
Cortisol
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Posts posted by Cortisol
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Hey all, just posting to show that this project is still active and and to give an idea on whats being worked on:
A 3D Module Editor.
A GIT Editor (which serves as a more lightweight, 2D Module Editor).
And finally an Indoor Map Builder. This tool can be used to build new areas in the game with unique layouts based existing rooms.
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11 hours ago, VOEBlue said:I've had this issue before. Windows will generate a copy of the ini file in the Appdata folder that it looks at instead of the one in the main kotor directory. You'll have to change or delete that version of the ini file
Alternatively, try start the program as administrator. It should then read directly from the .ini file stored in same folder as the .exe.
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Holocron Toolset supports directly reading from and writing to files stored in ERF/RIMs, so a middleman shouldn't be necessary. But there is a ERFEdit-like tool included with the toolset should you go that route or need to create a blank ERF file.
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On 3/1/2022 at 9:47 PM, Jj117 said:thank you for replying. By the way, how do we edit an existing NPC
Go to the Modules tab on the main window and then use the dropdown menu and select an area. A tree should load underneath showing a list of all files. You'll want to open and edit the files under the Creatures node.
Again, you'll probably want to look up some modding tutorials to get a better idea of what to do. This might be a good place to start.
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41 minutes ago, Jj117 said:how do we edit maps from this toolset?
another quick question. How do we modify an existing NPC ? or how do we add NPC on a map??
There currently no graphical editor available for editing maps yet, however there is one in the works. If you want to edit where things are in a module (map) you'll need to edit the .GIT file assosicated with it. You'll probably want to look for tutorials or ask around on the forums/discord.
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13 hours ago, DarthDrija said:Hi, Cortisol, I have one request/issue with the TLK editor.
The tool when editing the dialog.tlk from both games removes any foreign characters from all lines by opening it and saving, making lines unreadable when playing. I don't think it affects the English version, but it makes localization a problem.
Thanks for bringing this to my attention. The latest update should hopefully fix this issue.
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6 hours ago, Hunters Run said:This is shaping up quite nicely. Just one more feature request, then it should reach parity with kotor tools:
The ability to search for a global rim file search (.mod would be useful to). Right now you need to select the module that contains an object. Hard to do when you don't know what module it is in.
I would be happy with a simple search function but if you could add filters like kotor tool has it would make it easier to search.
Thanks for the feedback. Just released a new update with the requested search function. It more or less behaves the same way to Kotor Tool's search function.
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On 2/1/2022 at 1:59 PM, ebmar said:The editor looks like can read the SSF well, however -- KotOR Tool unable to read the exported file, therefore I assume the exported-edited ones from your tool's broken.
Fixed. As it turns out SSF has a bunch of unused (?) data at the end of the file format, which I *was* writting with my parser, just not enough. But my SSF Editor seems to be compatible with Kotor Tool now.
On 2/1/2022 at 1:59 PM, ebmar said:Likely you'll have to revisit your built-in GFF editor, as it broke the edited file. I was editing a UTI with yours and it's not working in-game while using K-GFF works
Fixed. The start of GFF files contain some data that matches the extension but this was not the case with my editor (eg. .utc file begins with "UTC" but mine was just filling it with "GFF"). I tested it with giveitem command and files saved with the editor now seem to be recognized.
On 2/1/2022 at 1:59 PM, ebmar said:I see that you try to support MDL decompile, but not sure what the decompiler you have with the tool there. I tried decompiling a model and it broke -- no texture-reference/bitmap node exported with the ASCII and with that alone one can tell it's not working properly. Unless you had it working to its fullest capacity I suggest you to disable that feature in the meantime.
I didnt remove it completely, but it does need to be enabled through settings now. What models did you try it on out of curiosity? When I use it the MDL file seems to decompile with the texture reference intact.
On 2/1/2022 at 1:59 PM, ebmar said:Probably sorting the ResRef ascending-by-name by default should be a feature to have? I think many would like to have that
Done.
On 2/1/2022 at 1:59 PM, ebmar said:Not sure what you mean by this. Is it support external tools now? Because I noticed it's not supported with the former version. Yes, there's a tab to switch between the internal and external but your tool fail to open one.
On 2/1/2022 at 1:59 PM, ebmar said:Having external-tools-support working soon sounds like a good option as well before you can have your built-in editor working optimally
So you can set it so you can edit files with an external editor, you just need to specify the path to the .exe file. However, files inside ERF files are a bit tricky since tools like kGFF don't support it so I've had to work around it to support this feature. Opening a file inside an ERF with an external editor will extract the file to a folder and the toolset will detect when you save the file with the other editor and then reopen and resave the ERF with the updated resource. Now this was a headache to get to work properly and the ERF kept getting corrupted but I think its more or less stable now, but just in case this feature has to be enabled through settings. Hope that block of text made sense.
19 hours ago, Hunters Run said:Kotor tool has an option to show the names of modules on the side. If possible maybe you can add this function.
Done.
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2 hours ago, ebmar said:Greetings, author --
Introduction:
First, a good start for allowing the tool to read users'-end Override -- liking that feature already - among any other improvements from the ol' KotOR Tool. Granted, it's far from perfect as there are still bugs around. However, nothing but promising sign one must say. 👍
Report:
Second, I'm giving you heads-up about an oversight with the built-in 2DA editor which it mistakenly read-and-write visualeffects.2DA. What your tool does was it reads the row [label] based on index instead of the actual number [int?] each rows has.
For example, supposedly [and by using KotOR Tool] VFX_ARD_LIGHT_YELLOW_10 has 5000 with the (Row Label) which also used for scripting constant -- but then your tool read [and write] it as 130 hence breaking the table and obviously the game as well. On top of my head that's the only 2DA I'm aware of that needs attention - there are others probably, but that's the only one I had encounter the issue with. Therefore, along with this report I hope you able to resolve the issue.
Feedback:
I might be part of the minority that's using subfolder in TSL's Override -- however, I still wish you can make the tool able to read them also. I think that'd be a cool feature to have. 😁
Think that's all for now. I'll get back to you with reports/questions later -- 'cause one thing at a time, I guess. Much thanks for considering this. Cheers.
Hey ebmar, I really appreciate the feedback!
I'll aim to fix the 2DA problem next release. I was not aware that row labels stored in the file were actually used, I guess thats my mistake for listening the 2DA specification for NWN even though the formats are different.
In regards to override subfolder, I had forgotten that subdirectories are supported (in TSL). So for next release I'll also aim to add a dropdown menu in the override tab where you can select which folder you want to browse.
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Holocron Toolset
This modding toolset is a work in progress and I carry no responsibility to any damage done to your game files or lost work that may occur. Some antiviruses will flag a false positive and prevent you from opening the application. If this happens you will need to configure your antivirus to allow the program to run.
Holocron Toolset is a collection of modding tools packaged in a single application aimed at streamlining modding development for KotOR/TSL, drawing inspiration from Kotor Tool and the NWN Aurora Toolset. There are editors available for nearly every file type used by the game. Also included with it is a 3D module editor and a "Map Builder" which the user can use to create new maps by rearranging existing models already used in the game.
Discord for suggestions + bug reports: https://discord.com/invite/3ME278a9tQ
If you are running Windows 7 or 8 and get a missing DLL error when opening the program you will need to download the Visual C++ Redist from Microsoft.
Toolset source
File parsing source
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Submitter
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Submitted01/28/2022
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So its been a few months since posted an update on this. Just letting people know I am still working on this. Back in January I started to rewrite this from scratch, currently there is still functionality missing from the older versions that need to be re-implemented. However that said, I've completed editors for all the .ut* file types, but some other things like a dialog editor still need to be made. I've also done some changes to the UI. I'm going to postpone pushing out updates until I have editors/viewers for all the file types which hopefully will be a few months tops.
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This is a little something that I'll be working on over the upcoming months. A cross-platform modding tool designed to create and modify the various file types used by KotOR's engine. A new KotOR Tool if you will. This is in very early stages so don't expect much and anticipate crashes and bugs - so save regularly! The file size is fairly large as well due to it including needed libraries inside the executable. I do intend to make this open source at some point in the future, but not for the time being. I'm testing this in Ubuntu, so I'm unsure of how stable the Mac and Window versions are so testers are appreciated. I welcome any feedback and suggestions.
Whats currently implemented in v3:
- GFF Editor
- 2DA Editor
- TLK Editor
- ERF/RIM Editor
- TPC Viewer
- MDL Viewer
- Audio Player
- Saving files directly into modules
- Opening and extracting files from the game's data
- Search filter on files from the game's data
- Any number of game directories are loadable at one time
- Choose between different themes (System/Light/Dark)
SpoilerWhats new in v2 (6/12/2019):
- Drag and drop to open files
- "Save" option for files
- "Save To Module" option for files
- "Save To Override" option for files
- 2DA Editor: cell editing
- TLK Editor: set language, edit sound resrefs and strings
- ERF Editor: import, export and open files
Whats new in v3 (13/12/2019):
- Image Viewer that can both save and load TPC/TGA/PNG/BMP/JPG files. Saving as tga will export a .txi file with it as well
- You can now have multiple installations of the same game with different directories. You can swap between the installations through a combo box on the main screen
- ResRef filter on the resource tree view now works
- Toggle between single/multiple/extended selection in the tree view
- Textures inside the TexturePacks folder are now stored in their own separate tree node
Whats new in v4 (19/12/2019):
- New tree node that lists all the files in StreamMusic
- A audio player that supports the WAV files found in the game
- Prototype 3D Model Viewer. Currently very basic, will load meshes but no animations and camera controls as of yet.
- Select the toolset theme with choices between the system default, light and dark.
Download Links:
- Windows (7 and up, requires VC++ Redist)
- Mac (10.9 and up)
- Linux
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TOOL:Holocron Toolset
in Mod Releases
Posted
I hope it will inspire some people to create new content mods. I imagine @Logan23 might want to use it for his Revenge of Revan TC. The main drawback (in developing it) is that it takes time to add options to the room list as each model needs to be modified in a certain way to be compatible with my tool.
At some point I would also like to create a terrain editor as well, although I imagine that it will be more complicated to create.