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
:bounc5::bounc5::bounc5::bounc5:
THANK YOU
:bounc5::bounc5::bounc5::bounc5::bounc5:
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)
Did you install the latest mapinfo.bfd file? It should be on the same page as the maps (top of the page)...
Without it, KT won't recognize any of the newer maps loaded. The map851nih is one of Fred's latest I believe..(yesterday IIRC) :)
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/...oolerror4tf.gif)
Something else you (and anyone else who has a Kotor Tool problem) should do (at the bare minimum) is to always post the version of Kotor Tool you're using. Remember, the more relevant info you post, the easier it is to solve your problem.
No developer likes to play the "How little information can I solve this problem with?" game. :D
So, a better way to ask for help would be:
"I get an error while trying to load the KotOR II module 851nih. I am using version 1.0.2171.12345 of Kotor Tool and version 1.2005.1010.1 of MapInfo.bfd and have copied the large map (map851nih.map) to the Maps folder inside of the Kotor Tool folder. I used the Extract for Module Editing function to put module's contents into a folder under My Documents\Module Projects\851nih. When I launch the Module editor, choose Open and select that folder, I get this error. (screenshot or EXACT text of error message here)."
This is the level of detail that can get your problem solved ASAP. If the abover versions were actual, I could easily say that version 1.2005.1010.1 of MapInfo.bfd didn't support the map for 851nih.
The idea is to second guess all of the things that might need to be known to solve your problem and post them in one fell swoop. That way, the chances are that you'll get a "next visit from Fred" anwser instead of waiting through several requests and replies of extra info.
Fred...
I know this is a bit trivial, but could you possibly change the 'Model Export path' text box on the Path Manager form to a drop down combo box in a future update? I like to keep my models stored in more than one directory (especially to keep the k1 and k2 models separate) and it would save the hassle of having to "Browse for Folder" each time.
Whether you do or not, thanks anyway :) I love the tool. :3heart: I use the snot out of it. Excellent work and it just keeps getting better!
Ok, I'll remember it in the future. :)
Ok, look at this: "I get an error while trying to load the KotOR II module 851nih. I am using version 1.0.2193.42740 of Kotor Tool and version 1.2005.1006.1 of MapInfo.bfd and have copied the large map (map851nih.map) to the Maps folder inside of the Kotor Tool folder. When I tried to use the Extract for Module Editing function to put module's contents into a folder under Kotor, I get this error:
http://img476.imageshack.us/img476/...oolerror4tf.gif)
When I extract the .git, .ifo and .are file seperately, I get the same error when I launch the Module editor, choose open and select the folder area in g:\Kotor Modding\area.
Are you using the manual download of mapinfo.bfd or the auto setup i always get that error with the auto setup and have to do the manual download.
Are you using the manual download of mapinfo.bfd or the auto setup i always get that error with the auto setup and have to do the manual download.
Yes, with Manual Setup it works. Thanks rgdelta!
It seems the MapInfo.bfd file is smaller if you do auto setup.
Fred- you have saved me months of work on my mod - I don't know how to thank you, so will this do: :D:D:D:D:D:D:D:D:D:D ?
Yeah looks like for some reason the installer for the mapinfo.bfd installs a different or corrupt version.
Yeah looks like for some reason the installer for the mapinfo.bfd installs a different or corrupt version.
As it turns out, the installer script was building the setup program using an old version of MapInfo.bfd.
For quite some time, the file was built by an external program and the script built the setup using its output.
Now, however, the file is built in the same location as Kotor Tool; I just forgot to adjust the path in the script.
This has been corrected and a new setup program has been posted to the Kotor Tool site.
I've made some tenative changes to Kotor Tool so that it can handle alternate maps and calibrations, which should allow users to work with modules that contain an additional "cutscene stage/set" without having to have both the main and stage areas on the map screen at the same time. I should be able to do some more testing tonight and I'll post the results then.
Ah well. I've tried uninstalling it and downloading again, nothing helped. Would reinstalling KOTOR do anything?
Ah well. I've tried uninstalling it and downloading again, nothing helped. Would reinstalling KOTOR do anything?
Download and run the .NET framework version checker here:
http://www.tmgdevelopment.co.uk/versioncheck.htm)
Then copy the results to the clipboard and paste them into a post.
Also, a screenshot of the error message would be handy.
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.
Why do they take so long?? Is it just cutting off the roofs or is it aligning them. If it is the aligning part mustn't there be a way to do it automaticly like the game does in like 2 seconds??
Here's the results...
Installed .NET Runtime(s)
Failed. The latest version is available for download from
http://www.microsoft.com/net/default.asp). Installed version must be at least 1.0.3705.0.
Current version: No runtimes installed.
ADO Database Runtime Version
OK.
Current version: 2.81.1117.0
Determined from file: C:\Program Files\Common Files\System\ado\msado15.dll
Internet Explorer Version
OK.
Current version: 6.0.2900.2805
Determined from file: C:\WINDOWS\System32\shdocvw.dll
VersionCheck (c) 2002-2004 TMG Development Ltd -
http://www.tmgdevelopment.co.uk/versioncheck/indexapp.htm)
Heh, I'm not sure how to take a shot of a page on the Internet, so I hope that will do...I'm guessing I need that thing that failed and it should work huh?
That's really weird. I could have sworn I downloaded it...well, thanks for the help guys, I gotta go mod! :D
A new version of Kotor Tool has been posted today.
If you're manually downloading, check that the version number is the one below.
v1.0.2201.41632 (2006-1-11 1:31)
Features/updates:
Support for alternate Module maps added, such as 104per, which has an extra "cutscene stage".
New MapInfo.bfd (v1.2006.0111.1) and maps to support these modules has been posted:
104per - Peragus Asteroid Exterior
232tel - Telos Underground Base
233tel - Telos Czerka Site
Hi I just wanted to say thanks for the neat hardware its really cool. Unfortunately I am hopelessly slow when it comes to learning how to use programs like this.
My question is this everytime I want to view an image it tells me that the viewer I configured isn't in the location that I specified. I think I know why its doing this, I installed a new video card and the Kotor games wont run until I've updated my drivers. Of course being the idiot I am I can't figure out how to do that either. But if you could tell me how to reconfigure the hardware so I can see images I would appreciate it.
Silver
Hi I just wanted to say thanks for the neat hardware its really cool. Unfortunately I am hopelessly slow when it comes to learning how to use programs like this.
My question is this everytime I want to view an image it tells me that the viewer I configured isn't in the location that I specified. I think I know why its doing this, I installed a new video card and the Kotor games wont run until I've updated my drivers. Of course being the idiot I am I can't figure out how to do that either. But if you could tell me how to reconfigure the hardware so I can see images I would appreciate it.
Silver
Changing you video card shouldn't affect something simple like viewing images. My only guesses are that either your path to the viewer is wrong or it doesn't take an image specification on the command line. That is, if you opened a command prompt, CD'd to the image viewer directory, then typed viewerAppNameHere completePathToTGAFile you should see the .TGA file. For example:
CD c:\progrs\irfanview
irfan c:\my pics\lbl_map201tel.tga
I didn't understand your post. I'm so sorry but this stuff is very, very new to me and its a little like math. I failed math. If its not too much trouble could you list the steps I'd have to do to fix it? Step 1,2,3 ect. Belive me I am so embaressed for bothering you but yes I am this stupid!
Unfortunately, I cannot offer much more advice than re-check the path to the image view program or just use the built-in one in Kotor Tool.
You're not stupid, Silver. I know we techies tend to take these things for granted, but statements like "open a command prompt and CD to the image viewer directory" aren't meaningful to everyone ;) I'm sure Silver isn't the only one out there who isn't familiar with DOS commands nowadays.
I don't have the tool in front of me, but under one of the menus, there's something about setting paths. I've gotten that error message myself when I know darn well I haven't even touched the image viewer path (right after I re-installed, maybe?), and opening that path editor, leaving the image viewer path blank, and closing it made it use the internal image viewer without any more complaints.
It's in the 'File' menu, IIRC :)
Fred I have a problem I am running Kotor Tool version 1.0.2201.41632 with mapinfo.bfd version I downloaded from your site just today and when I try to open 101Per in the module editor I get the error message "you have the map for this module, but the MapInfo file appears to be corrupt or out-of date."
I have the 101Per Large Map in my map folders if I look at maps supported it shows 101PER as small - Unsupported Large - Available.
If I delete the map from my map folder I get under maps supported 101PER as small - Unsupported Large - File Missing.
I tried both the autoinstall mapinfo.bfd and the manual install still nothing .
Also this is a fresh extract from the RIM file using extracting for module editing.
Fred I have a problem I am running Kotor Tool version 1.0.2201.41632 with mapinfo.bfd version I downloaded from your site just today and when I try to open 101Per in the module editor I get the error message "you have the map for this module, but the MapInfo file appears to be corrupt or out-of date."
I have the 101Per Large Map in my map folders if I look at maps supported it shows 101PER as small - Unsupported Large - Available.
If I delete the map from my map folder I get under maps supported 101PER as small - Unsupported Large - File Missing.
I tried both the autoinstall mapinfo.bfd and the manual install still nothing .
Also this is a fresh extract from the RIM file using extracting for module editing.
Thanks for doing at least some preliminary testing before posting; it always helps to see what you've tried.
I believe I've discovered the source of the problem and have added some code (over my lunch time) to fix it. I should be posting a new release soon.
<Edit>
A new version of Kotor Tool has been posted today.
If you're manually downloading, check that the version number is the one below.
v1.0.2210.16738 (2006-1-19 12:38)
Features/updates:
Bug fix for problems loading certain module map configurations
Thanks Fred the new version works great. np on the info I am a computer tech by trade and have worked on help desks and deskside so I know what you mean :-)
I'm currently playing with the module editor and I have to say you did an amazing work, Fred! It's awesome :D
I have a little suggestion if it's possible : could you add the possibility to select various items to delete instead of having to delete items one by one when stripping down a module before adding new content? (example: being able to delete all the creatures at a time)
Being able to see to which part of the map each room corresponds would be great too (but I don't know if many other people would find it useful and it's probably not worth the trouble).
Darth333 When you use the Extract for Module editing you can uncheck what you do and don't want like creatures then it will ask you if you want to clean the git file of non extracted items and say yes and poof they are gone.
I agree with you on what is what that would be helpful to me also
Doh! :fist: I was clicking on the regular "extract" button...
Well after playing with the module editor for a bit longer, maybe I am missing something but I have a problem with the Z coordinate: no matter what, whenever I place a new placeable , it is set at 0. I have to go in the game and use the whereami armband to get it or my placeables don't show up.
The other thing is something that shouldn't be too much trouble: a "jump to line" function in the text editor would be great for when something is missing in a script at line 212 ;)
Doh! :fist: I was clicking on the regular "extract" button...
Well after playing with the module editor for a bit longer, maybe I am missing something but I have a problem with the Z coordinate: no matter what, whenever I place a new placeable , it is set at 0. I have to go in the game and use the whereami armband to get it or my placeables don't show up.
It does place things at zero by default, and there isn't any way for it to "know" what the correct Z values are for items since it doesn't know where the floor is. For flat levels, like 204tel, once you know the floor's Z, you're OK. On the other hand, places with ramps, like the Peragus asteroid exterior, are a lot more work. I have been thinking of putting either a set of text call outs on the maps for various areas, and encoding the most common Z value within the MapInfo.bfd.
The other thing is something that shouldn't be too much trouble: a "jump to line" function in the text editor would be great for when something is missing in a script at line 212 ;)
I'll look into it. Sometimes those simple seeming things can be hard :)
Btw Fred I noticed the Extract for module editing does not have an option for extracting the module items. I have to manually extract the items from the rim for that module (like 201TEL) items like quest items like ithorian shield. Even though items are not in the git it would be nice to allow items to be extracted if you want when extracting the module as if you don't have the items in your .mod file they will not exist in game. Just an observation.
Here's a look at the some of the new features coming out in the next release of Kotor Tool:
Kotor Tool News and Updates:
http://kotortool.starwarsknights.com/images/forum/kotortoolnewsansupdates.jpg)
Extract for Module Editing now includes Module Items:
http://kotortool.starwarsknights.com/images/forum/extractformoduleediting.jpg)
I was thinking about posting whether or not you would do the sort of a thing (the update window).
Will that be in the next version, or is it just one of the future versions?
P.S. I hope you don't think I'm intruding posting the Module thread.
Hey Fred, a while back I tried to combine a customised 262tel.git and the existing module, copying all the files etc etc, and the map wouldn't show up. I managed to get a text dump out of the module editor, which means it's not corrupt, but I just wanted to ask if there is any way to fix this.
Thanks :)
Hey Fred, a while back I tried to combine a customised 262tel.git and the existing module, copying all the files etc etc, and the map wouldn't show up. I managed to get a text dump out of the module editor, which means it's not corrupt, but I just wanted to ask if there is any way to fix this.
Thanks :)
If you'll email the .git file, I'll take a look and see if I can determine the cause of the problem.
If you'll email the .git file, I'll take a look and see if I can determine the cause of the problem.
Of course :)
Could you PM me your email address? I can't find it on the KT webpage.
Of course :)
Could you PM me your email address? I can't find it on the KT webpage.
It's in the readme.txt file...
Thanks :)
edith: emailed:)
Thanks :)
edith: emailed:)
Maybe Edith received your email, but I didn't :)
Here's a look at a new feature in Kotor Tool to show special map information right on the map image itself in the Module editor without having to edit the map itself. This example shows two notes indicating the elevation of the platforms on the Peragus asteroid exterior to aid in item placement.
I might add the facility to allow users to contribute map info points to speed the annotation process.
http://kotortool.starwarsknights.com/images/screenshots/mapnotedemo.jpg)
Fred You are a GOD among the Godless. That is probably one of the best technical detail features you've added yet.
Maybe Edith received your email, but I didn't :)
You didn't? Damn! I'm sure I got the address right....
I can't download KT from the tools website...keeps giving me an error about leech.php not being found. Any chance there's a mirror site or something that I can download KT from?
Edit: Oh sure...as soon as I implore to the depths for help the thing starts working... sheesh. I'll see if I can't figure this thing out now. :-D
I can't download KT from the tools website...keeps giving me an error about leech.php not being found. Any chance there's a mirror site or something that I can download KT from?
Edit: Oh sure...as soon as I implore to the depths for help the thing starts working... sheesh. I'll see if I can't figure this thing out now. :-D
Please be aware that download applications that hide referers, such as GetRight, GoZilla! and Download Accelerator Plus, will prevent you from downloading files on the Kotor Tool site.
Fred, I hate to bother you with this - seeing as how it is in regards to your webpage as opposed to the tool itself - but I still cannot download the latest version of KotOR Tool. As it did a couple of months ago, it does this:
Leech Attempt
Either a referer was not sent or it was from another domain. The attempt has been logged and action will be taken if necessary.
Please be aware that download applications that hide referers, such as GetRight, GoZilla! and Download Accelerator Plus, will prevent you from downloading files here.
It is recommended that you disable the download managers and use your browsers in-built downloader.
©2003-2006
Now either I am using a download accelerator without knowing it, or there is something wrong.
Hi Pavlos,
You can disregard ANY 3rd party downloader program (even if you can't find it) by simply holding down the CTRL key then clicking on the "download" button as it were. ;)
Hope that helps a bit,
:ben:
General Kenobi
Here's a few screenshots from the upcoming release of Kotor Tool.
Updated to have a tool strip with all of the major editors/tools on it.
You can even reorder the menus and tool strip items to your liking and have their positions persisted.
http://kotortool.starwarsknights.com/images/screenshots/ktoverall.jpg)
Here's a look at the new menu design
http://kotortool.starwarsknights.com/images/screenshots/ktnewmenus.jpg)
Here's the new ERF / MOD Builder tool, substantially rewritten to make building resource files easier.
The combo box above the Add Directory button allows you to enter an initial path for browsing or select from one of the past 10 paths used.
http://kotortool.starwarsknights.com/images/screenshots/erfboverall.jpg)
The Builder now supports saving a "project" consisting of a set of files, output file, and output type.
The last 10 projects are available on the Recent Files menu
http://kotortool.starwarsknights.com/images/screenshots/erfbmenus.jpg)
There are a number of other updates I have made, which I will post the details for soon.
Fred, That is looking totally impressive. I really like the new layout Quick reference for the various tools menus using there File type's to define the menu choice right from the get go.