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Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)

Page: 25 of 38
 mortis42
03-16-2005, 12:27 AM
#1201
Originally posted by Fred Tetra
A new version of Kotor Tool will be posted today.

If you're manually downloading, check that the version number is the one below.

v1.0.1900.40262 (2005-3-15 23:27)

Features/updates:

Simplified the Path Manager interface
Added support for NwnNSSComp 1.02 to the Project Manager
Project Manager now reports error when script compilation fails and gives option to continue or quit.
Fixed bug in window size persistence code
Added Widow Size and Location persistence for Project Manager


The instructions for using the Project Manager for compiling scripts are here (http://kotortool.home.comcast.net/ProjectManager/KotorTool_ProjectMgr_HowTo_Scripts.htm)

Good news...I can finally compile fine from the project manager. Loaded up my "test" project and clicked buld and it all worked.
Earlier I created the test project using v1.0.1900.17897 and it gave me an error.
 Xcom
03-16-2005, 9:08 AM
#1202
Fred,

I wonder if you can add the option to package the directory as module without having to create projects and similar.
 Fred Tetra
03-16-2005, 9:31 AM
#1203
Originally posted by mortis42
Good news...I can finally compile fine from the project manager. Loaded up my "test" project and clicked buld and it all worked.
Earlier I created the test project using v1.0.1900.17897 and it gave me an error.

I'm glad to hear that it worked for you!

This feature didn't make it in the last release due to time constraints, then I unexpectedly had more free time and finished it!

One problem with writing software is balancing how many new fixes and features to include in a release versus how often to release; work on 25-30 things but only release once every three months or ... :)
 Lorden Darkblade
03-16-2005, 11:01 AM
#1204
Thanks a lot Fred.
It works with my language :) I can save .uti files without having to change months :p
 Fred Tetra
03-16-2005, 12:12 PM
#1205
Originally posted by Uchiha Itachi
Thanks a lot Fred.
It works with my language :) I can save .uti files without having to change months :p

Your help testing it before this release helped everyone else, too! Thanks again!
 Fred Tetra
03-18-2005, 1:53 PM
#1206
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?
 Mav
03-18-2005, 1:58 PM
#1207
Fred,

This feature would be extremely useful, especially in keeping the appearence.2da file compatible with several mods, easily. This sounds like a great feature, awesome job Fred. :D
 Darth333
03-18-2005, 2:11 PM
#1208
Originally posted by Fred Tetra

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.

I think just about everyone would use it as you have tons of mods using .2da files... This would cut the time necessary to make mods compatible with each other by 10 (more or less :D ).
 ChAiNz.2da
03-18-2005, 3:03 PM
#1209
Originally posted by Fred Tetra
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?
PLEASE! :D

I'm not above begging, pleading...or public embarrasement (moreso than usual) if you could make this feature available ;)
 Darkkender
03-18-2005, 3:07 PM
#1210
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?

Uh I feel this is necessary to say this way.

Hell YES!! This would be useful. :D

Forgive me Darth333 but I had to express this for all of us.
 Lorden Darkblade
03-18-2005, 4:03 PM
#1211
I agree with them :D
This will be very very useful ;)
 Shimaon
03-18-2005, 6:10 PM
#1212
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. ^^
 envida
03-18-2005, 7:11 PM
#1213
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 :D
 Fred Tetra
03-18-2005, 11:00 PM
#1214
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.
 Fred Tetra
03-18-2005, 11:02 PM
#1215
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 :D

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.
 Hive
03-19-2005, 8:06 AM
#1216
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?
 Fred Tetra
03-19-2005, 11:28 AM
#1217
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.
 Xcom
03-19-2005, 11:44 AM
#1218
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.
 Hive
03-19-2005, 12:26 PM
#1219
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...
 Fred Tetra
03-19-2005, 7:32 PM
#1220
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.
 Darkkender
03-19-2005, 7:37 PM
#1221
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.:p 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.:cool:
 envida
03-19-2005, 8:52 PM
#1222
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?
 Darkkender
03-20-2005, 1:50 AM
#1223
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.
 Hive
03-20-2005, 5:22 AM
#1224
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?
 Fred Tetra
03-20-2005, 10:27 AM
#1225
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.
 Hive
03-20-2005, 4:36 PM
#1226
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?

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. :D
 Fred Tetra
03-20-2005, 11:41 PM
#1227
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.
 Darkkender
03-21-2005, 10:01 AM
#1228
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.
 Fred Tetra
03-22-2005, 11:18 AM
#1229
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 (http://kotortool.home.comcast.net/assembling_maps.htm)
 Captivus
03-24-2005, 7:16 PM
#1230
Well I just downloaded Fred Teras Kotor Tool and tried tp open it but ...






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






... popped out. Anyone knows what's the problem?
 Darkkender
03-24-2005, 8:03 PM
#1231
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.
 Captivus
03-24-2005, 9:10 PM
#1232
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
 Darkkender
03-24-2005, 9:26 PM
#1233
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.
 Achilles
03-25-2005, 1:52 PM
#1234
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!
 Mythos
03-26-2005, 7:03 PM
#1235
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. :)
 Fred Tetra
03-30-2005, 8:19 PM
#1236
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.
 Fred Tetra
04-10-2005, 11:40 PM
#1237
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!)
 Mav
04-10-2005, 11:47 PM
#1238
ooohhh, I'll give it a whirl.... ;)
 envida
04-11-2005, 1:12 AM
#1239
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 :mob: :p
 Mav
04-11-2005, 3:36 AM
#1240
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 :D

Kotor Tool Header (http://img141.echo.cx/img141/7706/kotortoolheader6kt.jpg)

Credits:
Echani PC Head: Darth Melignous
Alien PC Head: Darth Melignous
HK-47 re-skin: svцsh
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.
 Hive
04-11-2005, 4:39 AM
#1241
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...:D
 Darth_Tratious
04-11-2005, 5:11 PM
#1242
Thank You Fred :)
 Darth_Tratious
04-11-2005, 5:16 PM
#1243
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 :D

Kotor Tool Header (http://img141.echo.cx/img141/7706/kotortoolheader6kt.jpg)

Credits:
Echani PC Head: Darth Melignous
Alien PC Head: Darth Melignous
HK-47 re-skin: svцsh
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
 Keiko
04-11-2005, 5:24 PM
#1244
Yeah, nice job Mav:cool:
 Jeff
04-11-2005, 5:27 PM
#1245
looks good mav:cool:
 General Kenobi
04-11-2005, 7:33 PM
#1246
Fred I swear I'm not hiijacking ya thread man :D 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 :amidala:
 General Kenobi
04-11-2005, 8:31 PM
#1247
Fred, thought I'd through this in the ring for you :D

Potential KOTORtool Title Header (http://www.gilliamgraphics.com/Number1.jpg)
 General Kenobi
04-11-2005, 9:39 PM
#1248
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 (http://www.gilliamgraphics.com/Number2.jpg)
 Daiko701
04-11-2005, 11:14 PM
#1249
@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 :D
 General Kenobi
04-11-2005, 11:26 PM
#1250
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 (http://www.gilliamgraphics.com/Freddieflashie.swf)

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

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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