DarthOuroboros

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About DarthOuroboros

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    Jedi Initiate
  1. A question for those of you with more deep modding experience regarding the Kotor/Aurora engine: I have a decent familiarity with the Godot engine, and a bit of it's source code as wall. Does anyone have an idea of the possibilities & logistics of making a fork of Godot for KOTOR modding? Since it already has a level editor, property editor, & scripting built in. This is largely inspired by seeing the work @Lane has done with the GOG reverse engineering. I imagine this would require creating some kind of reimplementation of KOTOR to run in Godot, similar to something like Daggerfall Unity. How might that compare to projects like `reone`? I'd like to do something like this myself, but I have no experience on reverse engineer the code or data for KOTOR in order to get it into a format that Godot source could parse or add to.
  2. How far do you think this script extension might be able to be pushed? I want to get more into making custom maps/modules, but I've found the current process absurdly complicated and highly prone to error. So I'd be super interested in some kind of script or plugin that could load and parse `.gltf` model files into maps at runtime. Similar with dialogue. Would it be possible for me to make a script that parses a different file format into something that the game can convert ad runtime into dialogue messages and choices?