I heard that the engine used for KOTOR, the Odyssey or whatever it's called, is just the NWN engine heavily modified. If this is true, would it be possible to open up the NWN editor, see how it works, then apply the needed info to KOTOR editing? I've never coded or anything like that in my life, so I'm not really the one for the job. I just thought it might be helpful...
Yes that was actually one of the first tools used the KotOR modding community. I remember trying to use it last year at this time and gave up because the editor wouldn't work with KotOR in all areas, or because I didn't have it set up right, or because I didn't understand the game engine fully.
Then Fred Tetra and KotOR Tool came along. At first it was primarily a 2DA editor/.bif extractor but it has grown in functionality to touch every aspect of KotOR modding. With the development of the module editor, KotOR Tool is becoming the NWN editor for KotOR.
Anyhow, I haven't explored using NWN editor since those old days and can't comment too much on it, but if you search through old posts you'll find some references to it.
I mean, I know about KOTOR tool and all that (I've been looking at KOTOR editing for a little while) and I know it's an editing tool for KOTOR, but I know people don't know how to make their own brand new rooms and stuff like that (I know you can edit the contents of a room with KOTOR tool, but you can't make your own rooms) So I was thinking that people could look at the NWN editor to see how it allows you to make your own completely new rooms, then try that exact same process with KOTOR in an attempt to make a new room... I'm not sure if it would work, but it'd be nice for Fred Tetra to try cracking into NWN editor to take a shot to see...
When it comes to map and room making. That is actually handled by model files the bigest limitation we have there is actually building the model and reinserting it back into the game. There are alot of limitations with the game when it comes to manipulating the models. The biggest limitation is importing them back in. This and many other things have been struggles for our tool developers mostly cchargrin when it comes to anything with models.
Ah, I get it now... thanks for explaining it to me