Leaderboard


Popular Content

Showing content with the highest reputation on 09/24/2020 in all areas

  1. 1 point

    Version 1.0

    331 downloads

    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
  2. 1 point
    The computer panel from this mod (version 2.0.0) is a vast improvement upon vanilla version. The author paid great attention to details: beautiful animated screen, new panel with animated buttons, nice color palette. And the transparent version is awesome! In comparison, vanilla panel is so bleak and ugly. I highly recommend this mod!
  3. 1 point
    [Updated to v2.0.0: September 24, 2020] What's new? 2 version of the panel -- transparent screen and solid-non-transparent version New panel frame trimesh made by DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by Sith Holocron Panel board bitmap made by ©FrankDiorio, as shown on his website [then niubniubsuniverse-dot-com]. Available to use but not for resale TOR-ported animated bits redistributed by DarthParametric
  4. 1 point
    The HK-48 mod i was working on a few years ago, i feel a huge obligation to complete simply bc it was SO near completion. Just a couple of scripts and it could've been released. I was so happy with it was well i think i'm gonna try my hardest to finish it within the next few days.
  5. 1 point
    No, it's Dxun. It's done when it's done. But to give a slightly more helpful answer: Yes, I'm waiting until all skyboxes are done before I release them. But as you can see from this thread, I am getting very close to this goal.
  6. 1 point
    Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol. So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly. And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary. Hoped that helps. Cheers!
  7. 1 point
    Even if it's rapidly decaying, there would still be normal street traffic of people driving to work or something. But I will add far less traffic than on Coruscant or Nar Shaddaa the latter of which you can see in this video btw:
  8. 1 point