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Everything posted by Thor110
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Just finished fixing the final modules of Korriban, seems the ASCII files being converted by MDLEdit were formatted differently.
Later today / tomorrow I will be updating all the doors in the game ( removing restrictions, difficulty and requirement for explosives ) to make exploring and testing easier.
After that I will add the planets to the galaxy map, which I have already tried, but couldn't get working at the time, then the entire thing should be ready as a modding resource, not sure if I will release to the community before making some leeway on my own project that makes use of them though.
Looking forward to feedback from others, ideas and general interest.
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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 is where as the initial node in K1 is 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. 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. For 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 Steam KotOR Tool Issues 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 Blender Tutorial 01 - Asset Editing ( INCOMPLETE TUTORIAL ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Outdated Tutorials & Intro 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! 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 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
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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
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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
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lightsabers Editing Placeable Items In KOTOR
Thor110 replied to ALPHA000102's topic in General Kotor/TSL Modding
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 item The 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.- 14 replies
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Previous message about extracting the entire texture pack and removal of the visibility file.
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Previous message about using custom textures. 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.
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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.
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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 ) ebmar ( permission to include ebmars mod's as I see fit ) much appreciated bead-v ( permission to include the upgradeable swoop bike mod and continue working on it ) Ashton Scorpius ( Jedi Malak Mouth Fix & Twilek Head Fixes Option A ) Darth Sapiens ( TSLRCM 1.8.5 / M478EP 1.5.1 Animated Logo ) - This is going to be replaced or removed eventually. timurD2003 ( M478 fog fixes ) Kexikus ( Extended Jedi Council Meeting & Coruscant Planet Texture + Icon ) VaristyPuppet ( Malachor V Sideway Opening Doors, Peragus Tweak & Trayus Rank Reform ) - NOTE TO SELF : FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD SithSpecter ( Sleheyron Levels ported to Modders Resource & KotOR2/Port ) danil-ch ( Kreia's fall in-game cut-scene, dialog on small kindnesses, Extended Carth Meeting and sensor droid change ) Schizo ( Re-Scaled Trandoshans ) Marauder ( Reduced Graphics Mod ) - Optional - Mandalorian Chamber Mark III, Robe Description Fix and Droid Anatomy Description Fix ) lachjames ( K2 Console Overlay & KotOR Save Importer for TSL ) - FIND SCREENSHOT OR REQUEST MESSAGE ON DEADLYSTREAM INSTEAD OF DISCORD jonathan7 ( Bodies Stay Mod ) - Optional ndixUR ( PMHC06 TSL Head Fix ) ZimmMaster ( TSL Walking & Running Animation Fix ) Markus Ramikin ( Kill The Ithorian ) PapaZinos ( Model Repair Mods ) WildKarrde ( Yavin Station Hangar ) SithHolocron ( "SH_Nar Shaddaa Docks' Computer and Monitor Upgrade" and "SH_Swoop Monitors" ) 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 ) A Future Pilot K1 Community Patches ( only the fixes or changes made by A Future Pilot ) Alvar007 ( New Selkath Animation ) Logan23 ( RoR Heads ) ( Message in this topic ) Silveredge9 ( Brotherhood of Shadow : Solomon's Revenge ) 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 Stand-alone KotOR2 Mods Thor110
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Kotor 1 Maps/Modules in Kotor 2
Thor110 replied to Untold Prophecy's topic in General Kotor/TSL Modding
I fixed it a little while back now and the doors, yeah for some reason they are stored in the textures bif or texture packs and not the lightmap bifs like the rest of the modules lightmaps. -
The Jedi Masters (TSL Total Conversion Mod) ported to KOTOR 1
Thor110 replied to JediArchivist's topic in Mod Requests
This wouldn't be possible... I mean it would, but by the sounds of it ( I havent played ) its a total conversion mod with a storyline, the amount of work would be insurmountable, you would be recreating the total conversion. I have currently been looking into and working on porting maps from K1 to K2 but the very concept of porting a total conversion from one game to the other is, crazy, I don't understand why you would want to do this? For what reason? The biggest project I have personally thought about is porting either K1 or K2 to the opposing engine after lengthy stress testing of both engines, factoring in, documenting and understanding the differences in the engine, though once again, the size of the task is ridiculous and I would be better off putting the time and effort into improving one engine over the other or both to a comparable standard. I am not entirely sure you understand the process, I don't like to be the "do you know how to mod" guy, but it seems like you don't understand the development process very well and though I am pretty sure what you are talking about is actually possible, it is just ridiculous, potentially a lot of work ( depending on the size of the mod ) and wouldn't work because the games are different and might feature or need a planet that isn't in one or the other. Again depending on what the mod is all about, I will look it up quick, having looked it up I understand what it is, a total conversion mod for K2, in order to do this, you would have to re-create the mod from scratch to work for KotOR or understand all the differences between K1 & K2 so well that you could edit them on the go to match up everything with the way K1 works, but its potentially too big a task to be worth undertaking and also completely pointless ( from my personal perspective / opinion ) you may as well just play the mod on K2 as it is meant to be, rather than trying to mess around with it. Oh yeah and you actually installed the mod to the KotOR directory when it is a K2 mod and just expected it to work? The lack of understanding is real, yes it would be possible, but it would be too much work and there is no reason nor need to do so, I also heavily doubt anyone would spend so much time porting a mod, just for you / with no release. Though I just wasted a lot of time typing this out / trying to make sure I am nice as I get the feeling you are not from a computer background / don't really understand what is going on. Off-Topic - is the mod any good? Oh I have just re-read your message and seen your reason for wanting to port it, which I guess I kind of understand, but is there not a K2 mobile version? If not then again, a hell of a lot of work would be needed to make this happen and I don't see it being feasable. Best place to start would be the size of the mod, what it does to the game, what does it add, is there an entirely new storyline or does it just make some changes? What does it actually do, as I haven't played it I don't understand but from reading it, it's an entirely new game, so making it work for K1 from the get go is impossible, ultimately what you would want to do is look to the developer or author of the mod and ask them to either work on a K1 version for mobiles, which I again doubt they would be interested in, or asking them for the source / files they used to prepare the mod so you could port it into K1, but I doubt they would give you the files, they may not even have them anymore, these things happen, you could also go about extracting everything and remaking it, but this honestly seems like too much hassle to even think about. I've typed this much out because I think reading your post hurt my head. -
Ah you have solved my problem just with the mention of GenericType, I kept looking through the file for what might be a reference to the door numbers but couldn't work out which was which unless it was open in kotor tool, came to the conclusion it wasn't even there because of the way I could see it fine in kotor tool but it didnt stand out to me in K-GFF editor for some reason, probably spent too long staring at it. You've been a great help though if anything I am annoyed at myself for clearly over-looking the solution for the door, being unfamiliar with kotor modding and not knowing what GenericType was for some reason I didn't make the connection to it being GenericDoors.2da key reference for an item within the list. Big thanks to you the door now works fine, I can go about correcting all the door files / locations and carry on with my project. Thor110 I am currently porting Manaan as well, have managed to port 26aa, 26ab, 26ac, 26ad and 26ae so far, but a, b, c & e all seem to crash regularly, d, does not, perhaps it is because I did that one first / followed a set of steps but have been making sure to look around / check for any leftover textures or files I might be missing. Probably another simple thing I am overlooking because I am ridiculously tired, will take another crack at them tomorrow, AD the hanger loads / players fine, all the doors work, animations work etc, skyboxes aren't there and some textures appear transparent but for the most part it's there. All I can say is wish me luck as I am bound to keep encountering regular problems half the fun though!
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Ah I see the confusion now, thank you very much once again for your input and great resources / information, I have just downloaded MDLEdit now, I thought I already had it along with all the other tools, but seems I only had MDLOps and ended up a little unsure whether or not they were even different programs, due to seeing MDLEdit / MDLOps referred to everywhere. Hopefully now I can make a bit of leeway on my project, should definitely make things less frustrating :D Have you had any luck porting doors? I have seen a tutorial on creating entirely new doors & animations, so it shouldn't be difficult / isn't impossible, unfortunately KotoR tool seems to corrupt the utd file for me and add extra entries. After editing every entry I could in K-GFF editor, it still doesn't change the door type, opening the utd in kotor tool shows why, there is a drop down / list that allows me to choose the door type from the genericdoors.2da file, however it is set to Peragus Door 01 instead of Yavin Door 01, they both exist in TSL's files, Yavin Door 01 is still there as #76, what was originally the end of the list for the first game. However I cannot seem to find an entry in K-GFF editor that refers to either #76, #77, related string references or PeragusDoor01/YavinDoor01, so it appears to me the field is unreadable through K-GFF editor but corrupts through Kotor tool, so I am seeking viable alternative. Any thoughts? I still have a whole bunch of kotor related tools that I haven't even tried yet, so it could very well be that I am using the wrong program, but I feel like I am taking the right path with the wrong tools, unless it is just a kotor tool bug / problem. Thor110
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For a little while I was unsure exactly what you mean, but the steps I need I think are as follows. 1 Extract Binary with KotoR Tool. 2 Load Binary from MDLOps with the kotor game it came from highlighted. 3 convert from binary to ASCII with the same game highlighted. 4 Change the selected kotor game in MDLOps to the one I wish to port the map over to and convert back into binary. I think I understand now. Converting out of K1 binary into ascii and then back into binary K2 can read. Thanks for help, I hope I understand / the way I have said it makes sense. Thor110
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Sorry to bump this but . . . ^ _ ^ lots more photos but chose one here that shows the nice shadows against the wall and a few others. It appears the lightmaps / txi / vis files were just hard to find. P.S. Big Thanks to JCarter426 for answering some questions and helping me fix the door for this map, for some reason I was not making the link between GenericType and the list in GenericDoors.2da. You can check out progress by following the link in my signature, for now I have removed the yavin files as I have fixed more since. Thor110
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I figured this must be the case but it's great to have confirmation! Any tips for converting back into binary?
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Very useful information here, thank you I have recently started work on porting some maps myself funnily enough and have also been trawling through both games files, it seems that dor_lyv01 the door for yavin is in both games, but I am unable to get it to load for the moment, either that or kotor tool didnt properly update after I deleted the file from the override folder and restarted kotor tool. ( even though I saw it reload the libraries as it does every startup ) Will definitely come in handy ^^ and the batch tools could also prove to be useful for mod development. Great work!
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lightsabers Editing Placeable Items In KOTOR
Thor110 replied to ALPHA000102's topic in General Kotor/TSL Modding
I haven't done item editing yet, but I get the feeling you might need to recompile the module through kotor tool. You would need the .are, .git and .ifo files as well as all the scripts you have extracted and edited, then using the ERF button on kotor tool you can package them into a module with the drop down selected to "MOD" and the file saved as "MODULE.MOD" Module being the name of level and ".mod" being required for it to save properly. You then add the .are, .git and .ifo files and the scripts you have edited and click "Build Mod" Though I am not 100% sure I am pointing you in the right direction, I get the feeling re-compiling the module would be better than trying to edit the module, I am sure I read somewhere that when editing a module it is better to recompile / rebuild it rather than edit the in-game modules. Thor110- 14 replies
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- endar spire
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