Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

KOTOR1->KOTOR2

Page: 1 of 1
 jedijed
12-18-2007, 6:22 PM
#1
What all is required for converting modules, maps,*.mdx/*.mdl/*.lyt ect... from kotor1 to kotor2? :jawa:
For example: :blast5:
I have taken the entire 'danm13aa' selection (including layout files, mdl/mdx, *.lyt, various *.tga's ect... but it will not run with kotor2? What else must I do? It will either crash when I run it (w/ tga's) or it would open and you would be 'stuck' in a totaly dark module with 'mixed-up' textures (if you need a screenie, ask me). Can someone help me? It would be greatly help me. :)

(PS--this is for a 'major mod' (expansion pack, realy) for kotor2 tsl... no preview is ready yet except a few screenshots)

Thanks,
Jedijed
 RedHawke
12-19-2007, 1:23 AM
#2
Sorry but this consititutes Porting and we here at LucasFurums do not condone discussions involving porting. Forum Rules (http://www.lucasforums.com/showthread.php?t=169078), specifically under the Holowan Labs section.

7. Mods containing assets (models, textures, sounds, etc.) ported from another game are prohibited

It is against Lucasarts policy to port assets from one game to another. Holowan Laboratories does not condone porting of this nature, and moderators will close or delete any thread or posts discussing such mods, even if it is for your own personal use. The exception to this is if the asset in question is present in both KOTOR and TSL. Modders may create from scratch mods that resemble assets from another game.
Sorry mate.
Page: 1 of 1