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Showing content with the highest reputation on 04/16/2022 in Posts

  1. 1 point
    thank you. It is working now
  2. 1 point
    Everything is designed to work for both games.
  3. 1 point
    I've decided to release earlier than intended since everything seemed to be mostly stable and I'm not going to have as much time to work on it in the coming weeks. I did have a long checklist of things I wanted to get done before release but that list was growing faster than I was crossing things off. Oh well. Yeah sorry, I seemed to have missed that in the instructions. You can rotate the model by using the mouse wheel. To have a working module you need: Area models with textures .LYT file - Lists what area models to use and their coordinates .VIS file - Basically lists which area models are visible when standing in a specific model .ARE file - Stores some information about the module, like lighting .GIT file - Stores list of creatures/placeable/doors/ect .IFO file - Stores some information about the module including the name of which LYT/VIS/ARE/GIT files to use. Unlike the other files listed, this MUST be stored inside a ERF/MOD file and MUST be named "module.ifo". The ERF/RIM (doesnt matter which format) that stores the module.ifo file is what your are referencing when you type the warp cheat. Bioware left the files for the first 3 points in the game but not the last 3. So in order to get the module working you will need to create a new RIM or ERF file and add a IFO inside of it as well as the appropriately named ARE and GIT files. You can just copy these files from existing modules. The "Area_Name" and "Mod_Entry_Area" fields in the module.ifo should have their value set to "m19aa" as this is the name of both the LYT and VIS files that Bioware left behind. This also means you GIT and ARE files should be named m19aa. Once this is done, you should be good to go. Hope that made sense. Yeah I need to improve some of the error handling. Having some files missing may cause some silent errors to occur. Its important to copy all of the files in the zip. Not through the toolset, no. You need to edit the skybox model itself through something like Blender which is a whole other can of worms.