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Fred Tetra

Latest Posts

Page: 9 of 32
Posted in: How about a Modding Tools forum?
 Fred Tetra
09-09-2005, 10:50 PM
#3
I agree. It's a category that can stand on its own, and would make it easier for folks to track down what they're looking for. The Kotor Tool thread, for example, often contains an mixture of tool suggestions, questions, and more. This makes it hard...  [Read More]
Posted in: Soundset (SSF) files editor
 Fred Tetra
09-06-2005, 11:17 PM
#8
I actually added the code back when Darth333 asked about SSF files, but didn't think anyone had a use for it, so it sat idle. You nudged me to put a couple of hours into polishing it up for public consumption :) By the way, I really like your work;...  [Read More]
Posted in: What do you NOT want in KOTOR III?
 Fred Tetra
09-07-2005, 9:06 AM
#76
What I don't want: The same control scheme on the PC that is unlike most 1st/3rd person games. Why not allow my character to move laterally to go around obstacles instead of turning around and running in a tight circle? I really don't want to have t...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-10-2005, 8:58 PM
#1431
Here's a few links to some screenshots showing me running around in the newly-opened expanded medical center. :) Note the altered minimap and my position thereon! http://kotortool.home.comcast.net/204tel1.jpg - In-room view http://kotortool.home.com...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-10-2005, 2:57 PM
#1430
Uh oh... He keeps adding more stuff and I dont even know how to use the first stuff! X_X Is there a tutorial somewhere or something I could look at? You can start with the Help file, then move on to the topics stickied at the top of this forum. :)...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-10-2005, 1:11 PM
#1427
I've just sent 502OND to you and I will be doing the rest of Onderon soon. -Gsccc Heh heh, I saw that email and didn't connect the RL name to your forum name! Doh! Thanks for sending that! Work has provided me with 3DS Max 7, so I am now more able...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-10-2005, 10:53 AM
#1425
I want mention that T7nowhere has donated a considerable amount of personal time to the Kotor Tool Module editor maps effort and has been very busy assembling the 3DS Max models for many of the Telos locations. Aside from 203TEL and 204TEL (Telos Ci...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-10-2005, 10:41 AM
#1424
Wow, such a response! I'm glad I got the urge to work on Kotor Tool back!...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-09-2005, 5:46 PM
#1417
To make it easier to see what the latest release version and date are, the title of this thread will be updated as new versions of Kotor Tool is released....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-09-2005, 2:24 PM
#1415
A new version of Kotor Tool will be posted today. If you're manually downloading, check that the version number is the one below. 1.0.2078.15613 (2005-9-9 13:57) Features/updates: Added Sound Set File (SSF) editor Added BodyBag support to Creat...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-07-2005, 2:10 PM
#1414
Darkkender is correct that this is not done by a script but is handled internally by the game engine when a creature carrying droppable items die. Creature(UTC) templates have a BodyBag field, which is a reference to the bodybag.2da file, determini...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-07-2005, 9:11 AM
#1411
what are the numbers listed in the left hand (white) fields mean or point to? The numeric fields are indeed the Dialog.Tlk indices. Right now, as you change the number (even using the up-down arrows on the control) the ResRef and string for the inde...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-06-2005, 3:40 PM
#1408
That module editor looks sweet! The module editor was developed, in part, by actually trying to use it to create modules. Many of the other editors are so much simpler that there is only one way for them to work. This one has had many revisions to g...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-06-2005, 3:34 PM
#1407
I saw a question about SSF files somewhere and thought I'd show a preview of the new SSF Editor in Kotor Tool: http://kotortool.home.comcast.net/ssfeditor_preview.gif...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-06-2005, 3:31 PM
#1406
Anyone willing? (see three posts up) Please take a look at forum etiquette rules #3 and #7 please......  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-06-2005, 12:42 AM
#1403
The problem is that while MDLOps can export the Aurora lights, it doesn't re-import them. So even if you don't alter a room, it'll be unlit when you bring it back into the game....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-04-2005, 6:31 PM
#1400
I don't know how your module editor is laid out, but if it's anything similar to the Aurora Toolset it could be an idea to make it similar to how it's handled there, for familiarity for those who have been modding for Neverwinter Nights. In the NWN...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-03-2005, 9:16 PM
#1397
Right now I am trying to decide on how I want to implement the adding of files to a module that aren't explicitly referenced in the .git file. An example would be the backpack that the Sith leaves behind (the one harassing the Duros near your apartme...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-03-2005, 3:23 PM
#1395
You can download the latest test KotOR I module from http://kotortool.home.comcast.net/fred_2.mod Run counter-clockwise to avoid the multi-Malak battle. This whole thing was set up in <5 minutes, for reference :)...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-02-2005, 12:54 PM
#1393
New animations? It sounds awesome, Fred! Thanks for doing this! Can't wait to try the new module. Unfortunately I did not have the time to open my game since you posted it :( . As for Cchargin, if you want to contact him, he is still browsing the fo...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-02-2005, 10:01 AM
#1389
What you all have described is what you should indeed be seeing. The footlockers do have a new animation for opening, as I have been trying to figure out the animation data structures. It appears that rotations use quaternions, and the base vector u...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
09-01-2005, 9:27 AM
#1381
Note: New version uploaded 11:57 EDT (GMT-6) You can download the test KotOR I module from http://kotortool.home.comcast.net/fred.zip Unzip the file to your KotOR I modules folder, load up any saved game, then, in the console, type WARP FRED to try...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
08-31-2005, 1:25 PM
#1376
Anyone willing to test the mod-file generating feature of the Module editor in Kotor Tool? I have a .mod file for K1 that I need tested to make sure a new packaging feature I am developing works right. You just need to warp to it and let me know if...  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
08-30-2005, 2:52 PM
#1374
Kotor Tool feature note: I just thought I'd mention that while you have any Text window open in Kotor Tool, if you hold down the Control key, the mouse wheel controls the size of the text in the window....  [Read More]
Posted in: Kotor Tool - v1.0.2210.16738 (2006-1-19 12:38)
 Fred Tetra
08-30-2005, 2:48 PM
#1373
If I might make a suggestion regarding the KOTOR tool... wouldn't it be nice if one could copy rows (in the 2DA editor) between 2 running instances of the program? I was working on that some time back, but I'll have to check my notes to see where...  [Read More]
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