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Fred Tetra

Latest Posts

Page: 3 of 32
Posted in: Kotor Tool forum announcement
 Fred Tetra
01-10-2006, 3:57 PM
#1
Hi Folks! There is now a separate forum for all things Kotor Tool. http://www.lucasforums.com/forumdisplay.php?f=661 While it is still in the early stages, I plan on offering FAQ and troubleshooting sections to help people have a better modding e...  [Read More]
Posted in: Walkmesh Question?
 Fred Tetra
01-11-2006, 11:11 PM
#15
The editor is mainly for converting binary to ASCII for use in 3DS Max and back to binary for use in the game. You can edit any of the data in an exported ASCII file and convert back, but only PWKs and DWKs (placeable and door meshes) can be used. Th...  [Read More]
Posted in: Walkmesh Question?
 Fred Tetra
01-11-2006, 10:31 PM
#13
Hey Fred! When I examined the gray box, at the bottom of the .wok editor, I noticed values that represent coordinates. In some of the files, I also noticed sections that say 'Walkable' and 'Non-Walkable'. Eventhough we don't know anything about the f...  [Read More]
Posted in: Walkmesh Question?
 Fred Tetra
01-10-2006, 9:53 AM
#11
Walkmeshes for modules (.wok files) are not yet fully understood. The editor in Kotor Tool is really for adjusting a few of the header values and converting ASCII<->binary. Once the format is better understood (I've put in dozens and dozens of...  [Read More]
Posted in: Have you seen this room?
 Fred Tetra
01-06-2006, 2:18 PM
#1
I'm working on some maps for Kotor Tool and I cam across this room on Peragus. It looks like something for a cutscene, but I don't remember seeing it; do any of you? http://kotortool.starwarsknights.com/images/forum/104per_mysteryroom.jpg It's part...  [Read More]
Posted in: Custom .GIT w/Module editor?
 Fred Tetra
01-09-2006, 9:02 AM
#5
No, it means that the file isn't tagged for one game or the other. Since each game version some data unique to it (dialog.tlk, etc.), Kotor Tool has to ask you to identify which one a file is for. Once you've saved a file, it's tagged with the game v...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-13-2006, 9:00 AM
#1772
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....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-13-2006, 12:29 AM
#1770
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 con...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-11-2006, 1:20 AM
#1768
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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-10-2006, 2:08 PM
#1763
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 th...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-09-2006, 5:50 PM
#1761
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 stag...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-08-2006, 2:37 PM
#1760
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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
01-08-2006, 12:14 AM
#1753
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 m...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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 g...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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 o...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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,...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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 car...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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 inconve...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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. :)...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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 file...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 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)...  [Read More]
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