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Module Editing

Page: 1 of 1
 darthtyren
07-10-2011, 1:59 PM
#1
How would I go about as to change the textures of a module? I don't want my new module to look just like the Trayus Core.

Also, what exactly is the purpose of the Module Editor for KotOR Tool? Because I can't see anything when I load the map. Instead, I see an exception warning saying bluntly: "Object reference not set to an instance of an object." And the Details:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at kotor_tool.frmModule_Editor.Draw()
at kotor_tool.frmModule_Editor.miOpenProject_Click(Ob ject sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItem.MenuItemData.Execute ()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Command.DispatchID(Int32 id)
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4961 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
kotor_tool
Assembly Version: 1.0.2210.16738
Win32 Version: 1.0.2210.16738
CodeBase: file:///C:/Program%20Files%20(x86)/Kotor%20Tool/kotor_tool.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4961 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
e5lcyxsm
Assembly Version: 1.0.2210.16738
Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
ye9jsuug
Assembly Version: 1.0.2210.16738
Win32 Version: 2.0.50727.4957 (win7RTMGDR.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I don't at all know what this means. All I know is that I can't see anything in the field where I'm guessing I'm supposed to see the map.
 TimBob12
07-10-2011, 2:38 PM
#2
Have you downloaded any of the maps from Fred Tetra's site?
 darthtyren
07-10-2011, 3:23 PM
#3
Yes, the Trayus Core map.
 Dak Drexl
07-10-2011, 3:49 PM
#4
You really don't want to use the ktool module editor, nobody really does. Here are some tutorials you should find most helpful:

http://www.lucasforums.com/showthread.php?t=175095&highlight=module+reskinning+tutorial)

http://www.lucasforums.com/showthread.php?t=185199)

http://www.lucasforums.com/showthread.php?t=206101)
 darthtyren
07-10-2011, 6:33 PM
#5
OK, I kinda like the first tutorial, but it follows modding KotOR, not TSL. I'm guessing they're a bit different when it comes to re-skinning modules. Would I be correct in saying this? And if so, what would I have to do for TSL?
 Darth InSidious
07-10-2011, 7:12 PM
#6
OK, I kinda like the first tutorial, but it follows modding KotOR, not TSL. I'm guessing they're a bit different when it comes to re-skinning modules. Would I be correct in saying this?
Not really, no. :p

There are some slightly different texture references that come up in the hex-editing section, but they just have to be edited in the same way as all the others. Apart from that, it's exactly the same.
 darthtyren
07-10-2011, 7:15 PM
#7
Well, there's the .lyt file as well. for kotor, the .lyt shows the lightmaps and where they apply, but that doesn't seem to be the case in TSL.
 Darth InSidious
07-10-2011, 7:33 PM
#8
I think you've confused the .lyt with the .vis file. And while it's true that the .vis file for some modules doesn't list the lightmaps, that's by no means universally true, and doesn't substantially affect the reskinning process.
 Canderis
07-10-2011, 7:34 PM
#9
The lyt file specifies how the modules various parts are laid out. It has no relation to the lightmaps
 darthtyren
07-10-2011, 9:39 PM
#10
OK, but what about the .txi files for the lightmaps? There is no Extra Texture Info tab containing .txi files for the lightmaps. Does TSL not need them?

Also, I'm using module 904mal, and its lightmap list is as follows:

904malc_lm0
904mal_lm0
904mal_lm1
904mal_lm2
904mal_lm3
904mal_lm4
904mal_lm5

What - if any - is the significance of the first one? And will I need it?
 Canderis
07-10-2011, 10:17 PM
#11
I dont think you need the txi's and you WILL need that lightmap.
 darthtyren
07-13-2011, 9:48 PM
#12
The lightmaps won't save as TGAs. How do I edit them?

OK, so no one else has ever had this problem?
 Darth InSidious
07-18-2011, 8:39 AM
#13
You need to double-click on the file so that it opens in KotOR Tool's image viewer, then click "write file". It will open a save dialogue with the file type already set to .tga . Failing that, there are TPC to TGA converters floating around.
 darthtyren
07-18-2011, 1:15 PM
#14
Well, it feels better to finally have someone answer my question, it seemed as if no one knew or no one cared.

But now there's this:

While you’re at it, open the .lyt file with notepad, and change any references to ‘m23ab’ to ‘m65aa’. Close it, and then rename the file to ‘m65aa.lyt’. Do exactly the same with the .vis file. Also, rename the WOK file to m65aa.wok .

So if I'm changing the Trayus Core labels, and I'm using the new label 926hom, then would it be like this:


#MAXLAYOUT ASCII
filedependancy 904MAL.max --> 926HOM.max
beginlayout
roomcount 3
904MAL 0.0 0.0 0.0 --> 926HOM 0.0 0.0 0.0
904MALb 0.0 -133.578 0.0 --> 926HOMb 0.0 -133.578 0.0
904MALc 76.6783 -357.243 0.0 --> 926HOMc 76.6783 -357.243 0.0
trackcount 0
obstaclecount 0
doorhookcount 0
donelayout


904mal 2 --> 926hom 2
904malb --> 926homb
904malc --> 926homc
904malb 1 --> 926homb 1
904mal --> 926hom
904malc 2 --> 926homc 2
904mal --> 926hom
904malb --> 926homb
 newbiemodder
07-18-2011, 1:56 PM
#15
Looks good...you just replace all the old rooms with your new rooms. You will also need to go into your .are file and do the same under the 'rooms' submenu.
 darthtyren
07-18-2011, 2:44 PM
#16
OK, so now I need to change the name for the map, but I don't understand what I need to do. I am using tk102's K-GFF Editor.
 newbiemodder
07-18-2011, 3:14 PM
#17
for the map..find the it in the erfs/texturepacks/swpc_tex_gui.erf..under the "L"'s...starts with lbl_map...just replace your module name like you did with the previous files and save it..place in override..pretty straight forward.


so lbl_map904MAL.tga becomes lbl_map926hom.tga..
 darthtyren
07-18-2011, 3:19 PM
#18
Oops, when I said map, I meant module. I'm trying to change the module name.
 newbiemodder
07-18-2011, 5:18 PM
#19
go into the .are file...drop down to the line Name, click on it so it's highlighted...then on the right enter the value -1 into the StringRef box..after entering click on another line to the highlight jumps and the value -1 shows...now, click on Name again so it's highlighted..right mouse click, so the drop down menu appears and click 'Add String'...click on the new add string line so it's highlighted, and on the right hand side, in the big box called CExoLocString Substring Info: , type in the name for your module..this will make the name appear over your map during gameplay.
 Darth InSidious
07-18-2011, 6:11 PM
#20
I'm pretty sure both of those things are in the module reskinning tutorial...
 darthtyren
07-19-2011, 8:05 AM
#21
Well I didn't find them in there, but it worked, and i followed the tutorial to its finish. It doesn't look that good, but it worked! Whoop!
 darthtyren
07-29-2011, 9:37 AM
#22
I have just got done reskinning another module, and when I go ingame to test it out, there is nothing different. I looked at the are, git, and ifo files and compared it with my first one, and everything that should be changed was changed. I looked through all my models, and there's nothing wrong with them. Same goes for lyt and vis files. IDK what's going on, but it's annoying to have worked on my first module, but not on my second.

EDIT
NVM, I saved it as a different module and it worked.

But now I have another question: In the Trayus Academy modules, how do you get rid of the red light from the red circles all over the place?
 Dak Drexl
07-29-2011, 11:19 AM
#23
You need to edit the lightmaps. Find which ones have a red tint and edit them accordingly. Good luck, should be fun ;)
 darthtyren
07-29-2011, 1:37 PM
#24
I edited all the lightmaps. Whatever color there was in those lightmaps is now on the opposite end of the spectrum. What was red should turn out to be cyan. But it's still red. But I don't want to change the color, I want to get rid of the light altogether.
 newbiemodder
07-29-2011, 3:08 PM
#25
I want to get rid of the light altogether.



"Get used to disappointment."..Dread Pirate Roberts to Inigo Montoya, The Princess Bride.

The best you can do is make the lightmaps a neutral color so no color glows from the red circles. The lightmaps are part of the model, nothing you can do about removing them. The glow may even be part of the larger room model itself, but I don't know, never reskinned that particular room.

Remember you will have to rename the lightmaps according to your new module and then hex edit those new lightmap names into the room .mdl file. Don't forget to put the new lightmap file in your override.

Check the threads, this question has been asked before.
 darthtyren
07-29-2011, 3:17 PM
#26
Remember you will have to rename the lightmaps according to your new module
done
and then hex edit those new lightmap names into the room .mdl file.
done
Don't forget to put the new lightmap file in your override.
done

But I guess I'll just live with it if I can't fix it.
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