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Posts posted by Thor110
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Here are my nominations!
#1 - A nice little addition to the game. - Best Content Addition
#2 - An overhaul of one of the overlooked areas of the game / story. - Best Texture Enhancement
#3 - Female Armour Collar Fix by DarthParametric, it's really nice to see odd pieces of the game that have visual issues getting fixed.
Best Content Restoration
Most Helpful Community Member
I nominate Kexikus for most helpful community member, though I have not been on the forums long they have helped me and I have seen they help around the site in general.Mod of the Year
For mod of the year I nominate Lehon by jc2Just saw this thread and noticed I had like a day left, so I thought I would write up and submit my nominations now before it's too late.
Thor110
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If you ask me, there really isn't that much missing from the first game, also compared to K2 the dialog.tlk file is half the size, I think K2 leaves most of the entries from K1 in the dialog.tlk as well but I have not compared every entry, depending on what kind of changes you plan to make I might be interested including it in my overhaul / new planet update, but due to the amount of good mods that probably edit the .tlk file I will have to look into what number entries they use, perhaps add them to mine and make it compatible with other mods before release.
Thor110
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Interesting thought, I hope you can get some solutions to this issue, would definitely be good for companions to use consumable items, but they might need some logic for when and why they might use them, so this would require some custom functions. When I get a bit further into scripting for KotOR I may give this ago, definitely for the consumables.
Such as If ( companion health <= to 25% ) = use consumable "medpac1" or if droid "repairkit1"
Or varying percentages to allow them to use different consumables, you may also have to make allowances for when you do not have the consumable items, as for getting them to use grenades, I am not sure about this, I am sure it could be done, but not entirely sure the logic you would want to use behind getting them to throw them, most likely the reason for them not already doing this is your companions might end up using all of your consumables without you realising.
Thor110
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Better off biting the bullet I am afraid, there are a lot of people working on updates for the games and there are already a lot of good texture and model updates out there, I plan on making some new animated textures for all of the games computers, doors/panels and such as well as some new textures for anything that is noticeably bad.
But a "professional update" unfortunately that is never going to happen, it's pretty much already had it's "professional update" with the Steam and GoG versions.
As well as TSLRCM & M478EP the two biggest mods that I know of, there are a LOT of high quality textures for the game, but not for everything.
Hopefully one day ^^
Thor110
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Old messages and K2 to K1 screenshots, now also in the first post!
SpoilerAll module files for both games have been constructed but the Telos Restoration Zone, Dxun and Dantooine have issues due to a problem in the conversion process that I have not yet been able to fix or find a solution to.
Old Message with potentially relevant information about 2da files.
SpoilerNote : I will make another topic for this mod at some point when I have done more work on it, was only a quick test while I got side-tracked but seems to work pretty well, I just need to try and fix issues with Terrain & Foliage not converting correctly, I may try NWN Model Viewer to re-save the files again but we will see, for the moment now I have added the doors and made most of the modules I will be continuing with the K1 to K2 conversion.
I know others have talked about this and the general consensus is that it is not possible but I would really like to look into the left over multiplayer functions from NWN, my thoughts were to use a single map without pausing functions to try this, but I don't know how you would connect I would most likely need to add an exterior connection program, my thoughts were to analyse NWN and other Aurora games that have online functions and go from there, but it's only a thought for now and it may very well not be possible without a lot of work.
Additional : I have just edited "ambientmusic.2da", "ambientsounds.2da", "loadscreens.2da", "placeableobjsnds.2da" and "placeables.2da" to include the new references from both games, all .are, .git and .ifo files will need updating.
I edited these in the same way I did the "genericdoors.2da" so that the new K1 references in the K2 files are after all of the references already there so as not to mess with any modules already in the game, the same goes for new K2 reference in the K1 files, are all added after the current content of the file, so as to allow me to change the numbers with ease by simply adding the original number to the number being used in the .are, .git or .ifo files.
There is actually very little left to do before both of these will be ready as a "modders resource" this what I have left to do...
1 - Update sound & music numbers in .are files.
2 - Duplicate door for the Harbinger / Endar Spire in both games.
3 - Add the planets to the galaxy map in both games.
4 - Fix the foliage issues on Telos, Dxun and Dantooine.
5 - Recreate the modules.That's it, then I will permanently back up both as a "modders resource" version for release when I deem fit.
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Edited : I noticed that there is actually a mode for both games in this program, I must have missed this before, amazing program, I still haven't used it yet / don't know my way around it but will give it a go at some point, though I am use to other tools and applications now, its going to be handy once the maps get full of story elements, characters, doors and more.
Thank you for this amazing program.
Thor110
Update : as my project begins to near completion, it seems both games levels load fine, not only in both modes, but primarily in the mode I am working in.
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In my profile picture there is a small screenshot of my main character ^^ Mustafett, I may have to log in and screenshot all of my characters at some point, I spent a lot of time and credits customising their looks as well as keeping two sets of gear even to this day ( though I dont use them as I use to ) because of the costume designer and such, but I used to have to rip out two sets of full gear for pvp / pve.
Great game, I do need to play some of the new content at some point, for anybody here that knows SWTOR really well and might know of K1 or K2 references I am looking for people interested in helping my little modding endeavour with information about story links, quest links and any mention of K1 or K2 characters, events or otherwise in SWTOR, as well as anything that might translate vice-versa, of which I already have a few ideas noted down.
More of my characters.
SpoilerMustafett - Bounty Hunter - Mercenary - Healer Spec
Korribanned - Sith Juggernaut - Immortal - Tank Spec
Hothawui - One of my favourite characters besides the two above, I spent ages gearing this character specifically for the Rakghoul event and themed his gear as such.
Also a fun screenshot I didn't know where to post from the top of the Sith Academy on Korriban, I use to spend ages getting really nice screenshots to use for my desktop background at 3840x1024
And a visit to the Tatooine Republic Base as Imperial Characters, getting there took forever!
I will take and upload some more at some point, I spent a lot of time customising many of my characters gear to make them as unique as I could and in general have seen nobody else that actually does the same, most people aim for a singular gear set rather than complete customisation because it is hard to get some pieces to fit well with others.
Thor110
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I have only been here some 15 days but already got to know my way around and have learnt a lot more about kotor modding ( I have not done much with kotor tool in a long time and never did do much anyway )
Will be looking for others that know the stories of K1, K2 and SWTOR well enough to help with the storyline expansion mod I have planned for K2.
As well as anyone interested in modding, texturing or modelling, I am also interested in regular discussion about modding K1 / K2, so if anybody is looking for help to learn how to start modding, feel free to comment here, message me or ask otherwise on any of my topics.
I have a single tutorial written for the moment, that I wrote pretty quickly while I was porting every module from K1 over to K2, where I had to port so many, so many times ( with some problems here and there until I got them all fixed ) I knew the process so well I wrote a quick / short tutorial on the process, I will also write an opposite tutorial for K2 to K1 modules when I have perfected the process.
Thor110
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On 8/16/2018 at 8:11 PM, VarsityPuppet said:I have created a new 2DA editor that should be a little more user friendly than the standard Kotor Tool one.
Hah! I have been using it for the past 14/15 days odd and just thought it was part of kotor tool, downloaded a lot of tools though, but it's a really useful tool, definitely a staple I have had no issues with so far, I have already used it for editing the "ambientmusic.2da & planetary.2da" files for my mod.
Thor110
Note : Now I think about it if you add a new entry when a current entry is not selected it pops an error or has done a few times for me ( I have not since repeated the test as this is from memory )
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This post reminded me to try and fix what I was going to the other day using Notepad++
I have converted a K1 map to ascii using MDLEdit and a K2 map to ascii using MDLEdit, I have then opened them both and am looking to compare them and thinking about adding the AABB node to K1 maps, or so I thought, but it both K1 and K2 maps reference the aabb node, just in different ways.
It seems in 201tel01 the aabb node is referenced in two places, as it is in the K1 map kor_m38aa, however the initial node in K2 isSpoilernode trimesh H1_Beams
the first reference after this is
node aabb Walk1
the second aabb refereence is the same as in K1 a bunch of coordinates and just "aabb" to header them.where as the initial node in K1 is
Spoilernode aabb WM38AA04a
the second aabb reference is for a bunch of co-ordinates for the model.With a little bit more research / tinkering I hope to try and manually add the references to the maps before re-converting them to Binary, that way I should be able to use the .vis files and have everything render correctly. ( even though removing the .vis files seems to be a perfectly viable fix for me, better to be thorough and try to do everything properly )
Thor110
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Old message containing conversion and story notes.
SpoilerPrevious message.
SpoilerMy plan is to add all the side-quests for the first game into the second game throughout the course of K2's story, then at the end to add a new story and galaxy crawl focused around a prequel type story for SWTOR.
So for example any quests not completed in K1 could be completed in K2, then at end-game / Malachor I will be adding a trigger / marker of some kind so that I can add an entirely new set of quest lines to every planet.
That is the plan anyway.
While I had a quick moment I tried to convert the K2 models over to K1 and managed to convert them, not sure what I did wrong before as this time it works fine and no messing around with the NWN Model Viewer or using the wrong conversion mode.
Old Screenshots Removed - New Screenshots in the first post!
Old message.
SpoilerAn old message that was here before, this is outdated information that may be useful or relevant.
Note : I did a quick batch conversion of the entire models.bif after this using the same process, this time I only got 4 files that hung / got stuck during the conversion from K2 ASCII to K1 Binary, these module pieces are 262telg, 403dxne, 421dxn_10 and fx_rain ( not a module piece but I tried to convert everything so as to be thorough.
All I need to do now is extract all of the module files and go about re-creating each module file which doesn't take that long, it's a bit repetitive but doing it section by section is not as painful.
It seems I will be releasing a K2 Module Collection for K1 as well as I did plan to work on it, but was unsure how much trouble it might be, looked easy at first and now terrain is proving to be difficult to convert properly, I may try alternating steps using different programs like MDLEdit, NWNViewer and 3D modelling programs some what like I managed to get the broken K1 modules to convert properly into K2, though I figure there may be a lot more that needs removing when porting them backwards.
K2 seems to include most of K1, strings, sounds, music, scripts, models, textures, a very large amount, sometimes it feels like they literally just built on top of the original game ( pretty sure they did ) but the other way around will prove to be a lot more difficult, I won't be able to just port all the files and change a few fields like I did before, this time I will have to completely re-add K2 doors to K1 in genericdoors.2da as well as the models, textures, walkmeshes etc and then I will have change every number for every door type as they will all be completely different unless I can figure out a way to keep them very similar in the way they are listed in the genericdoors.2da should be possible to keep the file layout exactly the same except for 2-4 entries where Yavin Door was moved around from K1 to K2.
Thor110
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Having individually converted them using MDLEdit piece by piece I have managed to get most of the maps across, though the following ASCII files still fail to convert / hang during the conversion and do not finish.
Spoilerm38aa_03-mdledit.mdl.ascii
m38aa_06-mdledit.mdl.ascii
m39aa_05-mdledit.mdl.ascii
m39aa_10-mdledit.mdl.ascii
m39aa_13-mdledit.mdl.ascii
m39aa_14-mdledit.mdl.ascii
m39aa_15-mdledit.mdl.ascii
m39aa_16-mdledit.mdl.ascii
m39aa_17-mdledit.mdl.asciiFor the moment I plan to import and re-export them using GMax / NWMax but I had trouble exporting last time I used GMax & NWMax.
But hopefully this can help solve an error with the program, at first I attempted to K1 Batch > Convert to ASCII all of Korriban, which worked, I then tried to K2 Batch > Convert to Binary all of Korriban which got stuck at m38aa_03-mdledit.mdl.ascii I then individualy tried each module, which subsequently got stuck at 38aa_03 and 39aa_10 respectively, I then K2 Batch > Convert to Binary each individual file, which got me this result for the individual .ascii files that did not convert properly after deleting the original files for all maps and the .ascii files for the parts of the module which had converted successfully.
Update : I think these files are actually failing to convert from K1 binary into K1 ASCII in the first place as when exported through MDLEdit the ASCII files will not open in a 3D modelling program ( I tried GMax / NWMax & Blender / Aurora Importer Plugin ) they pop an error, m38aa_03 was missing information and m38aa_06 had extra information, I will take down the results when I try again, for the moment I am trying to re-export them using a 3D modelling program but the files exported in Blender lack .mdx files and I cannot seem to export them as .mdl from GMax.
Additional : Having viewed the converted ASCII files in Notepad++ I came to the conclusion they were not being ported out of K1 Binary into K1 ASCII correctly, the files appeared to be upside down / inside out compared to others ( though I did not compare that many due to their sheer content ) and this definitely seems to be the case as I solved my problem using the NeverwinterNights Model Viewer, using it to re-save the original binary .mdl's and then I tried MDLEdit's K1 ASCII Conversion again, then K2 Binary and it didn't work.
But I decided after going to the effort of finding the model viewer ( which is really quite handy ) I thought I would persist and converted it into K2 ASCII after re-saving it from the model viewer, I then converted it back into K2 Binary and this seemed to do the trick, though some of this information is unlikely to help you, my problem is solved and hopefully the initial information I have provided will give you some insight as to the problem.
Thor110
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[TUTORIAL] - KotOR Modding Tutorial Series
These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc
IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial.
So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same.
I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure!
Available Source Material & Tools
These are the tools I use for modding the game.
Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around.
.nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project.
Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World.
Actually Decompiling Scripts
SpoilerIn order to decompile scripts you are going to need DeNCS and nwnnsscomp.exe which can be obtained via the downloads section of this site amongst the modding tools section.
Then you can open the javascript runtime file which will launch the decompiler.
From here as an example I am using ERFEdit to open a level from my project, which also contains the .nss scripts for every script which people are free to use to learn from and make their own mods with.
Using ERFEdit or another method obtain the script you wish to decompile.
Once you have done so, drag and drop it into the DeNCS window.
Once you have dropped it into the programs window it will look like the image below.
From here you can right click and select "View Decompiled Code" or you can the options to set the default directory to save the files to and then select File and Save As appropriately.
If you view the decompiled code you can take a look and check out the script before you decide to save it, you can also decompile multiple scripts at a time as well as save them all at once.
The log at the bottom of the window will notify you of any failed attempts at decompiling scripts, it will always give a warning about a partial issue recompiling the script.
Hopefully that helps and will help anybody figuring out how to decompile scripts for the game.
Feel free to use any of the source scripts available in any part of my project to learn from or create new mods with and please give credit appropriately if and where necessary.
KotOR2 Expanded Galaxy
Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com)
KotOR1 in TSL Expanded Galaxy
Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com)
Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy
Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com)
PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish.
If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere.
In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide.
Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical.
For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game.
I will continue to work on these providing screenshots and more as necessary.
Blender Tutorial 00 - Getting Blender Setup
SpoilerGetting Setup
I suggest using Blender 2.92 and the latest version of the kotorblender plugin.
Blender 2.92 ( 3D Modelling Software )
https://www.blender.org/download/releases/2-92/
kotorblender ( \addons\kotorblender\plugin-files )
This plugin is used for blender and needs to be placed in C:\Users\your-user-name-here\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons
https://deadlystream.com/files/file/1853-kotorblender-for-blender-28/
NWN Model Viewer
This can load all the models for quick / easy viewing provided you have the .mdl, .mdx & .tga files associated with the model in the folder.
https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch
Folder full of Assets
Getting set up with a folder full of assets takes but a moment and a bit of space.
Use KotOR Tool to extract the following archives. ( models.bif, textures.bif, lightmaps.bif, swpc_tex_gui.erf & swpc_tex_tpa.erf )
Then convert these using the batch tool from MDLEdit ( make sure it is set to the correct mode for whichever game you are converting files for, I have shown extracting K2 files above, but the process is almost identical for K1 )
After having converted them to ASCII and having converted all of the textures from .tpc to .tga you should have no problem getting them loaded up into Blender 2.92 using the kotorblender plugin.
The following is a description of how I converted the textures from .tpc to .tga
I used xoreos tools and the tpc2tga.bat that is available somewhere on the DeadlyStream Forums.
Basically download xoreos tools and get the above mentioned batch file ( tpc2tga.bat ) and or find a similar method to convert all of the .tpc files to .tga files, you can then delete the remaining .tpc files, if you put them back into the game you might require the .txi data which will have to be extracted separately, they exist within the .tpc files, but not the .tga files.
Below is a link to the relevant topic and solution mentioned by DarthParametric
https://deadlystream.com/topic/6075-anyone-still-have-the-tpc-to-tga-executable/
From here it should be as simple as turning on the kotorblender and importing a model.
Provided you put the files in the correct location you will be able to tick the box in the preferences menu.
From here you will be able to import an ASCII model and the associated textures.
I imported 3dgui.mdl
From here it should be fairly straightforward to learn from all the existing in-game models from both games as examples to work from regarding how to structure assets.
Assets are generally listed throughout the various 2DA files associated with the game.
Blender Tutorial 01 - Asset Editing ( INCOMPLETE TUTORIAL )
SpoilerIn general I suggest learning to model in Blender from YouTube tutorial or other online resources, then using what you can to learn from the existing models of the game and make whatever you want using them as an example to work from.
Opening and editing a level, character or asset from within the game.
In order to do this you will need to first use KotOR Tool to extract all of the models and textures to a directory on your computer.
The textures need to be in .tga format, which unfortunately means extracting them one at a time, or using some of the tools around to convert them all at once from .tpc to .tga
You will also need to extract the lightmaps to that same directory if you are planning on working with the levels and the layout or .lyt files if you are planning to load an entire level at once into Blender.
I also use the NWNModelViewer to quickly view the various models throughout the game using a directory full of it's binary file format models.
You will then need to use MDLEdit to convert the model you want to an ASCII file format model. ( Or batch convert to convert lots of models at once ) NOTE : KotOR Blender now supports importing the binary models.
From here you should easily be able to open any asset from within the game via the .mdl or .lyt files.
Once you have modelled what you wanted and used click + shift drag to place it within the hierarchy of the asset
You will then be able to select the asset and it's entire hierarchy and export it to .mdl
Remember to select Export for TSL or Export for Xbox depending upon your circumstances.
Blender Tutorial 02 - Creating A Placeable
SpoilerIn order to create a placeable I suggest importing a placeable to use as your template to work with.
keeping the "lookathook" and using click + shift and drag to place your model within the correct heirarchy for the model.
modelling the walkmesh area to match and moving the lookathook to where you want the player to be able to click on the placeable object.
I kept the existing walkmesh ( PLC_*_pwk ) and renamed it to match the placeable I was making.
Moved the lookathook to where I wanted it to be or where I want it to be for now.
And selected then the object I had pasted over from the Ebon Hawk and held shift on the keyboard to add it to the heirarchy of the main object "PLC_baoplace"
from here you will need to click on the placeable and make sure that the entire hierarchy is selected and export it to .mdl format ( ASCII )
then use MDLEdit to convert it back to binary.
and add it to the placeables.2da in order to be able to place it somewhere in a level.
Blender Tutorial 03 - Character Editing
SpoilerAs with all the above tutorials I suggest getting a folder full of all the models ( .mdl, .mdx, .wok, .pwk, .tga, .lyt ) as well as the .mdl.ascii files made by MDLEdit in order to quickly load any model you want into Blender and be able to edit it or alter it as necessary.
From here editing any asset within the game shouldn't be too difficult as well as making new assets provided you are able to make use of existing materials, tutorials, resources and the tools available in order to achieve your goal.
Sorry these tutorials are not very in-depth or detailed, I will work on them more in the future.
For now getting assets loaded into Blender is often peoples first trouble step.
As soon as I find the relevant links I will post about how to use Xoreos tools and the tpc2tga.bat file to convert all the textures for easily loading them up.
When converting a character model make sure to have the relevant supermodel in the same folder as the model being converted.
The supermodel can also be seen if you highlight or click on the header section of the model in MDLEdit at the bottom of the program. As shown for this the Supermodel is NULL meaning there isn't one.
Hopefully this will help anybody get characters or other assets loaded into Blender for whatever they need them for.
Outdated Tutorials & Intro
SpoilerDownload : Downloads for my KotOR Modding Tutorial Series are available on the ModDB page. https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/kotor-modding-tutorial-series
NOTE : I was writing / organising the tutorials differently when I started the document versions and so they are a little outdated / incomplete in comparison to what is here, but I still have plans to go back and cover some of the topics I planned to in the documents. ( DOWNLOADABLE VERSION IS OUTDATED FOR NOW )Update : Please let me know how you get on with these tutorials, if you have any problems or suggestions for how I could improve anything even grammar / formatting I would really appreciate it, I hope to construct a tutorial series that covers modding of both the Expanded Galaxy Project and both KotOR games from basic modifications to Total Conversion Modifications set in the Old Republic Era of the Star Wars Universe, anything beyond this would require more work on your part, I believe it would be possible to make some interesting stories using the Odyssey engine for Point & Click type games or RPGs in general, but I believe it is better suited towards the Star Wars Universe, more specifically the Old Republic Era due to the abundance of content available in both games, but it could also be re-purposed for other Star Wars Stories from any time.
https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/kotor-modding-tutorial-series
I will be posting my tutorials on ModDB as well, here is my first link which is a rough tutorial and overview of the future tutorials I have planned, both mods pages on ModDB will also have files to go alongside each mod and help streamline the process of creating levels for both games in the KotOR series and for the Expanded Galaxy Project.
https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/tutorials/streamlining-module-creation
Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks.
01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!
The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out!
SpoilerPrevious : This tutorial has been updated and I have released it as an .odt series on KotOR modding I am starting to write, I am going to be writing a lot more tutorials throughout the process of creating my mods, documenting the entire process and writing a tutorial for each individual element of the game that I learn to modify, change or add to in order to help others create great content for both of the KotOR games and the Expanded Galaxy Project.
Tools Required
Kotor Tool
MDLEdit
K-GFF Editor
Bulk Rename Utility ( or Patience )A copy of K1 & K2 ( Steam, GoG or original 4 CD version )
This tutorial will cover how to port the first module of the Endar Spire from K1 into K2, but the steps are very much the same for any module in the game. ( Open Spoilers to reveal images and instructions )
Layout Files - First open Kotor Tool, make sure your game directories are set, then open up BIF's>layouts.bif & extract "m01aa.lyt".
The Lightmaps
SpoilerModel Files
SpoilerModule File Contents
MDLEdit - Converting Map Files!
SpoilerOpen MDLEdit, set it to KOTOR1 mode, then batch > convert > to ascii, all of the models for m01aa.
Make sure to set the mode for K1 before converting to ascii and then set the mode back to K2 when converting to binary.
When it is complete, set the program to KOTOR2 mode, then batch > convert > to binary all the ascii files you just converted ( arrange by type to easily select the ascii files )
You will also need to extract the relevant texture pack you wish to use.
Texture Packs, Loading Screen & Minimap.
SpoilerExtract "swpc_text_tpa" ( these are the high resolution textures )
"tpb" & "tpc" are medium and low resolution versions of the same textures.
if you want to individually single out which .tpc files you need for the module you are welcome to do so.
At some point I will also write a short / easy and quick way to get just the .tga's necessary for an individual module.
Minimap
Loading Screen
I have just extracted the three texture packs ( lightmaps, gui and tpa ) in their entirety in order to save singling out which files go to which modules because it is easier for the moment and suits the purpose of my project.
Use K-GFF Editor to remove any references to scripts in the .are, .git and .ifo files. Change the Name String Reference to -1, right click and Add String, change this string to "Endar Spire - Above Taris" ( but you do not have to remove the entries for this module to work )
SpoilerUse K-GFF Editor to remove these references.
Use Kotor Tool, click the ERF button, save the modules as "end_m01aa.mod"(make sure to include the .mod extension) set the dropdown to MOD and select add files, then add the .are, .ifo, .git, .pth and .utd files.
Make sure to delete the original maps and ascii conversions, as well as to rename all of the files using patience or I suggest Bulk Rename Utility and remove every reference of "-mdledit-mdledit" from the .mdl, .mdx and .wok files. ( you may also want the .dwk & .pwk files )
After creating the module copy it to your Modules folder and copy the rest of the files over to the override folder, you can then use the warp cheat to access the level "warp end_m01aa"
Currently the stars and lasers / anything going on outside does not appear, if you wish to fix this just extract the missing contents from the texture packs.
K1 & K2 : You should also be able to use this tutorial to make a module for both KotOR games as well as my Expanded Galaxy Mod, I will also update it so that completely custom areas can be made using parts already in the game allowing for much more diverse level creation.
Note : It seems the process is the same for porting TSLmodules to KotOR, but for the moment I am unable to port the outside areas of Telos, Dxun or Dantooine due to foliage being spread across the map due to Vector Calculations being off during the conversion process. ( Noting that you need to be in K2 mode using MDLEdit when converting to ASCII then K1 mode when converting back to binary, exactly the same process I used for KotOR to TSL works in reverse )
I believe in order to get around this, you would have to delete the foliage geometry in a model editing program after converting them.
These are some useful links that I have found around that might guide you towards making mods for the game.
Useful Links for learning to mod TSL & KotOR
SpoilerLinks that I have found helpful
My most recent attempts have lead me to this tutorial - Adding Planets To Galaxy Map in TSL
https://web.archive.org/web/20130124075620/http://www.lucasforums.com/showthread.php?t=169825
I have also used this tutorial to name the module - Naming a custom module
https://web.archive.org/web/20121204061936/http://www.lucasforums.com/showthread.php?t=194986
This tutorial helped me add loading screens to my modules - Custom Loadscreens
https://web.archive.org/web/20150911045357/http://www.lucasforums.com/showthread.php?t=194903
Thanks to this next tutorial I was able to add custom music to my module - Adding Custom Music to KOTOR
https://web.archive.org/web/20121016090124/http://www.lucasforums.com/showthread.php?t=180773
This tutorial I have not used yet but looks really well made and is for adding custom doors - Door Modelling Tutorial
https://web.archive.org/web/20151120115337/http://www.lucasforums.com/showthread.php?t=186921&highlight=door
A long series of video tutorials for modelling a new area - Modelling an new area!
https://web.archive.org/web/20150912222837/http://www.lucasforums.com/showthread.php?t=195261
some of the tutorials link to downloads for the actual tutorial itself, luckily some if not most of the mediafire links are still active, you just have to edit out the wayback machine portion of the url after following the link.
I have also come across these tutorials on youtube which others might find handy and I am noting down here for reference / credit to any tutorials that have helped me along my way.
New Area in KotOR Part 1/3 - I haven't used any of these videos yet but they cover information I might need.
https://www.youtube.com/watch?v=NvXEX1acl4I
Modules Part 1 Overview - The uploader of this video also has lot's of other kotor related modding videos that look and sound useful.
https://www.youtube.com/watch?v=ykvg3Bqohqs
KotOR 1 & 2 Animated Texture Tutorial - This tutorial will definitely be helpful for making modifications to the game.
https://www.youtube.com/watch?v=GBjWzNFdgg8
Using an example set by Effix in the Mod Requests section I have made a little more progress and managed to load the map correctly by including the .mdx, .wok and .lyt files.
https://deadlystream.com/topic/6665-tsl-yavin-station/More links!
A detailed page about TXI file parameters.
https://czerka-rd.fandom.com/wiki/TXI_Files
A detailed page about .uti files for items.
https://czerka-rd.fandom.com/wiki/.uti_(Item)_files
A detailed post about .nss source scripts.
https://czerka-rd.fandom.com/wiki/.nss_(source_script)_files
A detailed post about .dlg dialogue files.
https://czerka-rd.fandom.com/wiki/.dlg_(Dialogue)_files
All pages available on the website from the above four links.
https://czerka-rd.fandom.com/wiki/Special:AllPagesUseful Tutorials & Information From DeadlyStream ( There are quite a few in the Tutorials Section worth reading )
https://deadlystream.com/topic/4748-lightmapping-an-area-model/
https://deadlystream.com/topic/4743-how-to-reskin-a-module/
https://deadlystream.com/topic/4034-setting-a-spawn-point-in-a-custom-module/
https://deadlystream.com/topic/524-conditional-scripts/
https://deadlystream.com/topic/4506-plot-usable-items-in-k2/Thor110
In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.
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No I mean I need to unlock every door in the game for the sake of being able to test it easily, currently a lot are locked by default, high level to unlock, require keys or characters to unlock them from the storyline, so I need to go through every .utd script in the game and make sure they are all blank/default in their settings so that all doors can be opened in-game until I need to change them, but that will be for my project which I will not be starting until the base of every module has been ported and opened up.
I am currently constructing module files for all the odd maps / extra mdl files that don't appear to have corresponding levels, there have been a few interesting maps so far, but I am not sure where some of them appear in the original game at the moment due to it being so long since I played them.
Thor110- 1
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I am looking forward to having all the modules linked, planet's added to the galaxy map, all doors in the game unlocked and to actually be ready to start plotting out story / linking everything together properly and adding new story elements both during the course of K2 and an extended galaxy crawl I have planned to be set after K2, though I do need to play K1 & K2 again to make sure I have a good recollection of the stories, this could take a while :/
That is today's workload as well as continuing to try and fix the three Tombs on Korriban that don't work at the moment.
I also need to make sure I know all canonical endings to quest lines as well as taking down as much as possible about storylines that can be linked throughout K1, K2 and SWTOR.
Thor110 -
Check out the post in my Signature :) I have ported every single map from K1 over to K2 now and am now re-creating module files for maps that appear to go un-used.
Yavin Station was also one of my favourite locations and I always wondered why it wasn't in the second game or didn't have more of a purpose.
But so far only 3 Korriban modules don't work, funnily enough three of the last Tombs, not sure why but I am sure I can fix it.
Thor110- 1
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Just open K-GFF editor and go to the same file / location you have done in kotor tool or extract the file using kotor tool and then edit using K-GFF editor, just open the file and look through all the fields / entries and look for where you need to enter your item, you seem to already know the exact location / locker it needs to be placed in.
I have opened exactly the same file for reference.
All you need to do is add a new entry/struct to the ItemList section and add the three entries for your new itemSpoilerItemList[Type: LIST] Structs: 4
[STRUCT ID: 0]
InventoryRes [TYPEE: RESREF] Value: g_1_medeqpmnt01
Repos_PosX [TYPE: WORD] Value: 1
Repos_PosY [TYPE: WORD] Value: 0The above code is what you need to be looking for in the footlocker script file, simply add a new struct to the ItemList with right click, then enter your item's details.
Still having not added an item to the game myself yet, pretty sure this is what you need to do. -
Previous message about extracting the entire texture pack and removal of the visibility file.
SpoilerAh so kotor tool extracts the relevant textures seperately when extracting a model via double click? If so no worries, I just wondered if I was missing textures where certain things are missing though now I think about it I suppose they would just end up un-textured now I think about it.
This is why I thought it might contain the textures, but now I see it just uses a texture list to extract them from the texture packs.
Nevermind, Thanks just the odd problems left for me to fix then ^^ with buildings missing here and there, primarily Taris, Dantooine, Tatooine and Kashyyk are missing things like skyboxes ( I think ) and some buildings / background assets, though I will also need to compare to K1 in-game at some point. <- fixed with the removal of the visibility file, a viable solution for me ( Thanks to JCarter426 )
At first I intended to load the swoop levels to just walk around in, but somehow the Manaan track seemed to work ( though not completely function ) and after trying to alt-f4 out of the Taris / Tatooine Swoop Tracks they begin to play, though the timer does not count and you cannot move the swoop properly it surprised me as I was not planning on trying to port the Swoop Tracks as working at first.
Below are images of the three swoop tracks in action.SpoilerTaris - Swoop Track
Tatooine - Swoop Track
Manaan - Swoop Track
I may need a save where I have at least signed up for the Telos / Tatooine Swoop racing or I most likely need to edit the .git, .are and .ifo files to match the K2 swoop tracks.
But I will continue testing and trying to get these to work properly.- 1
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Previous message about using custom textures.
SpoilerNot using custom textures for the moment, using a completely fresh install of KotOR 2 TSL, the only mods I have are "whereami_armband" and a camera angle that you can pan further up / down. Which shows in the K1 maps with missing ceilings on some levels just because you can't look up, either that or I could somehow be missing files or the conversion may not have gone 100%, I also have taken into account that some things could be placeables, doors, fences, items part of the map that, well, aren't.
Though just to note and I know you will already know this, but any custom textures for K1 would work with this provided I have the relevant / corresponding module, which is good to know, though I do plan to update some textures myself and make a few animated ones, we will see how that goes as I am not a great texture artist ( at all )
For the third and final time, using some macros, bulk rename utility and a few other nifty tricks I figured out while converting it the first two times I have extracted every single module this time instead of doing it in portions and made sure I have everything.
Though the results are very much the same as before, I know for sure I am not missing anything, it only took about an hour or two to extract / convert / edit and compile the modules from scratch this time around.
Any suggestions, tips, hints, thoughts in general, constructive criticism and such are welcome.
I'm looking forward to having it finished up / ready to go for the next step.
Big thanks to everybody for chipping in.
Thanks again for every-bodies interest, tips and help in general, I have a lot of work to do to wrap it up but am amazed at how quickly I achieved the results I was looking for which is a basic blank template for each map / module from the original game.
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I have converted and ported 79 modules from K1 into K2 ( Take a look at the link in my signature )
I did not experience all the same graphical issues with certain maps like you did, Taris all seems to load just fine, however I was missing portions of Dantooine and Korriban does not convert properly through MDLEdit from ASCII to Binary it halts / gets stuck on kor_m38aa_03 roughly.
Tatooine all loads fine but I am missing most of Anchorhead, I have come to the conclusion for the time being that some assets, textures, skyboxes and other such items are either hidden in the swoop tracks / extra modules / cut-scenes or some information fails to convert properly, but I think the former is more likely because 95% of the modules I have converted load and play for the moment what seems to be me perfectly with no crashes.
Hopefully some of the information / research / work I put in can go towards helping you and others. ( have been awake for three days porting all those modules, only just slept last night ) don't know why it just kept happening and have some other troubles / issues in my personal life keeping me up at the moment.
With a bit more work I am hoping to completely load every single module in the game, cut-scenes, swoop tracks, cut modules and anything else included, also to be used as a modding resource / asset same as you intended to, though I started with a different goal I have decided to work on a clean port version for general / open use as well.
The issues I have left over are very minor and some are not even noticeable, there are only a few major issues, which seem to be due to a lack of textures I believe because I am missing the Jedi Academy on Dantooine which you are not ( and I had the buildings on Taris, which you did not ) which points me to me porting a file for Taris you did not and you porting a file for Dantooine I missed.
And I believe the same issue on Anchorhead is caused by similar missing files, so at the least I can compare my Taris modules to my Dantooine and Tatooine/Anchorhead module and figure out which file I am missing / vice-versa.
Due to it being such a lengthy process it is incredibly easy to miss files along the way as you will know.
Big thanks for the tips on using MDLEdit, it has helped greatly.
Thor110
I look forward to seeing if there will be an update to MDLEdit for the AABB node by bead and will be seeing how every single level reacts without the .vis file for the moment, I have every single module ported including wok's,vis's,lyt's,dwk's,pwk's,tpc's and lightmaps, pth and utd files built into the module and all entries for camera's, creature's, encounter's, list's, storelist's and triggerlist's have been removed for the moment as well as any entries pertaining to scripts in the are, git or ifo files. Such as onentry, onload, onaqitem and so on.
Did you have any luck with Korriban? for me it fails to batch convert on the last two modules and subsequently it seems every prior module fails to convert correctly, either that or I missed something, I will check if perhaps it is because of the conflict between K2 Korriban and K1 Korriban, though that could give similar results for Dantooine it doesn't appear to do so. -
A big thanks to everybody that helped early on and helped me learn my way into KotOR modding as well as the people who made the tools that made this whole project possible, when I started this project two years ago I had no idea how far it would really go beyond just a dream of porting the original DLC for KotOR to TSL on the original Xbox and PC.
Quite quickly I was able to release the Modders Resource ( v0.4.0 ) which ultimately was a mess that was sort of smashed together in a rush while learning my way into KotOR modding and after sometime being unable to work on the project I was quickly able to get back to it.
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I have moved the tutorial I wrote for porting modules from K1 over to K2 into the Tutorials section.
My previous message here.
SpoilerHopefully this is the case, for a while now I have been pretty sure I am missing some txi's here and there, there is also the odd file that fails to extract or convert every now and then as well, but only odd characters on in map files and the odd txi / tga here and there.
I may start taking note of what can and cannot be extracted successfully or search to see if somebody has already done so.
Yavin went really well, but now I need to find out what process Effix used to convert the Yavin Map as my results are different there too, though thinking about it, that could be missing txi information as well, I will do a little bit of digging around and see if I can fix these problems with the txi's.
Is there anything else you can suggest to keep an eye out for that can regularly make levels crash?
There doesn't seem to be all that many txi in the librarys that kotor tool offers me access to ( which from what I know is all of them ) most are in the lightmaps and scattered around, I extracted the entire BIFF archive each and every last file, is there any way to know if txi's get broken?
I also wonder if there is any sort of KotOR Debugging Tool / Utility that might be able to spot missing references?
Could be as simple as a program to highlight any value that isn't "correctly" filled out, or any empty value to begin with until defining a set of rules to go by so that the program could actually advise you things like "this door doesn't go anywhere" "missing txi for this texture" "damaged binary mdl"
It's an idea anyway, perhaps I should look into it.
I will keep digging for more txi's but from what I know they are entirely in the lightmaps section which I extracted all of into a backup folder.
Just finished having a good look, only found one small batch of tga's / txi's and none are name related to anything I might need, but I could try them out for the sake of it.- 1
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The following screenshots will document my messages regarding permission to include other peoples content with this project.
For now I have only included mods that I consider a staple or something I would almost certainly want installed for myself, however I may change and or remove things as I see fit, potentially making them all optional or aiming to provide an overall compatibility layer ( or individual patches ) for as many mods from other authors as possible.
deathdisco ( Coruscant modules utilised in main and port project but content not included ) ( Blank Templates in Modders Resource )
Spoilerebmar ( permission to include ebmars mod's as I see fit ) much appreciated
Spoilerbead-v ( permission to include the upgradeable swoop bike mod and continue working on it )
SpoilerAshton Scorpius ( Jedi Malak Mouth Fix & Twilek Head Fixes Option A )
SpoilerDarth Sapiens ( TSLRCM 1.8.5 / M478EP 1.5.1 Animated Logo ) - This is going to be replaced or removed eventually.
SpoilertimurD2003 ( M478 fog fixes )
SpoilerKexikus ( Extended Jedi Council Meeting & Coruscant Planet Texture + Icon )
SpoilerVaristyPuppet ( Malachor V Sideway Opening Doors, Peragus Tweak & Trayus Rank Reform ) - NOTE TO SELF : FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD
SpoilerCurrently looking for these messages to screenshot but have spoken to them directly enough times.
SithSpecter ( Sleheyron Levels ported to Modders Resource & KotOR2/Port )
SpoilerCurrently looking for these messages amongst the KotOR Discord modding channel, DeadlyStream forums and my messages.
I will reach out to them again in time if I cannot find my original discussion or messages to get another.
danil-ch ( Kreia's fall in-game cut-scene, dialog on small kindnesses, Extended Carth Meeting and sensor droid change )
SpoilerSchizo ( Re-Scaled Trandoshans )
SpoilerMarauder ( Reduced Graphics Mod ) - Optional - Mandalorian Chamber Mark III, Robe Description Fix and Droid Anatomy Description Fix )
Spoilerlachjames ( K2 Console Overlay & KotOR Save Importer for TSL ) - FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD
SpoilerI do not have screenshots of these proofs but can get them anytime and am in regular contact with them.
jonathan7 ( Bodies Stay Mod ) - Optional
SpoilerndixUR ( PMHC06 TSL Head Fix )
SpoilerZimmMaster ( TSL Walking & Running Animation Fix )
SpoilerMarkus Ramikin ( Kill The Ithorian )
SpoilerPapaZinos ( Model Repair Mods )
SpoilerWildKarrde ( Yavin Station Hangar )
SpoilerSithHolocron ( "SH_Nar Shaddaa Docks' Computer and Monitor Upgrade" and "SH_Swoop Monitors" )
SpoilerI received permission to include these two mods from SithHolocron on Discord and have asked them to message me on here with permission so that I can post a screenshot of the message like with the rest of the contributors. Will update this when I can.
For admins or moderators you can also check my inboxes to verify these if need-be.
I will continue to document and include screenshots for each and every project I include.
For anyone worried about permission I have ensured to tag every author of every included mod in the first post so that they should at least get a notification and have seen that post, I am also looking for permission to include all and any content for the KotOR games so get in touch if you have something to suggest or offer to the project.
Permissions I haven't utilised yet
Mandalore ( Kill the Disciple )
SpoilerA Future Pilot K1 Community Patches ( only the fixes or changes made by A Future Pilot )
SpoilerAlvar007 ( New Selkath Animation )
SpoilerLogan23 ( RoR Heads ) ( Message in this topic )
Silveredge9 ( Brotherhood of Shadow : Solomon's Revenge )
SpoilerI came across this post through Silveredge9's profile and I have also tweeted them as well as messaged them here just to check.
But for now I am going to take this message as is and possibly make a start on porting BoS : SR sometime towards the end of the year ( 2021 ) in order to give them ample time to get back to me just in case they are not ok with me porting it.
It might also be an idea for me to reach out to the voice actors and contributors, though this might not be an easy task I will do what I can.
Stand-alone KotOR1 & KotOR2 Mods
These are my stand-alone mods for KotOR1 & KotOR2, all of these are included with the main project, they are also all or most are manual installs and not dynamic installs, so I would suggest not using them at all until I update them, unless you are just using them on their own or know for certain they don't modify files modified by any other mods you might be installing.
I will update them at some point in the far future!
Stand-alone KotOR1 Mods
SpoilerEnd game free roam for KotOR1!
Stand-alone KotOR2 Mods
Spoiler05PER.mod - this lines up the two turrets shown in the screenshot.
262TEL.mod - This removes the holographic planet shown in the screenshot.
299TEL.mod - This lines up the HK-50 Droids on the right side of the map and the HK-51 Droids on the left side of the map.
305NAR.mod - This adds in a missing door in the Jekk Jekk Tarr Tunnels as shown in the screenshot.
205TEL.mod - This adds a simple dialog option to deny Admiral Onasi an audience after the Ravager.
801DRO - to - 812DRO.mod - This makes various changes to every level on M478EP, the screenshot below shows a door that is slightly off centre that I have lined up, I have also combined the maps that were split up into sections but still in the same area, there are some other changes like removing the voice over reference for the Blackmarket Droid as the audio files crash the game for me.
Visibility File Fixes - these files fix four visibility files and fixes the issues in the screenshots included.
Free Roam - this mod allows the player to manually travel to Malachor V after the Ravager as well as Free Roam after completing the game.
It also includes an optional module / compatibility fix for my mod to deny Carth an audience after the Ravager.
This is a mod that I made in a few minutes that unlocks the map using an armband item that you must cheat in to the game.
I plan to release any future small changes I make to the game that are not specific to my main project as standalone mods.
These mods should all work together and are built to work alongside TSLRCM 1.8.5 & M478EP 1.5.1
Thor110
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[WIP][Beta] Expanded Galaxy Project
in Work In Progress
Posted · Edited by Thor110
Archived.
Both mods have been released and are available on ModDB.
As previously stated I might not be releasing them until I am done with or at least have made a fair amount of progress on the story for the mod.