
-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!
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Old 08-22-2014, 03:38 AM   #4
djh269
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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
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Old 08-22-2014, 11:58 AM   #5
Fair Strides 2
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Originally Posted by djh269 View Post
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.


All of my mods are available on Deadlystream.

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KSE 3.3.4 is LIVE!!! Check it out here.

Check out WalkSwitch, the Walkmesh-changing tool!
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Old 08-23-2014, 10:16 AM   #6
djh269
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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!
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Old 08-23-2014, 10:26 AM   #7
Fair Strides 2
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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).


All of my mods are available on Deadlystream.

Always remember modders: "Quality= Effort*Time"

KSE 3.3.4 is LIVE!!! Check it out here.

Check out WalkSwitch, the Walkmesh-changing tool!
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