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

Page: 35 of 38
 rgdelta
01-03-2006, 11:12 AM
#1701
Tetra I downloaded the link on your site and it installs 1.0.2192.37362 even though the site says it is suppose to be v1.0.2193.42740 and it still does not work
 Joris1
01-03-2006, 11:17 AM
#1702
Thank you Fred!


P.s. Tetra means "four"(4) in my country ;D
 brwarner
01-03-2006, 12:36 PM
#1703
Tetra I downloaded the link on your site and it installs 1.0.2192.37362 even though the site says it is suppose to be v1.0.2193.42740 and it still does not work

Same problem here.

Also isn't there any way to turn large maps into small ones easily? 303Nar is so big on the screen i can't tell were i am on the map...
 Fred Tetra
01-03-2006, 12:57 PM
#1704
Tetra I downloaded the link on your site and it installs 1.0.2192.37362 even though the site says it is suppose to be v1.0.2193.42740 and it still does not work

Doh! It's the fault of this STUPID Ftp client I use. Sometimes when you drop a file on a folder in it, in this case the one for Kotor Tool downloads, it puts the file instead one directory level up!

Needless to say, this has been corrected. :)

I am so sorry for the hassle!
 Joris1
01-03-2006, 12:59 PM
#1705
Дhm Fred, the problem is already there! If I click double in the BIFs on a part the program show me this window:


Informationen ьber das Aufrufen von JIT-Debuggen
finden Sie am Ende dieser Meldung, anstatt in diesem Dialogfeld.

************** Ausnametext **************
System.IO.FileNotFoundException: Datei- oder Assemblyname 'HH_dev.Controls.LinenumberTextBox' oder eine Abhдnigkeit davon wurde nicht gefunden.
Dateiname: HH_dev.Controls.LinenumberTextBox
at kotor_tool.frmMain.HandleDataByNodeType(KotorTreeN ode node, Object sender)

[FT <snipped to relevant info only>]
 rgdelta
01-03-2006, 1:42 PM
#1706
Thanks Tetra now I can use the new version again and not the old one you had on the old site heh thanks for all your work.
 Fred Tetra
01-03-2006, 5:45 PM
#1707
Дhm Fred, the problem is already there! If I click double in the BIFs on a part the program show me this window:

Have you downloaded the real latest version? Check the About dialog and make sure its version is the same as "v1.0.2193.42740".

BTW, thanks for translating the Kotor Tool documentation into German. I hope to include it in a future release! (Or even separately!)

If others would like to translate some simple documentation in their non-English language, please let me know. Anyone vote for Darth333 to do the Spanish version? :)
 Fred Tetra
01-03-2006, 7:23 PM
#1708
Thanks Tetra now I can use the new version again and not the old one you had on the old site heh thanks for all your work.

You're welcome! Enjoy!
 Fred Tetra
01-03-2006, 7:32 PM
#1709
Same problem here.

Also isn't there any way to turn large maps into small ones easily? 303Nar is so big on the screen i can't tell were i am on the map...

Some of the maps just aren't too useful when rendered smaller. It gets too difficult to position the various items with the mouse and things placed close together become indistinguishable clumps. If you want one of 303nar 1/2 size very badly I could do one.

Something you might do is to place map notes here and there with labels that remind you what that area is or what you're doing there. Sort of like an electronic post-it note to remind you from session to session.
 goldberry
01-04-2006, 2:26 AM
#1710
SO Fred, just out of interest, how come you only have the TSL modules up for download on your new site? Are you going to put a link in to the two sites that were hosting for you?
 Joris1
01-04-2006, 4:48 AM
#1711
Have you downloaded the real latest version? Check the About dialog and make sure its version is the same as "v1.0.2193.42740".


You're right! It wasn't the latest version!! Sorry! But now, all thing are good! Thank you!


BTW, thanks for translating the Kotor Tool documentation into German. I hope to include it in a future release! (Or even separately!)


No matter! I lerned very much about your language!! Here in Germany many people can't wait for the german version!:giggle1:

P.S. Do you like the comics I sent you??
Oh and nice new avatar! :giggle1:
 Fred Tetra
01-04-2006, 9:24 AM
#1712
SO Fred, just out of interest, how come you only have the TSL modules up for download on your new site? Are you going to put a link in to the two sites that were hosting for you?

I actually have a number of maps done for K1, but I haven't put as much energy into making them available as there's been no demand for them for quite some time. I do plan on making them available, however.
 Fred Tetra
01-04-2006, 9:27 AM
#1713
P.S. Do you like the comics I sent you??
Oh and nice new avatar! :giggle1:

They're quite funny! If anyone has comics from their country (scanned-in is OK), I really enjoy trying to read them. Foreign languages are a side interest of mine. :)

As for the avatar, I saw it on a website talking about a Japanese show where everyone is a mannequin. The picture I have was just so creepy, I had to use it for a while! :D
 Darth333
01-04-2006, 10:30 AM
#1714
If others would like to translate some simple documentation in their non-English language, please let me know. Anyone vote for Darth333 to do the Spanish version? :)
I can do the French and Spanish versions if you want :D


:lol: I nearly fell off my chair laughing at your new avatar
 Fred Tetra
01-04-2006, 11:25 AM
#1715
I can do the French and Spanish versions if you want :D


:lol: I nearly fell off my chair laughing at your new avatar

Excellent! I know you frequent a Spanish-language KotOR modding forum and that there seems to be quite a bit of interest there, so it'd be nice for them to have some help files in their native language. :)

As for the avatar, it is pretty funny! The expression is just so ... exaggerated, it's wierd!

If you want to see more... Fuccons (http://www.animenewsnetwork.com/images/CONTEST/69/fuccons_promo_01.jpg)

Though way OT, here's a link to an episode:
Small Quicktime (http://www.animenewsnetwork.com/contest.php?id=71)
Large Quicktime (http://www.animenewsnetwork.com/contest.php?id=70)
 Miltiades
01-04-2006, 11:47 AM
#1716
I've got a problem. I can't open my .uti, .utc and other files with Kotor Tool after I uninstalled the old version and installed the new one. When I double-click on a file, and I need to say with what it has to open the file, I search for the koto_tool.exe file, and select it, but when I click on ok, it isn't in the list.
 rgdelta
01-04-2006, 1:29 PM
#1717
Miltiades open kotor tool do file open GFF then browse to where you UTI and UTC's are at then it will open

Fred for next modules I would be intrested in Citidial Station Czerka and the Harbinger Crew and Engine and all of dant :-)
 Fred Tetra
01-04-2006, 1:42 PM
#1718
Miltiades open kotor tool do file open GFF then browse to where you UTI and UTC's are at then it will open

Fred for next modules I would be intrested in Citidial Station Czerka and the Harbinger Crew and Engine and all of dant :-)

Please tell me the module names; e.g. 204tel, etc. I don't have the various locations commited to memory. :)
 rgdelta
01-04-2006, 1:51 PM
#1719
209TEL, 201Tel, 152HAR, 153HAR, 601DAN, 602DAN, 604DAN, 605DAN and 650DAN for the moment heh

Also you could turn on the names and descriptions in this wonderful tool Kotor Tool made by oh yeah you lol jk
 Pavlos
01-04-2006, 3:17 PM
#1720
I still cannot download the latest version, and it is starting to annoy me. On an unrelated note: Fred, your avatar is really quite scary...
 Command3r
01-04-2006, 3:26 PM
#1721
Tetra thank you for replying earlier.

However Im wonderign when KOTOR 1 maps will be available.

Darth333 told me about not needing the module editor and editing with a gff editor.

How does one use that?
 Darth InSidious
01-04-2006, 3:50 PM
#1722
You need to extract the .ifo, .git and .are files. Look up Doom Dealer's module editing tutorial for more info ;)
 ChAiNz.2da
01-04-2006, 3:57 PM
#1723
However Im wonderign when KOTOR 1 maps will be available.
There are a few KotOR I maps available already... if all else fails, you can download the exisiting maps here on my map site mirror:

http://www.jumpstationz.com/KotorToolMaps/)

*- DON'T download the map installer or .bfd files yet..(from my site) they haven't been updated for any of the newer versions of maps. Use Fred's versions of those files located on his site :)
 Fred Tetra
01-04-2006, 4:38 PM
#1724
Just an FYI for those who like RSS feeds - I now have one set up for Kotor Tool:

http://kotortool.starwarsknights.com/rss.php)

It is automatically updated whenever a new version is posted. I have tested it with FeedDemon 1.5 (standalone Windows app) and Wizz RSS 2.0.6 (plugin for the FireFox web browser).
 Darth InSidious
01-04-2006, 4:50 PM
#1725
Ooh, for the next lot of modules, could you please do 853NIH as well?
Thanks :)
 Fred Tetra
01-05-2006, 12:12 AM
#1726
Ooh, for the next lot of modules, could you please do 853NIH as well?
Thanks :)

Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits.
 ChAiNz.2da
01-05-2006, 6:27 AM
#1727
Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits.
Hey Fred (and anyone else)..

Here's an archive of one my un-modded playthroughs. It contains roughly 130 save points throughout the game.

I know it's a bit overkill... but it may help you out later as well :)

The download is apx. 83mb.

http://www.jumpstationz.com/TSLsavegames/TSL_Saves-Unmodded.rar)

It's a LS/Male and I think it's a Guardian/WeaponsMaster.. but not sure. In any case, KSE can make it to whatever you need it to be ;)
 stoffe
01-05-2006, 8:02 AM
#1728
Do you (or anyone else, for that matter) have a saved game for 950cor or 262tel? Warping to them doesn't work right, and I don't remember if these are just for cutscenes or were someplace the player visits.

262TEL is Atris Polar Academy. It's both visited by the player (with a dialog/cutscene when first entering), then used in a series of cutscenes if you have the Handmaiden in your group, and then visited by the player again (with a different sequence of cutscenes starting that visit). Since it's used for so many different occasions it probably causes trouble if you warp to it at the wrong stage of the game. :)

950COR is the set for the "holo-recording" interactive cutscene after you first leave the Polar Academy. It's the dual-stage area with the party gathered in the Ebon Hawk's main hold, and the Jedi Council chamber on Coruscant. The area is only used as a part of this scene. It has an event script that fires the scene when the module is loaded, but it probably has some conditions that makes the scene only fire once, causing problems if you warp back there.
 Fred Tetra
01-05-2006, 9:37 AM
#1729
Thanks, folks! A bunch of saves AND a module description! What a nice thing to read first thing in the morning. :)

Last night I built up the 801-803dro modules. Since there's no .git/.ifo/etc. calibrating the map is harder than normal, as these files will have to be created nearly from scratch. This is also going to be the case with any other modules for which the 3d model exists but not the other game resources.

<edit>Update: I replaced the onEnter/cutscene scripts with an empty one and was able to double check the visibility in the modules in question. The reason for visiting these modules is that some have models with non-walkable exterior elements meant to be seen from inside a set of rooms, as a realistic backdrop. Since these can be quite large and one cannot place things on them, I am able to reduce the map image "span" to only include the usable interior parts, keeping map image sizes more reasonable.

On another note, the 950cor module is not completely walkable; only the parts need for the cutscenes are present. In fact, if one walks down one of the corridors, they end up outside and above the ship! :)
 Fred Tetra
01-05-2006, 5:38 PM
#1730
New MapInfo.bfd (v1.2006.0105.1) and maps to support these modules has been posted:


401dxn - Dxun Jungle Landing
402dxn - Dxun Jungle


Both of these have had their trees defoliated so that you can see where things are, as an added bonus. :)
 ChAiNz.2da
01-05-2006, 7:52 PM
#1731
New MapInfo.bfd (v1.2006.0105.1) and maps to support these modules has been posted:


401dxn - Dxun Jungle Landing
402dxn - Dxun Jungle


Both of these have had their trees defoliated so that you can see where things are, as an added bonus. :)
Updated the mirror site ;)

http://www.jumpstationz.com/KotorToolMaps/)

And boy do I mean update.. gadz! I was 16 maps behind Fred.. sorry about that man :(

I was on hiatus for a month doing some traveling & training, but all is good now. Plus I've updated the .bfd files/installer and all the site links pointing to your new website :D (I think I've worked long enough today... hehehe)..
 Fred Tetra
01-06-2006, 12:27 AM
#1732
New MapInfo.bfd (v1.2006.0105.2) and maps to support these modules has been posted:


262tel - Telos Secret Academy
853nih - Ravager cutscene
 brwarner
01-06-2006, 2:48 PM
#1733
I know you're busy with the maps and all but I thought of something that would make kotor tool much more convienient.
Possibly make the conversation editor so it can make kotor 2 dialogs like tk's
 Fred Tetra
01-06-2006, 3:50 PM
#1734
I know you're busy with the maps and all but I thought of something that would make kotor tool much more convienient.
Possibly make the conversation editor so it can make kotor 2 dialogs like tk's

Making it, would, however, make my life more inconvenient. :) It would take some sizable motivation to take the time to extend it to fully handle K2 dialogs.


In other news, the maps for the 10 original modules for Kotor I are now available for download from the new Kotor Tool site.

Since maps for K1 take sooo long to assemble (3+ hours each, usually) I don't plan on doing any more of them unless someone really wants to "commision" one for themselves.
 Det. Bart Lasiter
01-06-2006, 4:46 PM
#1735
I'll create a few if you post a tutorial on how to generate the *.map files for them.
 deathdisco
01-06-2006, 4:51 PM
#1736
Fred,
FYI, When I select "Scipt is for KOTOR II" in the text editor I get this error.
Could not find file "C:\PROGRA~1\LUCASA~1\SWKotOR2\override\nwscript.ns s".
 Pavlos
01-06-2006, 5:10 PM
#1737
@deathdisco: Maybe you should try and place the nwscript.nss in your override seeing as how the program is looking for it. If you have the international version you can get one from here: http://www.lucasforums.com/showthread.php?s=&threadid=143681), or you can update your game with the language patch, off the Lucas Arts site, and extract it with KotOR Tool and then put it into the Override. Or if you have the US version then just extract and place in the Override folder (Lots of Overrides in this post)

@Fred: In the other thread where you mentioned the mysterious room on Peragus, you said to continue the discussion here, you mentioned that there were many modules where the Ebon Hawk is way off in the distance. How many of the modules are like that, and can you post cordinates for them so that we can warp into the cut-scene rooms and have a look?
 Fred Tetra
01-06-2006, 5:59 PM
#1738
I'll create a few if you post a tutorial on how to generate the *.map files for them.

Thanks, but I've tried that before, andpeople either give up after they see how much work it is, or, with few exceptions (T7 and Gsccc), they don't take enough care to align the rooms (or they want a tutorial on how to use Max, or the output file is in the wrong version, etc. The list goes on and on. :( )
 Fred Tetra
01-06-2006, 6:01 PM
#1739
Fred: In the other thread where you mentioned the mysterious room on Peragus, you said to continue the discussion here, you mentioned that there were many modules where the Ebon Hawk is way off in the distance. How many of the modules are like that, and can you post cordinates for them so that we can warp into the cut-scene rooms and have a look?

Is there a way (from the console) to warp to a specific set of coords? Or do you mean via a script?
 Pavlos
01-06-2006, 6:25 PM
#1740
I mean via a script. Such as this one:


void main(){
object oPC=GetFirstPC();
vector vecTemp=Vector(30.81667,31.90966,1.75500); //This is the position that the PC will reappear in within the Module, get this from the whereami armband
location locDestination=Location(vecTemp,0.0);
NoClicksFor(1.0);
AssignCommand( oPC,ActionJumpToLocation(locDestination));
}


To explore random locations I normally attatch it to an NPC dialogue.
 Clone L68362
01-06-2006, 7:04 PM
#1741
Heeey Fed I'm sure you can help me out here, when I try to start up Kotor Tool, I get a message saying something like "The program failed to initialize properly (0xc00000135) click Ok to terminate program."

Not sure why it's doing this, I might be missing something but I can't figure it out.
 Det. Bart Lasiter
01-06-2006, 7:56 PM
#1742
Thanks, but I've tried that before, and people either give up after they see how much work it is, or, with few exceptions (T7 and Gsccc), they don't take enough care to align the rooms (or they want a tutorial on how to use Max, or the output file is in the wrong version, etc. The list goes on and on. )
I've got a lot of spare time now and know 3Ds Max fairly well. I'll make sure they're done properly, I've got a habit of triple or quadruple-checking things :D
 rgdelta
01-06-2006, 9:14 PM
#1743
Yeah Fred the info on where these are in a module would be helpful like you said in the other thread adding them to the module editor would be a major thing (huge and unrenderable is what you said) but if we had info on where these things are those of us module editors could make use of them even if we have to gff edit. Some of us know how to GFF edit :-)
 Fred Tetra
01-06-2006, 10:02 PM
#1744
Heeey Fed I'm sure you can help me out here, when I try to start up Kotor Tool, I get a message saying something like "The program failed to initialize properly (0xc00000135) click Ok to terminate program."

Not sure why it's doing this, I might be missing something but I can't figure it out.


Do you have:
• PC version of: Knights of the Old Republic I -or- Knights of the Old Republic: The Sith Lords
• Microsoft .NET Framework 1.1 installed
 Fred Tetra
01-06-2006, 10:19 PM
#1745
Yeah Fred the info on where these are in a module would be helpful like you said in the other thread adding them to the module editor would be a major thing (huge and unrenderable is what you said) but if we had info on where these things are those of us module editors could make use of them even if we have to gff edit. Some of us know how to GFF edit :-)

You can set your coords to: 7.463, 39.9, 9.052 for the mystery room on 104per.

As for the maps, I've considered having two maps, one for each "view" into the model, but right now that would mean copying your .git/.ifo/.are files back and forth between two folders. Perhaps a setting that tells the module editor that a given project folder is a multi-map type? Then you could select which view when want. Definitely complicated...
 Fred Tetra
01-06-2006, 11:35 PM
#1746
New MapInfo.bfd (v1.2006.0106.1) and maps to support these modules has been posted:


106per - Peragus Hangar Bay
202tel -Telos Citadel Station Entertainment 081
 Clone L68362
01-07-2006, 12:47 PM
#1747
I have both of those. Is that all you need to run it?
 rgdelta
01-07-2006, 1:48 PM
#1748
actually I had some problems with it that was fixed once I downloaded the .net framework 1.1 service packs and fixes.
 Fred Tetra
01-07-2006, 4:21 PM
#1749
I have both of those. Is that all you need to run it?

That's it, assuming you haven't moved your game's directory without reinstalling. (That would cause the registry entry, created during the game's installation and used by Kotor Tool to find the game's data, to not match. This is bad.)
 Miltiades
01-07-2006, 6:31 PM
#1750
I have a problem when I use my Module Editor to open the .git file, this is what I get when opening it:

http://img476.imageshack.us/img476/9346/kotortoolerror4tf.gif)
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