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About This File

Description:

====================================================================================

This tool is called ModHex and was created using Perl/TK. It is designed for

Knights of the Old Republic and it's sequel, Knights of the Old Republic 2: The Sith Lords.

 

This tool is designed for easily cloning a module/level in such a way that editing it

will not interfere in any way, shape, or form with the original module/level.

 

ModHex will:

 

-Rename and hex-edit the .mdl and .mdx files

-Rename the .vis, .lyt, .pth, .git, .are, and .ifo files

-Rename the Textures and Lightmaps

-Rename and allow you to edit the .wok files

-Edit the model and module references in the .lyt, .vis, .are, and .ifo files

-Allow manual editing of the .lyt and .vis files

-Allow you to toggle the inclusion of the original module's/level's files, whether individually or by type

-Allow packing of the files into a .mod module file

-Allow packing of the .mdl and .mdx files into the .mod file

-Allow you to view the module's/level's textures and lightmaps

-Allow you to see what textures and lightmaps each .mdl uses

-Allow you to edit the .are, .ifo, .git, and .pth in K-GFF, GITEditor*, and PTH Editor*

 

*: For their respective files, of course. :)

 

Vocabulary:

====================================================================================

 

Game Mode: KotOR or KotOR 2

 

Module Filename: Name of the module's file

 

Module Reference: The 5-character (if Game Mode is KotOR) or 6-character

(if Game Mode KotOR 2) piece of info used in the model names

 

Moduel Prefix: The 3-character prefix in the beginning of most of the textures.

 

Module Name: The name displayed in-game for the area.

 

The Interface:

====================================================================================

>>Upper-Left

====================================================================================

When you open ModHex, there will be a series of buttons and the choice of Game Mode

in the upper-left.

 

The Game Mode is used to determine the length of the Module Reference for hex purposes.

 

The first button is used to select either a .mod or .rim file to represent the module,

and is the one you'll most often use, probably. It will have you select a .mod or .rim

file, extract it's files to a folder named after the file, and then will proceed to load

the level using that folder.

 

The second and third buttons are the first button's function split into two.

 

The fourth button allows you to initialize/edit your program paths. These paths can be used

for editing the .are, .git, .ifo, and .pth files. When you click this button, a window will

pop-up with five paths to set/edit:

 

*K-GFF : The path to your GFF-Editor of choice, though most people use tk102's K-GFF

*GITEdit : My tool for editing the .git files with a more friendly interface

*PTH Editor : Bead-V's rather handy tool for editing the .pth files

*KotOR : The path of your KotOR Installation

*KotOR 2 : The path of your TSL Installation

 

After you're done editing the paths, the Ok button will close the window.

 

>>Hex-Edit Boxes

====================================================================================

Going back to the main window, there are two box sections that take up the upper-center

and upper-right of the window.

 

The first one in the upper-center is where your Module info will be going when you load

a module. the upper section will be the info from the loaded module and the lower four

boxes contain the info that will be used for the hex-editing. Look to the vocabulary section

for their uses.

 

The first box has a limit of 16 characters.

The second box has a limit of 5 characters for KotOR 1 and 6 characters for KotOR 2.

The third box has a limi of 3 characters.

The fourth box has a limit of 64 characters, but you *really* shouldn't need that many...

 

The second one in the upper-right is for the actual hexing-process.

 

The Extraction path is for setting the path for where ModHex extracts a level.

 

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!

 

DO NOT CHANGE THE EXTRACTION PATH IF YOU HAVE LOADED A MODULE AND INTEND TO HEX IT!!!

FROM THE MOMENT YOU LOAD A MODULE/LEVEL, DO NOT CHANGE THAT PATH. IF YOU DO CHANGE THAT

PATH, COPY THE MODULE/LEVEL'S FOLDER TO THAT CURRENT EXTRACTION PATH!!!

 

WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING! WARNING!

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

 

 

Below the Extraction section are three checkboxes. These affect several things both during

the extraction process and after the hex-editing process.

 

"Pack module into .mod" -- Packs the newly-cloned module/level into a .mod archive/package

for immediate use in-game.*

 

"Pack models into .mod" -- Packs the .mdl, .mdx, .wok, and .tga files into the .mod to avoid

cluttering the override folder.

 

"Use files in Override" -- This is used during the module extraction process. If this is checked

then ModHex will check the Override folder before taking a file from

the .mod/.rim and the game's files.**

 

*: Don't worry about the .rim extension. If this option is checked, ModHex will ensure there

is a .mod file extension on the finished module's file.

 

**: IF YOU ARE USING MODHEX ON A CUSTOM MODULE/LEVEL, THIS _MUST_ BE CHECKED!!!

 

Now the last parts of the Interface.

 

>>File Viewer

====================================================================================

The file viewer allows you to view and interact with most of the files involved.

 

The Models page allows you to view a list of models used directly by the module/level.

When you click on a model, you will see the model's filesize, textures, and lightmaps

in the panel on the right.

 

The Walkmeshes page allows you to view and edit the .wok files. To do so, simply select

a .wok file from the list and click the "Draw .WOK" button.

 

To edit the walkmesh, click on a polygon (or hold the Control key and drag the mouse

over several polygons) and then click the "See Face Types" to open another window.

Click on the face type you want from the list and the selected faces will be changed.

You can leave this window open for future edits.

 

The Module Layout page allows you to edit the .lyt and .vis files manually, and also

allows you to open the .are, .git, .ifo, and .pth files in there respective tools, should

you have the paths entered.

 

The Textures and Lightmaps pages both allow you to view those respective images.

 

The Area Content page allows you to toggle whether a file is included in the cloned

module's files. You can do this for individual files as well as by filetype.

 

>>Status Bar

====================================================================================

The last part of the interface is the status bar.

 

On the bottom of the window, you will see a weird box kind of hiding. This is the

Status bar and is used when extracting a module/level.

 

It is designed to "pop up" on mouse-over and to "drop down" after the mouse leaves it.

 

The update to ModHex will expand on it's use...

 

Known Issues:

====================================================================================

1. The PTH Editor doesn't support the commandline, so it won't open your .pth files.

Instead, you'll have to open those yourself.

 

2. Occasionally, the Module Prefix isn't set correctly.

 

Contact Info:

====================================================================================

 

You can contact me in four ways:

 

1). My Skype: fairstrides2

2). PM at Deadlystream: Fair Strides

3). PM at Lucasforums: Fair Strides 2

4). My Email: tristongoucher@gmail.com


What's New in Version 1.0   See changelog

Released

  • 02/24/2015 ~~ Initial Release
  • Thanks 1



User Feedback

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ebmar

  

Fantastic! Just gave the tool a run-test and turn out quite nicely.

As a module extractor, this tool did an amazing work. Every assets extracted and re-organized very neatly.

At the other hand, as a module cloner -- label-wise, every area infos, models, and lightmaps are cloned properly. Though improvements could been made with cloned lightmaps TXIs to be exported too, as well as the [area] textures'. An option to export them as TGA/TPC could have been nice also. If it's not too much to ask then [batch] hex-ing the Model Name to match the filename would be perfect, hahah.

Nevertheless, many thanks to the author for this tool -- it certainly helps anyone that attempt to create a clone/reskinned module. Cheers!

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UltraRobert

  

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Purifier

  

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