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Everything posted by Xedii
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WalkSwitch -- The Walkmesh Type Editor
Xedii replied to Fair Strides's topic in General Kotor/TSL Modding
Thanks man this look awesome this will add to my mod game -
You have some pretty nice stuff going here. Nice work!. I see that I'm gonna have to step up my game. I'm glad everyone is starting to accept the Mass Effect type look that I tried with my 2012 mod. The most important thing is to keep up your motivation and see it through until everything is finished. (I'm no exception.) I get bored with doing my next gen mods but I pace myself so I don't give up.. Anyway . . . keep it up!
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Fixed the invisible issue how it was done is on the first post....another issue would seem the newly placed items only show up when being loaded from another module. So loading a save state to show the results of the editor will not work...not for me anyway.
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I find this odd cause many years ago i used the editor and everything i place showed up fine....but that was win xp To add i am able to edit whats already in module with no problems char, plc, etc
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Yes i just found out that all the Z positions on newly placed models are Zer0.....not just plc but all placed items
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I decided to dig deep into this map editor thing and can confirm the editor works. It allows you to input creatures, doors, encounters, merchants, placeables, sounds, triggers, and waypoints. I was able to tweak the module lighting different colors. and select day or night cycle option or both not sure if that works. Now for the interesting part the map files themselves 1st I look at how the names were structured in the map folder of existing maps 2nd I i created a simple blue 512x512 image saved it as jpg, then gave it a name of a module that didn't have a map. 3rd I opened up the jpg image in a text editor the re saved it in the .map extension and put it into the module folder. 4th Opened up the module editor selected open module project and pointed it to the newely created blue image i made. Results the map loaded the editor accepted the map and i was allowed to use all functions...So the map extension wasn't a mystery after all it just took some determination to figure out. Now new maps can be created for all the levels... Id appreciate all who can help with this. Important. you must use th K-Tool to extract the module you want to edit into a folder FIRST as the module editor needs it to load all the dump files into the map editor. This is so everything already in the level can be in its positon. Solved invisible issues thanks to the suggestion by Sithpecter about Z coordinates.. What i did was take a z coordinate from a model that was on the map like this one 10.19682...then i simply change the the last number 2 to a 5 i realized it was important for every model to have its own Z coordinates. Now all models show up where ever placed Now all there is to do is create maps for the Levels http://www.mediafire.com/view/c1ie1c...K2_00009_1.png
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Ha, I forgot about that...yes it was done purple-osely <---poking fun.... you could just replace it with the texture next to it...I didn't put those textures together which is why it is not on my page..so it is NOT an error. The textures should already be flipped. The game reads the textures upside down in the override folder. Just delete and replace the unliked textures... To MR PHIL ... I haven't used DDS textures since 2010. (It's been 4 years now...) Since that time, every texture has been in TGA format and no extra steps for textures needing to be flipped.
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What do u think of this version [iGNORE GUN TEXTURE]... Do you think its...Yay...Nay...Noway