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discoveries about levels

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 x8c4
07-26-2004, 11:35 AM
#1
Hello to everyone

First of all, I would like to thank all the modders for their work, you are all doing great job.

I discovered a few things about the levels:

The first level in the endar spire (end_m01aa) is composed by 3d models, which are assembled to make the level (you can find them in the bif -> models -> aurora models and bif -> models -> mdx, their names begin with m01aa_XXX.mdl or mdx).

I’ve managed to open a part of a level (it was a corridor in the endar spire) into gmax using mdlops 0.2 and nwmax (if someone doesn’t know how to see the textures of a kotor model into gmax, here is what you can do : extract the mdl and the mdx files of the 3d model you want to view into the mdlops 0.1 or 0.2 directory, then open mdlops, select your file, and click on ‘read model’, a text file will appear in this directory, it contains the names of the textures needed for the model. You will find them in erf -> texturespacks -> swpc_tex_tpa if you want large textures, b if you want medium ones, or c if you want small ones, and extract them in the same directory as before. Once you’ll import the model, the textures will be loaded. Don’t forget to have the model-ascii.mdl and the textures in the same directory).

I have also found an interesting text file m01aa.lyt in the bif -> layouts.bif -> layout.
Double click on it and you will find inside a list of the models and the doors models used for the level with (I suppose to be) coordinates.

Here is what you can find if you open m01aa.lyt

#MAXLAYOUT ASCII
filedependancy M01aa.max
beginlayout
roomcount 15
M01aa_08c 39.4685 130.475 0.0
M01aa_07a 34.1285 146.727 0.0
M01aa_06a 22.4143 120.742 0.0
M01aa_08b 42.1394 104.304 0.0
M01aa_06b 29.2351 95.7401 0.0
M01aa_04a 45.16 58.9807 0.0
M01aa_03a 46.5585 33.2296 0.0
M01aa_02a 30.777 20.707 0.0
M01aa_01a 15.7058 22.2345 0.0
M01aa_08a 40.5183 118.218 0.0
M01aa_07b 41.5069 203.713 0.0
M01aa_05a 28.8011 81.5966 0.0
M01aa_08d 49.3385 120.078 0.0
M01aa_09 14.0 90.0 0.0
M01aa_10 43.0 80.0 0.0
trackcount 0
obstaclecount 0
doorhookcount 15
M01aa_08c Door_02 0 39.5591 135.621 -0.0407561 0.0 0.0 0.0 1.0
M01aa_06a Door_01 0 29.185 135.622 -0.0407567 1.0 0.0 0.0 0.0
M01aa_06a Door_04 0 18.5973 115.239 -0.0407565 0.0 0.0 0.0 1.0
M01aa_08b Door_05 0 42.276 109.229 -0.0407559 0.0 0.0 0.0 1.0
M01aa_08b Door_18 0 42.276 99.0562 -0.0407559 0.0 0.0 0.0 1.0
M01aa_06b Door_06 0 29.185 106.031 -0.0407564 1.0 0.0 0.0 0.0
M01aa_04a Door_14 0 46.5749 50.8134 -1.31576 1.0 0.0 0.0 0.0
M01aa_04a Door_10 0 43.858 66.9634 -1.31576 1.0 0.0 0.0 0.0
M01aa_02a Door_15 0 40.8 20.713 -1.31576 0.707107 0.0 0.0 -0.707107
M01aa_01a Door_16 0 21.1225 20.713 -1.31576 0.707107 0.0 0.0 -0.707107
M01aa_08a Door_03 0 39.5591 125.379 -0.0407561 0.0 0.0 0.0 1.0
M01aa_08a Door_17 0 47.4172 120.126 -0.0424994 -0.707107 0.0 0.0 0.707107
M01aa_05a Door_11 0 29.185 67.0221 -1.31576 0.0 0.0 0.0 1.0
M01aa_08d Door_19 0 49.4322 120.126 -0.0424994 0.707107 0.0 0.0 -0.707107
M01aa_09 Door_07 0 14.512 101.22 -1.31576 1.0 0.0 0.0 0.0
donelayout

I have made a try and changed:
M01aa_08c 39.4685 130.475 0.0 in
M01aa_08c 44.4685 130.475 0.0

Then, I have launched the game, and when I was quitting the endar spire starship’s command room (if you start a new game, a message tells you to check your character’ s skills), the 3d model of the corridor was moved to the left.

With these files, would someone be able to assemble those parts of level in a different order, and why not assemble parts from different levels to make a new level?
 Darth Dex
07-26-2004, 11:40 AM
#2
Cool! Doom Dealer You need to read this!!!! For the Holowan Spire!
 TemporaryTomato
07-26-2004, 11:46 AM
#3
Great! Maybe custom planets arent that far away! :p
 x8c4
07-26-2004, 12:11 PM
#4
Excuse me, I have forgotten to specify a thing:
When you select m01aa.lyt, extract it into the directory of your choice, then rename it m01aa.lyt.txt. The file becomes a text file. Then, you can change the line M01aa_08c 39.4685 130.475 0.0 in M01aa_08c 44.4685 130.475 0.0 inside the file. Finally, rename this file m01aa.lyt and put it into the override directory. You can now play the game and see the modification.
 Doom_Dealer
07-26-2004, 1:20 PM
#5
Interesting, I might have a play when i get some time,
How could you tell that it goes over to the left? and could you still walk down this corridor?
 Darth333
07-26-2004, 1:50 PM
#6
We discussed these files in the past. For rooms it works, however, for the doors, it seems to be only the door hooks and nothing seems to happen when you changes the values for doors. (Doors can be edited in the .git file and i don't know what door hooks do in the game :confused: )

This is how I made my easy swoop racing mods:
example - original course on Tatoine:

#MAXLAYOUT ASCII
filedependancy M17mg.max
beginlayout
roomcount 3
M17mg_01a 100.0 100.0 0.0
M17mg_01b 100.0 100.0 0.0
M17mg_01c 100.0 100.0 0.0
trackcount 31
M17mg_MGT01 0.0 0.0 0.0
M17mg_MGT02 112.047 209.04 0.0
M17mg_MGT03 81.4833 352.729 0.0
M17mg_MGT04 119.261 501.097 0.0
M17mg_MGT05 97.0848 573.084 0.0
M17mg_MGT06 111.491 710.564 0.0
M17mg_MGT07 94.1503 849.594 0.0
M17mg_MGT08 102.739 994.932 0.0
M17mg_MGT09 1933.7 677.246 4993.08
M17mg_MGT10 88.0377 1275.06 0.0
M17mg_MGT11 83.7631 1408.86 0.0
M17mg_MGT12 118.941 1575.46 0.0
M17mg_MGT13 110.9 1118.31 0.0
M17mg_MGT14 80.796 1792.8 0.0
M17mg_MGT15 119.375 1909.39 0.0
M17mg_MGT16 81.5074 2106.16 0.0
M17mg_MGT17 106.384 2340.6 0.0
M17mg_MGT18 102.405 2406.58 0.0
M17mg_MGT19 84.0919 2601.73 0.0
M17mg_MGT20 103.71 2655.62 0.0
M17mg_MGT21 99.8725 2710.02 0.0
M17mg_MGT22 99.8579 2836.29 0.0
M17mg_MGT23 93.2416 2976.28 0.0
M17mg_MGT24 99.8661 3098.88 0.0
M17mg_MGT25 83.8315 3209.59 0.0
M17mg_MGT26 109.871 3308.66 0.0
M17mg_MGT27 82.8983 3429.02 0.0
M17mg_MGT28 119.461 3539.08 0.0
M17mg_MGT29 98.3613 3645.77 0.0
M17mg_MGT30 108.977 3702.87 0.0
M17mg_MGT31 102.077 3778.61 0.0
obstaclecount 22
M17mg_MGO01 103.309 3691.61 0.0
M17mg_MGO02 118.969 3688.0 0.0
M17mg_MGO03 87.1915 3395.77 0.0
M17mg_MGO04 101.609 3162.82 0.0
M17mg_MGO05 88.2864 2982.29 0.0
M17mg_MGO06 93.6652 2648.15 0.0
M17mg_MGO07 104.594 2635.73 0.0
M17mg_MGO08 100.852 2689.87 0.0
M17mg_MGO09 88.8115 2262.2 0.0
M17mg_MGO10 112.772 2055.1 0.0
M17mg_MGO11 85.4886 1871.27 0.0
M17mg_MGO12 93.607 1818.53 0.0
M17mg_MGO13 119.44 1550.34 0.0
M17mg_MGO14 108.233 1567.03 0.0
M17mg_MGO15 81.4445 1383.29 0.0
M17mg_MGO16 93.0452 1394.95 0.0
M17mg_MGO17 106.873 959.41 0.0
M17mg_MGO18 95.2988 899.061 0.0
M17mg_MGO19 109.219 687.195 0.0
M17mg_MGO20 98.7592 700.675 0.0
M17mg_MGO21 93.2956 425.187 0.0
M17mg_MGO22 96.7403 267.289 0.0
doorhookcount 0
donelayout

modified course:
#MAXLAYOUT ASCII
filedependancy M17mg.max
beginlayout
roomcount 3
M17mg_01a 100.0 100.0 0.0
M17mg_01b 100.0 100.0 0.0
M17mg_01c 100.0 100.0 0.0
trackcount 31
M17mg_MGT01 0.0 0.0 0.0
M17mg_MGT02 100.047 209.04 0.0
M17mg_MGT03 100.4833 352.729 0.0
M17mg_MGT04 100.261 501.097 0.0
M17mg_MGT05 100.0848 573.084 0.0
M17mg_MGT06 100.491 710.564 0.0
M17mg_MGT07 100.1503 849.594 0.0
M17mg_MGT08 100.739 994.932 0.0
M17mg_MGT09 100.7 677.246 4993.08
M17mg_MGT10 100.0377 1275.06 0.0
M17mg_MGT11 100.7631 1408.86 0.0
M17mg_MGT12 100.941 1575.46 0.0
M17mg_MGT13 100.9 1118.31 0.0
M17mg_MGT14 100.796 1792.8 0.0
M17mg_MGT15 100.375 1909.39 0.0
M17mg_MGT16 100.5074 2106.16 0.0
M17mg_MGT17 100.384 2340.6 0.0
M17mg_MGT18 100.405 2406.58 0.0
M17mg_MGT19 100.0919 2601.73 0.0
M17mg_MGT20 100.71 2655.62 0.0
M17mg_MGT21 100.8725 2710.02 0.0
M17mg_MGT22 100.8579 2836.29 0.0
M17mg_MGT23 100.2416 2976.28 0.0
M17mg_MGT24 100.8661 3098.88 0.0
M17mg_MGT25 100.8315 3209.59 0.0
M17mg_MGT26 100.871 3308.66 0.0
M17mg_MGT27 100.8983 3429.02 0.0
M17mg_MGT28 100.461 3539.08 0.0
M17mg_MGT29 100.3613 3645.77 0.0
M17mg_MGT30 100.977 3702.87 0.0
M17mg_MGT31 100.077 3778.61 0.0
obstaclecount 22
M17mg_MGO01 127.309 3691.61 0.0
M17mg_MGO02 127.969 3688.0 0.0
M17mg_MGO03 127.1915 3395.77 0.0
M17mg_MGO04 127.609 3162.82 0.0
M17mg_MGO05 127.2864 2982.29 0.0
M17mg_MGO06 127.6652 2648.15 0.0
M17mg_MGO07 127.594 2635.73 0.0
M17mg_MGO08 127.852 2689.87 0.0
M17mg_MGO09 127.8115 2262.2 0.0
M17mg_MGO10 127.772 2055.1 0.0
M17mg_MGO11 127.4886 1871.27 0.0
M17mg_MGO12 127.607 1818.53 0.0
M17mg_MGO13 127.44 1550.34 0.0
M17mg_MGO14 127.233 1567.03 0.0
M17mg_MGO15 127.4445 1383.29 0.0
M17mg_MGO16 127.0452 1394.95 0.0
M17mg_MGO17 127.873 959.41 0.0
M17mg_MGO18 127.2988 899.061 0.0
M17mg_MGO19 127.219 687.195 0.0
M17mg_MGO20 127.7592 700.675 0.0
M17mg_MGO21 127.2956 425.187 0.0
M17mg_MGO22 127.7403 267.289 0.0
doorhookcount 0
donelayout

i also posted some screenshots in the screenshots for the sake of screenshots thread: http://lucasforums.com/showthread.php?s=&threadid=126014&perpage=40&pagenumber=2) (see end of page two )
 StormTrooper789
07-26-2004, 2:34 PM
#7
What is the 'filedependancy' entry of the *.lyt file for?
 x8c4
07-26-2004, 6:24 PM
#8
For Doom_dealer

First, I particularly want to thank you for your module and dialogue creation tutorial. I’ve learned a lot with that. Just one little thing : at the end it would be good to specify that for testing your module, load a game, and in the console, type warp the_name_of_the_module. I’m a newbie, so it wasn’t clear, but your tutorial is perfect.

So, for your question

39 is the original value, so the two rooms are well adjusted
44 is the value I’ve tried, so the room is a little on the left from it’s original position, and for 37, it’s the same thing but on the right.

But I thank you because you’ve told to me an important thing : it is not possible to walk on all the surface of the room when it’s moved. I’ve tried and my character was blocked at the middle of the corridor, because it was originally the end of the corridor. There must be somewhere a file that tells the delimited area where the player can walk. I will search to it.

For Darth333
Thanks for all you have done for the kotor modding community
Excuse me, I hadn’t read the entire thread, but you are all making incredible things, whoa !!

For Stormtrooper789
Thanks for your tutorial custom loading screens, it will be useful
I’m so sorry, I don’t understand to your question, but I would like to answer to you, could you be more precise ?
 Glamador
07-26-2004, 8:20 PM
#9
i dont understand y lucasarts doesnt release some modding and mapping tools for KotOR...i mean really, JK:JA has them!
 Darth333
07-26-2004, 9:42 PM
#10
Originally posted by StormTrooper789
What is the 'filedependancy' entry of the *.lyt file for?

It seems to be a reference to the model (.max). Correct me someone if i am wrong.

I made a quick test and and referred to the M17mg.max in the lyt file for the Endar Spire (m01aa.lyt) :
http://img47.photobucket.com/albums/v144/Darth333/lyt.jpg)

Then, I renamed the mdl and mdx for the Sleyheron Arena, m31aa_00a to room M17mg_01a, and placed it in the modified Endar Spire:http://img47.photobucket.com/albums/v144/Darth333/KotOR0002.jpg) So those rooms seem to be possible to place with the lyt files.

Some months ago t7 came with similar pics too but I don<t know if this is the way he did it: http://www.lucasforums.com/showthread.php?s=&postid=1512207#post1512207)
 Fred Tetra
07-26-2004, 11:20 PM
#11
Originally posted by x8c4
For Doom_dealer

...
But I thank you because you’ve told to me an important thing : it is not possible to walk on all the surface of the room when it’s moved. I’ve tried and my character was blocked at the middle of the corridor, because it was originally the end of the corridor. There must be somewhere a file that tells the delimited area where the player can walk. I will search to it.



Levels have an additional piece of data called a walk mesh; it tells the game engine where you can and cannot walk.

If you look in BIFs | Models.bif | Walkmesh, you'll see the files for each of the models that make up the level.

In Neverwinter Nights, for example, to make a new walkable surface, one must also define this walk mesh so that the PC won't walk off of the edge of surfaces such as raised platforms.
 Crowy
07-26-2004, 11:53 PM
#12
Originally posted by Glamador
i dont understand y lucasarts doesnt release some modding and mapping tools for KotOR...i mean really, JK:JA has them!

what does an multiplayer first person shooter have to do with a single player RPG?
excuse me if im wrong but the reason kotor doesnt have modding tools is because they dont want a community created mod/tc to be better than the sith lords
excuse me if im wrong again but they didnt release the single player source code for jedi academy or jedi outcast anyway
 Doom_Dealer
07-27-2004, 3:09 AM
#13
I have heard things about .wok files that deffine 'walkables'. They seem abit confusing to me,

Darth333- Did you extract the sleheyron area and rename it then put it in the override folder? And the same with the layout, did you put the modified one in override aswell?


anyway, im off on holiday now, see you all in 2 weeks
 Darth Dex
07-27-2004, 5:21 PM
#14
JA is single player based! There just its a mutiplayer mode.
 x8c4
07-30-2004, 5:16 PM
#15
For Fred Tetra

Thanks you very much for the .wok files (it would take me a big time to find them and discover their utilities) and for all you have done to the Kotor modding community. You have done a huge work with your kotor tool, and I find great your new module editor demo.

My only problem now for making new areas by assembling already existing 3d models is that I don’t know how to open these .wok files and modify them to be able to walk on the whole surface. Is it possible to open them ? How ? Can I modify them ?

My dream would be a module assembler :
On the main screen, you would find on the left the list of models and doors, and on the centre, you could see a grid where you could drag and drop, rotate, bitmap pictures that represent the geometry of the models to make a new level.

The program would save the list of the models with the coordinates in a text file like the m01aa.lyt, m01aa_XXX.wok files, and in an image which could be used to be a map in the top left hand corner of the screen when you are playing. So you don’t have to bear with 3d models. Is it possible to do that ?

Thanks again
 Crowy
07-30-2004, 10:42 PM
#16
Originally posted by Darth Dex
JA is single player based! There just its a mutiplayer mode.

yes but the mods that are made for it more or less are all for multi player
 Darth Dex
07-31-2004, 7:39 AM
#17
Not really I my self was once a modder for JA, all the mods I made were SP. In fact I was on a team making a huge SP mod when I quit. There was a large number of MP mods though there was a ton of SP mods as well. Sorry this is of topic.
 x8c4
08-04-2004, 11:23 AM
#18
Hello everyone

I have discovered a .wok editor at this address
http://nwvault.ign.com/Files/other/data/1048757900354.shtml)

But, when I open a kotor .wok file, the program says that it is not an ascii file.
Would it be possible to make a converter like the mdlops for transforming the wok files into wok-ascii files and conversely.

It would really help, because if we can modify the .wok files, we will be able to compose a new level by assembling existing 3D models, and we will be able to walk on them.

New areas are not so far !!!
 StormTrooper789
08-04-2004, 5:09 PM
#19
Originally posted by x8c4
Hello everyone

I have discovered a .wok editor at this address
http://nwvault.ign.com/Files/other/data/1048757900354.shtml)

But, when I open a kotor .wok file, the program says that it is not an ascii file.
Would it be possible to make a converter like the mdlops for transforming the wok files into wok-ascii files and conversely.

It would really help, because if we can modify the .wok files, we will be able to compose a new level by assembling existing 3D models, and we will be able to walk on them.

New areas are not so far!!!
Let's hope cchargin will read this post and implement this into mdlops! xc84, you're discoveries may open a whole new door to Kotor editing
 Darth_ToMeR
08-04-2004, 6:28 PM
#20
Nice discovers.
 x8c4
08-06-2004, 4:26 PM
#21
Hello to everyone

I have discovered a mdl importer exporter gmax (in neverwinternights vault), it manages to import the model-ascii.mdl that can be done with cchargin's mdlops. I tried to export but it shows me an error.

You can find it here
http://nwvault.ign.com/Files/other/data/1029721132840.shtml)

Tell me if I am dreaming, but with this tool, if someone manages to make the export working, would we be able to :
- take the mdl and mdx files from kotor archives (already possible with the kotor tool)
- transform it into a mdl-ascii file importable for gmax (possible with the mdlops)
- work on the file into gmax
- export it into a mdl-ascii file (not yet possible)
- transform the mdl-ascii file into a mdl and a mdx files understandable by kotor (is it just the contrary of the first transformation ?)
- finally have a custom model in the game

Thanks
 Darth Dex
08-06-2004, 4:44 PM
#22
hmm....i'm not a modeller so I don't know if it would work or not, but that would be cool.
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