Just a little 2DA Editor I've been working on for a few months. Has a few neat features that the Kotor Tool one doesn't have like:
- copying/pasting cells
- backup format in case of catastrophic file write failure
Credit to @JCarter426 for an awesome logo 👍
By ndix URtga2tpc
Author: ndix UR
Release: August 2018
Convert TGA images to TPC format for use in KotOR and TSL.
TPC files contain the information from a TXI file (so the TXI file is no longer needed when a TPC file is used), and can be uncompressed or compressed with either DXT1 or DXT5.
Advanced features like animation and cubemap layering are initiated by the presence of specific TXI directives like cube 1 and proceduretype cycle.
For some reason, the game really wants normal maps to be in TPC format. This will let you create and use full 32-bit color normal maps without having to make them into simple height maps by using indexed color.
The tool is free, open source, and cross-platform. Code is available at https://github.com/ndixUR/tga2tpc
How do I set it up?
Windows: unzip the package, run tga2tpc.exe
Mac: unzip the package, move tga2tpc.app to /Applications, run it
* This is not a signed application, so you have to do whatever is required to run non-MAS applications on your MacOS version.
How do I use it?
Drag files in and hit start. There shouldn't be much more to it than that. Using square and/or power of 2 sized textures is a good idea (sometimes required), TXI information is optional, and the settings are pretty much self-explanatory. The nature of TPC alpha blending is not necessarily intuitive so you may need to seek information to use it properly.
Create cubemaps Create animated textures DXT1/5 Compression available (requires 2^n texture size) Horizontal/Vertical flip, for those pesky wrongly oriented TGA files Bicubic downsampling for mipmaps (precomputed small versions of the texture, part of the TPC format) Control texture alpha blending setting
Cannot create uncompressed animated textures. Only for converting from TGA to TPC. For TPC to TGA, use Kotor Tool, xoreos-tools, etc. Progress bar doesn't update as often as you might want. Bicubic downsample is slow. I recommend only using it for final conversions, not testing. The package size is large. This is the cost of easy cross-platform GUI support. All electron applications are large like this. You are likely to have problems trying to read TGAs from folders containing markup entities/encoded characters (like ') ============================================================
DarthParametric for inciting the creation of this tool, and doing the testing.
DrMcCoy and all the contributors to xoreos, whose TPC decoding implementation provided the basis for the TPC library herein.
bead-v for moral support.
By bead-vKOTORmax is a plugin for 3ds Max and Gmax that allows importing and exporting of ascii model files for KOTOR and KOTOR2. KOTORmax is directly extended from NWmax by Joco.
How do I set it up?
Open the .zip archive, the instructions are in the readme file.
How do I use it?
Check for tutorials in the Tutorials Section. A lot of the basic functionality is exactly the same as with NWmax, so most of the tutorials should help you with using KOTORmax. As for the new functionality, it is now up to the community to create new tutorials for it.
KOTORmax was designed to be used with MDLedit and the new version of MDLOps by ndix UR. Using the ascii model files that it produces with an older version of MDLOps will cause data to be ignored in the best case and a crash in the worst.
What's different from NWmax?
– Support for all known properties of the Odyssey MDL Format. All NWN functionality that is irrelevant for the KOTOR games removed.
– Ambient texture (lightmap) import/export. Experimentally also vertex colors as well as texture0 and texture1 UV coordinate import/export.
– Support for bezier animation controllers.
– Lightsaber mesh object.
– New Anim Editor, Key Ops, Constraint Editor, Visibility Editor, Roomlink Editor and improved Anim Mapper.
– LYT and VIS file Import and Export.
– Game smoothing preview.
– Sanity check now adapated to KOTOR models.
... and much more!
Max crashed/froze/reported a weird error!
Describe your issue in the relevant thread (link to be added) and I will look into it. Please explain in detail exactly what you were doing when the error occurred. Also include any relevant files in your post.
A big thank you goes out to ndix UR, without whom KOTORmax wouldn't even exist. A big thanks also to Joco for allowing me to build on NWmax and release it as KOTORmax.
I would also like to thank the testers, both for their patience when I was dealing with very persistent bugs and for all the suggestions that helped make KOTORmax what it is now:
Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.
By bead-vMDLedit is a (de)compiler for KOTOR and KOTOR2 model files.
Which version should I download?
There are two packages on the download page. They differ in whether the program uses Visual Styles or not. The difference is purely visual, they are completely equivalent in terms of functionality. The version in the mdledit_v0.0.0xp.zip package will work on Windows XP or newer as well as on MacOS through Wine, but it will look like crap. The version in the mdledit_v0.0.0.zip package will look better, but will only work on Windows Vista and up.
How do I set it up?
Open the .zip archive, extract the .exe and run it. If you want MDLedit to keep track of your option between sessions, create a blank mdledit.ini file in the same folder as your .exe.
How do I use it?
The program comes with a help documentation window accessible from the About menu, read that to learn how to use it. If something is not mentioned there please let me know in the relevant thread (link to be added) and I will explain the functionality and add the explanation to the help window for the next version.
MDLedit was designed to be used with KOTORmax and the new version of KotORBlender by ndix UR. Using the ascii model files that it produces with NWmax will cause data to be ignored in the best case and a crash in the worst.
The program crashed/froze/reported a weird error!
Describe your issue in the relevant thread and I will look into it. Attaching a .zip archive with the files that MDLedit was processing when the problem appeared is also very welcome.
A big thank you goes out to ndix UR, without whom MDLedit would have maybe half the functionality it has now.
I would also like to thank the testers, who also made a lot of great suggestions that made MDLedit that much better:
The program was built on the knowledge about the MDL format, which is the result of the work of many modders, including CChargin, Magnusll, JdNoa, ndix UR, DarthSapiens, VarsityPuppet, FairStrides, and others! Thank you for your efforts!
Lastly I'd like to thank the KOTOR modding community, which makes taking the time to make such a tool worth it.
By ApanLoonKotOR Stuff provides several tiny command-line tools that each perform a small task. With scripting, these tools could be used to simplify batch processing or support other tools that perform more complex tasks.
Currently three tools are included:
bif - Extract assets from KeyTable/BIF repositories erf - Extract assets from ERF/MOD/SAV and HAK repositories tpc - Convert TPC files to PNG or PNG files to TPC. Use command line options to select which side of a cubemap, what frame of a cycle animation or which mip map to convert. Can also list TXI attributes if any are present.
By Fair StridesInside this download, you will find several VERY useful tools. Almost all of these were made by stoffe originally and the only alteration I made was to make sure TSL Patcher did NOT check for the presence of the dialog.tlk file to verify the path you're installing the mod to. This was done to allow installing mods to the Workshop folders.
Of note in this package are three files:
1. ReadMe, really.pdf - A read-me file that really should be read if you want to understand how to do something with the TSL Patcher.
2. nwnnsscomp.exe - A modified script compiler that TSL Patcher uses to substitute tokens (such as .2da row pieces) in source scripts (.nss files) and then compile the scripts.
3. nwscript.nss - As far as I'm aware, the nwscript.nss file from KotOR 2, required by nwnnsscomp.exe to compile scripts.
Below are the original release thread descriptions for stoffe's work and I honestly don't think I could put it better than she already did years ago.
TSL Patcher (along with ChangeEdit):
A few quick "how to" examples:
Insert new branches into DLG files.
( http://web.archive.org/web/20150911133933/http://www.lucasforums.com/showpost.php?p=2135535&postcount=177 )
Install a New Player Appearance mod.
( http://web.archive.org/web/20150929073207/http://www.lucasforums.com/showpost.php?p=2168405&postcount=201 )
Q: I get a RichEdit line insertion error when trying to install mods. What's wrong?
A: It seems a few people have odd versions of the RichEdit DLL files installed in their system that doesn't play nice with the colored text box component TSLPatcher uses. To work around this you could try to replace the RichEd DLL files with versions that should work. Extract the two DLL files from this archive and put them in your Windows\Windows32 folder. Move existing files with those names to a safe location first so you can restore them if this causes other problems! Do not overwrite them!
Alternatively, if you don't want to mess with your DLL files, you could force TSLPatcher to use a plain text box for status messages rather than the colored/formatted one. To do this, use Notepad to open the changes.ini file found inside the tslpatchdata folder that came with the mod you wish to install. Under the [settings] section, change the value of the key PlaintextLog from 0 to 1. Q: I'm not seeing any Install Mod button, and the text field in the TSLPatcher window seems to extend behind the window boundraries.
A: This odd problem some people experience seems to be tied to what screen resolution and pixel density is being used in your monitor settings, but I have been unable to replicate it or figure out exactly what's going on. As a workaround you can "click" on the Install button by using it's quick keyboard command. Pressing the [ALT] keys on your keyboard should start the installation process. Q: When trying to install a mod it complains that it's not a valid installation location. What's wrong?
A: Make sure you are selecting the folder the game is installed in, not the override folder, when the TSLPatcher asks you where to install the mod. Q: When trying to install a mod it complains that access was denied to the dialog.tlk file.
A: Make sure that your dialog.tlk file is not write protected. This file is found in the same folder as the swkotor.exe binary. To check if it's write protected and undo it, right-click on the file, pick Properties in the context menu and uncheck the write protected checkbox.
Original update history (ordered newest change first):
By AnimalA program to generate a character at random to play with in Kotor 1 and Kotor 2
By XuulEver want to have freecam in Kotor? Now you can.
This program is a free and open-source OpenGL function call interceptor providing a replacement wrapper (opengl32.dll) that exports all OpenGL entry points. When an OpenGL call is made, the GLIntercept wrapper processes it before passing the call onto the real OpenGL system.
In plain English this means that using this program you can enable free-cam and wire-frame in KOTOR or KOTOR 2.
This upload includes several preset camera speeds for ease of installation.
A full tutorial on how to use this program will be available at https://www.youtube.com/c/xuul
1) Install GLIntercept via GLIntercept_1_3_3.exe
2) Go to the folder where GLIntercept is installed
3) Copy the OpenGL32.dll to the Kotor Directory
4) Copy gliConfig_FreeCam.ini to the Kotor Directory
5) Rename "gliConfig_FreeCam.ini" to "gliConfig.ini"
6) Open a Camera Speed Preset folder
7) Copy the config to "[install Directory]\GLIntercept_1_3_3\Plugins\GLFreeCam"
Press CTRL+SHIFT+C when in game to toggle freecam
Press CTRL+SHIFT+W when in game to toggle wireframe
O to reset Camera tilt
P to reset Camera position
If using a preset use the arrow keys to move the camera.
You can only "see" areas that are in the frontward line of site of current PC character.
Presets and instructions compiled by Xuul.
GLIntercept from version 1.0+ uses the MIT License :
Copyright © 2014 Damian Trebilco
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
By Fair Strides-----------------------------------------------------------------
This script is released under the GPL, see the included
MUCH MUCH MUCH thanks to Torlack for his NWN MDL info!
Without his info this script could not exist!
Thanks to my testers:
Thanks to all at Holowan Laboratories for your input
file browser dialog added by tk102
AABB, animations, lights and emitters, and speed-up by JDNoa
Calculations of vertex and face normals by VP and Fair Strides
1.0 version by ndix UR, thanks to bead-v for inspiring many of the added
features, figuring out a number of critical format algorithms, and sharing
This is a Perl script for converting
Star Wars Knights of the Old Republic (kotor 1 for short)
AND Star Wars Knights of the Old Republic, The Sith Lords (kotor 2 for short)
binary models to ascii and back again.
Binary models are converted to an ascii format compatible
with NeverWinter Nights.
It can also do some other operations on models,
like renaming textures and replacing meshes.
-Automatic detection of binary model version
-Automatic detection of model type
-node types supported:
-model properties supported:
-many, many more
-supports compile/decompile pwk/dwk/wok walkmesh files
along with their associated models
-when reading in a binary model a text file is created
that lists all the textures the model uses.
-replacer function lets you replace 1 tri-mesh in a binary
model with another tri-mesh from an ascii model
-renamer function lets you rename textures in a binary
read the tutorials "KotOR_Tutorial.txt" and "Quick_tutorial.txt"
for an explanation of how to get your models into kotor
This script may only be hosted from sites that do not claim
ownership of files they host. In other words, any site that
claims "All files submitted to this site become property of
the site owner" can not host this script.
You are free to host this script from your website as long
as the distribution contains only the files listed below.
You are free to submit this script to any public download
site as long as the distribution contains all the files
I also ask that if you do host or submit this script to a
site send me an e-mail to let me know. My e-mail address
is at the top of this file.
A KNIGHTS OF THE OLD REPUBLIC TOOL
KoTOR and TSL HeadFixer
This program, written in Java, will allow you to perform the hex editing technique I demonstrated in the tutorial for hex editing heads to work in Knights of the Old Republic 1 and 2. It's not the most efficient execution of editing that code, but I'll be damned if it doesn't work like a charm!
You do need the latest Java Runtime Environment in order for this to run.
JRE can be downloaded at:
Other than that, just double click the jar file and you're set.
If I get around to it, I'll write a version for Windows/Mac/Linux maybe
Make sure you compile your head with mdlops6.
You'll be using that generated binary .mdl file in this application.
Click the Browse button to load a binary .mdl file.
NOTE: v 1.0 will read ANY file that has a .mdl extension. If it can't find the hex code that it needs to perform the patch, then it won't work. On the off chance that it does work and the .mdl is not a head model, bad things could happen. Will not read ascii models either.
Once the .mdl file is loaded, press the fix model button. It may appear that the application has frozen for a bit, but everything will be okay.
It will generate a new file with the [original_name]fixed.mdl
That's pretty much it. Couple your new .mdl with the .mdx and throw it in the override.
miro42 and settoken for introducing that whole concept of making new heads
Chrono Trigger hacking which taught me the concept of hex pointers
Java for being easy to program with
The LucasForums and DeadlySTream Community for just being awesome and still loving KotOR & TSL even with TOR out.
By Fair StridesYou see before you the culmination of eight months of effort, or there about.
This is a PUBLIC BETA of a new KotOR Toolset, whose central focus is as a level-editor. This means that the tool's main job is to edit levels, and to go along with this, I've built editors for most of the games' file types: UTC, UTD, UTE, UTM, UTP, UTS, UTT, UTW, ARE, IFO, GIT, and NSS.
The Toolset cannot do the following things yet: UTI files, DLG files, anything beyond extracting models, no texture support whatsoever (no viewing, no extracting, nothing), and no support for walkmeshes of any kind (.wok, .dwk, and .pwk).
This Toolset should be intuitive and easy to use, or at least that is my sincere hope. I've taken great pains to label mostly everything in layman's terms and also to explain things whenever I can. Most people wouldn't know the amount of effort and time I've put into this project, but it's all I can do to hope that people find it useful, easy to use, and most of all, helpful to new modders.
The documentation is rather sparse at the moment, but I hope that I (or any volunteers...) can expand on things later on, as well as continuing development.
Lastly, this is a PUBLIC BETA!!! I am expecting bugs and errors, so please by all means report them.
Bioware -- For their NWN documentation PDFs on most of the file formats, which I referenced heavily (and ripped off some screencaps of in the read-me. )
tk102 -- For creating the programming libraries I've used to create this Toolset. Otherwise, I'd have been lost in a lot of backtracking...
Sithspecter, LiliArch, 90SK, Malkior, Dastardly, Logan23, Rece, and Canderis -- Support, advice, and more than a few talks asking for opinions on how something looked, or how best to design this or that piece. Also, most of them helped out in a Private Beta earlier this month.
Sithspecter -- Icons used in the Area View. He just couldn't stand those colored circles I'd been using...
Logan23 -- Initial testing and advice from the perspective of a heavy user.
If there's anyone I forgot, please mention it and I will correct this issue.
You are allowed to use this program for any use, so long as it isn't illegal and is not for profit. In addition, if you were to produce a mod using this tool, I'd greatly appreciate a mention in the read-me.
You ARE NOT allowed to re-upload this program anywhere without my express permission. If I want it up somewhere, I will upload it there myself, thank you very much.
By Fair StridesDLGEditor is a GUI based dialog viewer and editor for Star Wars: Knights of the
Old Republic and Star Wars: Knights of the Old Republic II: The Sith Lords.
The editor is divided into two panes. The upper pane contains the treeview
portrayal of the dialog with NPCs speaking in red (Entries) and PC replying in
blue (Replies). Upon highlighting the nodes of the tree, detail widgets appear
in the lower pane containing node-specific information which can be edited.
You must have .NET Framework 4.0 installed in order for this tool to work. Once/If you do, simply extract the contents into a folder and load up the file. It'll also be a good idea to have KAurora on hand for exporting walkmeshes and binary models.
The purpose of this program is to add a walkmesh node into a binary .mdl's file. It "injects", so to speak, the .wok data into the model. By doing this, you will enable the camera to be blocked when panning into a wall. Just make sure that the walkmesh fits the area model you are using. This *should* work for both K1 and TSL, I haven't tested TSL yet though.
1. Load the .MDL file, it requires its .MDX counterpart
2. Load the .WOK file that is used in conjuction with the mdl, if there is a .WOK file with the same name as the .MDL it will automatically load up
3. Select the export directory OR leave it blank. Leaving it blank will export it to the same directory it is already in and add a "_new" suffix to the file name
4. Choose [Add New Child] if the .MDL file doesn't have a walkmesh node in it already, if it does, scroll down the drop down box and select that instead. The old walkmesh node will be replaced with the new one
5. The KotOR version is automatically determined from the file, check to see if is correct.
6. Press inject and retrieve your new files to the place you exported it to
If the program popups up with an error, check to see if your model is legit. If it is, post the error on the forums.
If your module crashes on loadup or the camera isn't being blocked, go to the forums and give specific information to what you did. (K1 or TSL? Replaced a node or added? Used a custom export directory?)
By TK102From the original thread on Lucasforums:
K-GFF (GFF Editing Utility) v1.3.0 (Jan 8, 2008)
Yet another GFF Editor...
This one features some extra support for KotOR/TSL namely in the form of VECTOR and ORIENTATION fields. These field types, as you may recall, were not present when GFFEditor.exe was published on Bioware's web site. Consequently certain GFF files (eg.: .git, .ifo) would become corrupted by editing. K-GFF supports these fields, hence you will no longer need to use CamEdit if you edit a module's .git file. Support for StrRef fields (Field Type: 18) has also been added for Jade Empire modding as of v1.1.9.
Another enhnacement over GFFEditor is the support for multiple CEXOLOCSTRING substring editing. It is now feasible for instance to publish a .dlg file with localized strings that is readable in all languages.
Other little features include: rudimentary support for BINARY fields (you can import and export these fields to files to perform hex editing), Cut/Copy/Paste of nodes, optional TLK file integration so you can translate StringRefs if you choose.
By TK102From its original thread on Lucasforums:
DLG/UTI/UTC/MOD Language Converter 1.0
Icon by svösh!
This utility allows mods made in other languages to have their strings displayed correctly in-game. Localized strings in mods contain one or more language identifier that is used by the game engine. If mod does have right language identifier for your game, you will not see any the text displayed from dialogs, item descriptions, etc.
You can use this utility to add language identifiers to mod files.
Supported file types: .utc, .uti, .dlg, .mod
HOW TO USE
DLGConv v1.0 is now GUI and its use will hopefully appear obvious. However for the sake of this readme, here are the steps.
1. Add files to the list that you want to modify using the Add Files button.
2. Choose the language(s) you wish to support by selecting the appropriate checkboxes.
3. Select an output path.
4. Click the Convert button.
By TK102From the thread on Lucasforums:
FindRefs v4.4 6/23/2007
A file search and extraction tool for KoTOR and TSL resources
Icon by svösh!
By TK102From its thread on Lucasforums:
This utility will compare two GFF files and output the differences found between them.
There are two forms of syntax for this tool.
Syntax 1: no parameters (or launched directly via Windows Explorer)
This will call up a pair of Open File dialogs where you specify the two GFF files to compare. Then a Save As dialog will ask you where to save the output report.
Syntax 2: gffcompare.exe "file1" "file2"
This will compare file1 to file2 and send the output to STDOUT (which you can pipe or redirect).
By SithspecterCreated by MagnusII, and uploaded with permission.
Welcome to the KAuroraEditor. This tool will allow you to perform some operations on the resource files used by the Kotor games.
Please do not disassemble, reverse engineer, copy, distribute etc. the program. The source code will be released with a later version along with the necessary license.
WARNING: this program comes with no warranty whatsoever. Use it at your own risk.
This is an Alpha. It will have several bugs and problems. It has been preliminary tested on a few walkmeshes and models from Kotor I. I've used Gmax 1.2 and NWMax 0.7 to work with the exported ascii walkmeshes. Notice that the NWMax 0.7 AABB tree building algorithm is bugged and can enter into an infinite loop; I had to comment out the code to be able to work on some of the more complex walkmeshes. The program does not need the AABB data from NWMax anyway; it rebuilds its own AABB tree.
You must have Microsoft .NET Framework 2.0 installed.
You must have DirectX 9.0 SDK Update April 2005 or later installed. The redist will be enough.
Note that if you have installed the latest DirectX update without having already installed the .NET Framework, some of the necessary libraries may be missing. If that is the case, install the Framework and then install a newer update. If you're already at the latest level, install the whole SDK.
Once you have the prerequisites, just run the executable. Nothing else is required.
Using the program
At present, the program has three main functions: it will allow you to extract most of the resources packed in the game files, to export and import the walkmesh (.WOK) files, and to load,render, and import the model (.MDL) files with the option of rendering the textures and the lightmaps.
When you run the program, a window with a tree structure will appear, having the two main nodes "Kotor I" and "Kotor II".
You can add the games' resources to the main nodes by simply selecting one of them, and then clicking on one of the menu items under "File". A window will appear; just select the appropriate file or directory and the relative tree will be built under the chosen node.
To export a resource, simply double-click on its node and another window will appear. Click on the "Save As..." button to export the resource.
The Walkmesh menu lets you load and save a Kotor walkmesh file, and it also gives the possibility of visually editing the room adjacency values.
To load a walkmesh from a node, you must first select a node with the appropriate resource (i.e. a .WOK file). Once it is selected, simply click on the "Load From Selected Node" menu item and the walkmesh will be loaded in memory. You can also load a walkmesh from an ascii or binary file, without the need to build the tree first. Also, if you load a model file with a walkmesh in it, the walkmesh will be autoloaded.
Once a walkmesh is loaded in memory, you can export it either in ascii or binary format by selecting the appropriate menu items. You can also clear the memory; the export items will be disabled.
The "Render" option will open a DirectX window with a top-view rendering of the walkmesh, along with a drawing of the first perimetric line in the walkmesh. Edges hilighted in red are those with a room adjacency value different from "-1"; this means they are those edges which, once crossed, will bring you into another room. The room to which they lead is expressed as a zero-based index of the room list which you can find into the .ARE file of the area to which the walkmesh belongs.
Some walkmesh files have several perimeters in them. If that is the case, hitting the up and down arrow keys will let you cycle through all the perimetric lines belonging to the walkmesh.
Once you can see the perimeter you want, you can double-click on the edges [best results by trying to hit the edge center]; a window will appear, detailing the edge number along with its current adjacency value. You can change the value by choosing "Apply"; if the value is anything else than "-1", the edge will be hilighted in red.
The "Refactor" option is mostly needed when you need to export a binary .WOK of a room having a displacement in the .lyt file, and you didn't load the walkmesh directly from the .WOK. Simply enter the coordinates you find in the .lyt file and hit refactor; the walkmesh will be translated to its new position.
The initial coordinates you find when you open the refactor window represent the position of the walkmesh node.
You don't need to refactor if:
A) you loaded the walkmesh directly from the .WOK file, or from a file exported using the .WOK as the original source (the walkmesh is already expressed in absolute coordinates in the .WOK)
you loaded a .mdl file, it had a walkmesh in it, and the position of the model in its .lyt file is (0, 0, 0). The walkmesh gets auto-translated to its absolute position based on the rest of the model nodes
You *DO* need to refactor if:
A) you loaded a .mdl file which had a walkmesh in it, and the model is translated according to the .lyt file.
At the moment, many of the model export and import functions are incomplete. The ascii export is disabled. They will be added in a future release.
The binary export and ascii import are currently limited to models containing nodes of type: dummy, trimesh, walkmesh, and light. Lights will be imported in binaries without crashing the game, but I'm not sure they work properly. Only the first walkmesh in a model will be used for .WOK generation; second and subsequent ones will be ignored (and you shouldn't have them in the first place, anyway, as the game only uses 1 walkmesh/room).
Select either Kotor I or II model format before loading the node.
To load a model from a node, simply select the node in the tree. To load it from a binary file, you must have the respective .mdx in the same directory. Export is pretty obvious. Just one thing: if you reuse an existing file, the game overwrites the existing one WITHOUT DELETING IT first. So if the new file is shorter than the old one, your new file will have spurious extra bytes at the end. Bottom line: either change the name, or delete the old one before re-exporting.
Select wether you want to visualize textures, lightmaps, or both before rendering the model. REMEMBER TO LOAD THE ERF FILES IN THE TEXTUREPACK DIRECTORY if you want to render textures, and the chitin.key if you want lightmaps; otherwise the program won't be able to find them.
You can somewhat navigate the model with the arrow keys and the "u" and "d" keys. This will move the camera in fixed increments. It is not possible to rotate the camera at the moment. If nothing is shown on the screen, try to hit "u" a few times to rise the camera higher and get an increased field of view. The program tries to center the initial camera placement, but sometimes this works suboptimally and the model is off center.
Right now only trimesh type nodes are rendered. This means no animations, no skinmeshes, no danglymeshes, no sabers, no lights, no emitters and no references. Sorry. On the plus side, area models do look cool in the rendering window.
Load a .lyt file from a node. You can now render all the rooms in the lyt at once. Selecting which one to render will be added in a future release (will be useful f.e. to keep the skybox from being included, since skyboxes are huge compared to everything else and they mess up the image proportions).
So, how do I export, modify, and import a walkmesh anyway?
A simple procedure:
- load the chitin.key file. All the walkmesh resources are in "models.bif"
- select the one you want to change and load it. Take a note of which edges are red, and which values they have
- export to ascii
- load the ascii model using GMax with NWMax
- modify it as needed, then export it back into ascii format
- load the modified ascii with the editor. You'll see that no edge is hilighted anymore, as the adjacency info has been lost
- use the render window to select the edges you took note of in the second step, and give them their old values back
- export to binary, *using the same name as the original resource*, and put it into the override directory
What if I'm creating an area from scratch and I need a walkmesh?
- create the area in GMax, including the walkmesh. Try to keep the walkmesh object as child of the root node (this is the default, so you shouldn't have problems on this)
- export everything to an ascii file using NWMax scripts
- import the ascii in the editor
- choose refactor, insert the .lyt displacement coordinates, hit the button
- manually insert edges adjacency if you need them (I trust you know which edges lead to which rooms in the area you just made....)
- export to a binary .WOK file as above
I want to create an area!
Do everything as above, and also binary export the model to produce the mdl and mdx files. Note that if your area is new (i.e. you're not "overwriting" an existing area and recycling its other files) you will also need at a minimum:
- the .lyt file (just look at another one, figuring it out is pretty easy)
- the .vis file (as above)
- you'll need to build a .MOD file containing the .ARE, .GIT and .IFO and put it INTO THE MODULES directory (NOT the override one....). Of course the values in these files should be changed to reflect your new area (e.g. the room struct should contain a list of your new models...)
- put the value "16777215" in the sun diffuse and sun ambient fields in the .ARE file. This will give you a nice white sun. Otherwise, without lights and lightmaps, you'll find yourself in the "absolute pitch black night which doesn't render textures"
- when you apply a texture to the mesh, use only UV mapping types which do not change the number of verts (i.e. planar). If the number of tverts is different from the number of verts (you can check it pretty easily by looking at the ascii file exported from NWMax), your texture will be messed up. This is because having tverts verts needs additional processing which will be added in a future release
By miro42This isn't really a tool, but it's not a mod, media, or skin either. With a lot of finagling and a nice hex editor, you can add geometry to heads for KOTOR and TSL characters. At least back in my day (my last mod was either in 2011 or 2013), this was a constant thorn in the side of models, so hopefully this tutorial is irrelevant by now. If that's the case, then I've uploaded it hear for historical significance.
Hope all is well.
By ChevChelios-- SW: KotOR PathFinder - Readme
Export To KSE.ini : Create/Update a KSE 3.3.6 compliant *.ini file containing the games install path.
Export To Registry : Export KotOR2 Steam path to registry.
Undo Export : Undo changes made by "Export To Registry"/-2reg.
+Steam+/+Disc+ : Change install type priority for "Export To KSE.ini" button, by default it's Steam.
"-2ini" : Export K1/K2 Paths to KSE.ini *
"-2reg" : Export K2 Steam Install into registry to look like a disc install, for older kse versions. *
"-undoreg" : Undo the registry changes made by -2reg or "Export To Registry" button. *
"-pdisc" : Give Disc Installs priority for -2ini ( Steam installs have priority by default).
"-logfile" : Enable logging to file.
*(Using this switch no GUI is displayed, once all requested tasks are done the app will close)
-- Thanks @
First public release.
By InSidiousThis pack contains two major elements. First, images for use as icon files,
depicting one (blue) Jedi holocron and one Sith holocron.
Second, it contains two placeable files and accompanying textures, for one
(blue) Jedi holocron and one Sith holocron, on pedestals.
There are versions of these models for KotOR I and KotOR II.
N.B.: This is not a mod. Placing these files in your Override folder
on their own will have no effect on your game whatsoever.
You may use and modify these files however you wish in any mod that you wish, with
First, you must credit me in the Readme file or other mod descriptions
(i.e., TSLPatcher info.rtf, or the file description online) as the original author
of these files.
Second, you must include a copy of this readme file with any mod released containing
any or all of these resources.
Third, that you may not reupload these files, unaltered and on their own, to
any website without my expressed, written permission. This does not mean you
need my permission to include them in a mod, or to upload modified versions,
I just don't want this modder's resource mirrored all over the web
without my knowledge.
- The Sith holocron pedestal has some UV map issues.
Attempts to fix this only broke the holocron model itself.
Credits and Thanks
- Thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the models;
- thanks also to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod these were made for as it progressed;
- to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
- to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
- and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
By Fair StridesThis conversion tool is simply a converter between the standard hexadecimal RGB colour format and the decimal BGR color format.
This BGR format is used in the Fog settings and the Tweak Colour field used in the UTD structs in a .git file (though, the tweak colour might be useable in all of the Type structs...).
This is the orignal tool made by bioware to create a kotor-compatible dds, please see the .doc for instructions. (it wasn't mentioned there but the TGA must be square, and a power of 2 (256x256,512x512,1024x1024,2048x2048 etc.) in resolution)
NOTE: this tool is one way only, tga>dds it doesn't do the reverse. FORUM DISCUSSION HERE
I take no credit/responsibility for this tool. you will need to generate and rename files for a complete font-set.
link to original nwn page
originally made by Richard O'Doherty-Gregg
I felt that uploading this here is appropriate, seeing as the original nwvault is down (where this file was originally uploaded)