TK102

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  1. TK102

    TOOL:K-GFF

    K-GFF View File From 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. Submitter TK102 Submitted 10/09/2015 Category Modding Tools  
  2. TK102

    K-GFF

    Version 1.3

    3,537 downloads

    From 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.
  3. Language Converter for DLG/UTI/UTC/MOD Files View File From its original thread on Lucasforums: DLG/UTI/UTC/MOD Language Converter 1.0 Icon by svösh! PURPOSE 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. Submitter TK102 Submitted 10/09/2015 Category Modding Tools  
  4. Version 1.0

    727 downloads

    From its original thread on Lucasforums: DLG/UTI/UTC/MOD Language Converter 1.0 Icon by svösh! PURPOSE 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.
  5. FindRefs GUI Utility View File From the thread on Lucasforums: FindRefs v4.4 6/23/2007 A file search and extraction tool for KoTOR and TSL resources Icon by svösh! Submitter TK102 Submitted 10/09/2015 Category Modding Tools  
  6. Version 4.4

    314 downloads

    From the thread on Lucasforums: FindRefs v4.4 6/23/2007 A file search and extraction tool for KoTOR and TSL resources Icon by svösh!
  7. GFF-Compare Utility View File From 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). Submitter TK102 Submitted 10/09/2015 Category Modding Tools  
  8. Version 1.2

    180 downloads

    From 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).