Thor110

[WIP][Beta] Expanded Galaxy Project [K1 & K2]

80 posts in this topic

Star Wars Knights of the Old Republic 1 & 2 Expanded Galaxy Project - Beta

Over all both releases contain everything necessary for KotOR and KotOR 2 in order to add every planet / missing module to each game and vice versa and I have plans to add an overall questline during the game for each area as well as an expansion to both games, currently every module can only be warped to with the cheats enabled in the swkotor.ini files for both games.

K2 ModDB Page  https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy
K2 to K1 Videos https://www.youtube.com/watch?v=DX__8xkF1ok&list=PLcla5Ujpqtcx4V_VPGTU0WsQPpjMSUN_1
K1 ModDB Page https://www.moddb.com/mods/expanded-galaxy-project-kotor-12
K1 to K2 Videos
https://www.youtube.com/watch?v=HhYlUImv8iE&list=PLcla5UjpqtcwxNVK0DcHEwDry1ya9QWYa
Facebook https://www.facebook.com/expandedgalaxy/
KotOR Modding Tutorial Series https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/

Latest Release Both K1 & K2 mods have been trimmed to only include the currently relevant files and main areas, music, sound and doors have all been updated for K2 but not for K1.

K2 Download Link https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/expanded-galaxy-k2-beta-v0-2-9

K1 Download Link : https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/revans-eternal-empire-k1-beta-v0-2-9

Information about the latest release & planned storylines!

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The latest release ( v0_2_9 ) contains just the relevant maps, modules and pieces I will be using for the K2 portion of the Expanded Galaxy Project, as there being some maps I can not use due to Story Implications & Restrictions such as the Star Forge, Leviathan, Endar Spire & Taris, but portions of these maps could be used and I have also set the files aside, this has trimmed the overall mod size down to around 1GB or 450mb compressed.

Removed Areas Might Still Be Used!

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I did have plans to re-use some of these areas or at least assets from, perhaps having bits of the Star Forge crashed down onto Lehon.

There is also the possibility for using pieces of the Harbinger & Endar Spire to better map out that class of ship for re-use.

As for Taris, I had next to no plans to use it, except for pieces of the underworld, though all of these pieces may be useful for anybody looking to make Total Conversions and are still backed up in v0_2_5 permanently as a modders resource.

I have made similar changes to the K1 mod, but have not edited the sound, music, area transitions or doors yet.

I have removed Korriban & Dantooine from both mods for now due to not needing most or all of their content, as well as the Harbinger, Ebon Hawk Modules and the Ravager.

These are still available in the modders resource ( v0_2_5 ) and I have set them aside for now in-case I decide to use them for anything, I do have plans to port the Dantooine Jedi Enclave Sub-Level to K1.

The Harbinger & Endar Spire maps could both be used to construct a more complete map of a republic ship of that class.

The Ravager & Leviathan may also be used for story content, but they are not being used for the moment, I will however continue to edit them, update the music and unlock the doors in preperation for potentially using them, so don't rule them out just yet!

Expanded Galaxy Project - Exiles Expanded Galaxy Storyline

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End-Game Free-Roam Expansion for K1 & K2

After both new storylines the game will feature an end-game free-roam expansion which will allow the user to roam the galaxy freely and pick up new questlines in the future set after the new stories, I hope to get the community involved in crafting these new stories for the Kotor Universe, as well as the potential for more expansions to the main storylines.

This is a short and rough set of descriptions of the storylines, quests and galaxy crawls that I will introduce in the Expanded Galaxy Project for K1 & K2.

Exiles Expanded Galaxy

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Exiles Expanded Galaxy

This mod will add an expansion to the second game re-introducing all the new planets during the main storyline with some missions and an overall end-game expansion which will add a new story focused around the Taris Restoration Project and the Exiles influence in founding it or informing the sith of the survivors left on the planet, featuring a new galaxy crawl requiring the player to go to every planet once more and follow a trail information to help or devastate Taris.

Battle Over Belsavis

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This is an important storyline for the K2 mod I have planned that will tie in HK-51 from SWTOR to the K2 game, during the long galaxy crawl of the expansion the player will be lured to Belsavis, trapped by a tractor beam and taken aboard the ship the player must fight their way through a battalion of HK-51 droids in order to shut down the ships engines and set it on a crash course for the nearby planet of Belsavis.

The Imperial Transport Ship carrying HK-51 droids intended to hunt down the Exile will then crash causing both the players decisions and the Exiles decisions to be crucial in the overall storyline of all three games.

Malachor V & The Credits Followed By The Expansion

Malachor V - KotOR 2 : TSL Ending / After the Credits.

Yavin - Short Galaxy Crawl - Taris - Long Galaxy Crawl - Taris - Expansion Credits - Free-Roam Expansion

On Malachor V find Datapad for the Yavin Orbital Station on the way back to the Ebon Hawk.

Then proceed to the Yavin - Orbital Station to unlock its doors.

During the short galaxy crawl, players will also be able to access any of the missions on the new planets available
throughout the main storyline but not available during the expansion, there will be a note of this before continuuing
at a certain point in the game.

There will be a short galaxy crawl before getting the black market co-ordinates to Taris in order to tie up
the storyline of the Orbital Station by having the player retrieve or deliver certain pieces of information
in order to have the stations computers allow access to the co-ordinates or arrange a meeting with the black
market contact.

Pick up where the previous owner left off with some black - market co-ordinates and imperial codes to allow
somebody to break through the Imperial Blockade and land on Taris in a safe zone.

Meet up with survivors of the Taris Massacre and begin the long galaxy crawl to help the Taris Restoration Effort.

Tie up galaxy crawl and Taris Restoration Storyline, then after new / expansion credits introduce free-roam.

Revans Eternal Empire

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This mod will add both a light side and dark side expansion for Revan, re-introducing the new planets during the main storyline with short questlines and an end-game expansion which will add a new story focused around Revans Eternal Empire and his attempt at conquering the galaxy to the extent that prequels SWTOR.

 

 

Modders Re-Source v0_2_5 Backup Release

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The first release of the Expanded Galaxy Project is up! All modules are in both games! Head over to ModDB to access news, tutorials, downloads, new resources plus both of the latest versions of the mods. Both files now contain the files to re-create the modules ( Beta v0_2_5 ) Modders Resource / Expanded Galaxy Beta, from here on out I will be working on the Expanded Galaxy Project for both games as well as looking to contact original mod authors of other popular mods and seek permission to integrate them into one galaxy.

I will be writing a tutorial series that covers everything I learn about KotOR modding throughout the Expanded Galaxy Project that will cover how to create an entirely new module and planet for both games using assets already available in the game, this should allow people to easily make new content for both KotOR games and the Expanded Galaxy Project.

Exiles Expanded Galaxy - K1 Map Source for K2 ( 700mb compressed .7z file ) 2.02gb uncompressed.

The files for KotOR 2 are available at https://www.moddb.com/mods/kotor-ii-tsl-expanded-galaxy/downloads/k1-to-k2-exiles-expanded-galaxy ( K1 maps for K2 )

Revans Eternal Empire - K2 Map Source for K1 ( 900mb compressed .7z file ) 2.13gb uncompressed.

And the files for KotOR 1 are available at https://www.moddb.com/mods/expanded-galaxy-project-kotor-12/downloads/k2-to-k1-beta ( K2 maps for K1 )

Screenshots of the Expanded Glaxy Project

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Enhancing areas to improve immersion in both games!

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I had thought about this before and have talked about similar ideas with a few people, adding items in areas that will enhance the Vanilla Experience of both games by making areas feel more alive, this is added in the wrong location for now but it shows the idea.

I also talked about unlocking doors in Telos and adding access to areas that you can see but not get to that clearly have doors and could have rooms added to them.

As well as adding the Jedi Enclave Sub-Level on Dantooine to the first game, which would need to be cleaned up and made to look new in order to fit with the game and would require a story / quest to unlock the entrance, perhaps with a Jedi stood by the door next to a signpost that displays this is not Vanilla Content as I would like to allow people to choose and still be able to play what would be an enhanced Vanilla Play-through of both games with the mods installed.

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I will plan out and look for suggestions from the community for areas that could be greatly enhanced by adding new placeables or altering the layout of the level in some way to enhance the Vanilla Experience of both games.

Screenshots of every single K1 module ported to K2

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Images of every single module running in TSL

Screenshots of odd modules I have been exploring and creating module files for that do not currently exist.

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1 I am not sure what planet's are what / have not labelled them here yet.

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2

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3

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4

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5

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6

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7

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Odd room ( looks familiar, not sure where this is from )

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Next odd rooms, looks like the Dreshdae / Czerka Base on Korriban. ( is this already in the game? I cannot remember )

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This looks like the Temple Ruins on Dantooine but appears to have a cave in the background, I cannot figure out where this is located, but is named M19AA.

Where M18 and M20 are Tatooine, I figure perhaps this is a lost map or the Sarlacc Pit map, I will reconstruct in GMax and have a good look around as I cannot appear to spawn in the correct location.

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The Ebon Hawk, not sure I will need this, but everything got ported and I made .are, .git and .ifo files for all the maps that didn't appear to already have corresponding .rim's.

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More to come soon!

Endar Spire

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Taris

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Dantooine

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Tatooine

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Kashyyk

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Manaan

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Korriban

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The Leviathan

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Lehon the Unknown World

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The Star Forge

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Yavin Orbital Station

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Cut-Scene Modules

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Ebon Hawk

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Ebon Hawk Turret

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Images of the Swoop Tracks in Action.

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Taris - Swoop Track

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Tatooine - Swoop Track

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Manaan - Swoop Track

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Screenshots of every K2 module ported over to K1

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Ebon Hawk

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Peragus

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Harbinger

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Telos

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Nar Shaddaa

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Dxun

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Currently I did not take any screenshots due to massive problems with the terrain and foliage, until I solve this issue Dxun, Telos and Dantooine will not be worth using.

Onderon

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Dantooine

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Korriban

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Ravager

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Malachor V

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Ebon Hawk

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Total Conversion Template for the K2 Odyssey Engine

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I have decided to release either a tutorial or as part of the final installer program an option to copy the default K2 install and trim all of it's content to the bare minimum (174mb) in order to allow people to easily create a total conversion for the Odyssey engine, for now I have trimmed down a copy to 174mb, but it needs to include the models.bif a further 845mb in order to actually start, I believe once I figure out which models are a part of the menu and simply place them in the override this will solve the issue, I have not tried to do this yet.

This is the trimmed version of the game, I plan to just put the models used in the menu / throughout the menu in the override folder and remove the models.bif to finish the template example for which I will most likely write a tutorial for people to follow so that they can do the same.

From here users will be able to pick and choose exactly what they want to be a part of their total conversion.

A further 126mb can also be trimmed once I single out the gui files specifically used for the games interface and menus and remove anything KotOR2 related.

This would trim the overall Odyssey engine down to 48mb, from here I hope to string together every tutorial I write while documenting every change I learn to make to the game making my mod that will show people how to do the same and create a Total Conversion using assets from K2 and the light version of the engine to create a story set in the Star Wars Universe or otherwise, but my thoughts are mostly Star Wars themed mods would come out of this but it is possible for other stories to be told through the same medium.

I will also be looking into porting assets from other Star Wars games, that seems to be allowed amongst the older games in order to expand the possibilities for this project as well as look for additional content such as planets and placeables for the KotOR Expanded Galaxy Project.

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Current Progress & Plans for the Expanded Galaxy Project

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List of things I am currently working on

1- Galaxy Map - New Planets - I have prepared the files for the K1 to K2 mod.
2 - Missing Modules - New .are, .git and .ifo files for any missing modules in K2 ( Droid, Coruscant and others, I might use M4-78EP & Coruscant Mod as a base for the co-ordinates, alternatively I will load them up in a 3D modelling program, position them and at the same time write the tutorial for a similar process of creating a new map out of pieces already available in both games ) - I have done this for the K1 to K2 mod.
3 - Doors & Transitions - Unlock all doors in the game - I have done this for the K1 to K2 mod.
4 - Update sound & music - I have finished restoring the original sound and music for all modules in the K1 to K2 mod.
5 - Remove triggers, characters and enemies leaving doors, transitions, sounds, music & placeables. - I have done this for the K1 to K2 mod.

Short list of plans

Starting out small

Starting with the Yavin Orbital Station is the best choice as otherwise I will have an un-controllable work-load, I have already written a long list of plans, some story / quest / side-quest & bonus mission ideas, but I need to let that take a back seat and focus on the Yavin Orbital Station the starting point I set for myself.

Installation Options

My thoughts were to add as much as possible that you could just choose not to play if users wished to not alter their option of having an original experience as well as offer multiple options for installation, still allowing for a completely custom install made by the user that they can still continue to modify heavily themselves if they wish to do so.

 

1 - Yavin Orbital Station & Story explaining why either nobody is on board or there is a new owner / occupant
2 - New short story that plays an important role leading to the events of SWTOR and links together all three games in some way.
3 - Reworked Textures for some in game assets, as well as some more animated textures anywhere in the game that might fit.
4 - A series of tutorials based on information I learn throughout the process of creating these mods to help others make mods for both KotOR games.
5 - Short story for each planet re-introducing them into both games, an end-game free-roam element and the introduction of my Expansions for both games as well as potentially including quest lines written by the community to help populate the galaxy with that "alive" feeling!
6 - Exiles Expanded Galaxy & Revans Eternal Empire ! Two Expansions for both KotOR games planned, entirely what they will consist of yet I am not sure.
7 - Star Wars KotOR Series Revival through Total Conversion Modifications! Set in the Old Republic Universe utilising all the assets already available to the game.
8 - The potential for more expansions set after the Expanded Galaxy Project, with plans to get the community involved to help plot out the future of the galaxy for the KotOR games!

I also had thoughts that it must also be possible to use any asset in the game as if it were a "placeable" by giving it the correct co-ordinates in the map and loading it as a model rather than a placeable, this could also be used to bypass the K1 placeable object limit allowing people to make more diverse mods for both games.

Long list of plans - COMING SOON!

 

Want to help? : eventually the long list of goals will be posted here and at that point I will definitely need some help!

Spoiler

For the moment I am just getting the base modules set up and planning on creating a few small new modules as well as planning to learn as much about kotor modding as possible as well as it's engine / capabilities / limits ( such as poly limit and more, also very interested with the bump-mapping techniques being shown off around the forum at the moment and intrigued )

Additional : I am also looking for as many references or story links as possible between KotoR / TSL / SWTOR for reference, as well as anything worth noting about the old republic universe / era, say from comics, books or anywhere else that might be Canon / worth including.

If I succeed I may need voice actors, writers, texture artists and 3D modellers / animators though that is a lot further down the line.
Having played all three games heavily I should be ok to implement the story to fit with all three, but a second opinion never hurts along with constructive criticism and ideas for reference.
I am looking to get this to a stage where it can be played and explored before I take it to the next step and announce my plans / look for people to work on the project with.
If anybody is interested in talking about mod ideas or discussing anything I have mentioned, feel free to comment here or message me.

But soon I will post a long list of goals and plans here as well as maybe planned voice actors, required assets and so on, I will also use this space to take down any contributions that have been made by other users as well as notes for programs and tools where I have had trouble.

KotOR Texture & Model Updates ( Mods I would like to use or re-create / improve both for this and K1 ) ( files will be inter-changeable )

This is a list of mods for K1 I would like to include if given permission by the Authors, if not I will look into making alternatives myself, for any of these that do get chosen I will hand pick which ones are kept and which are not ( needs to keep with the feel of the first and second game ) if you are one of the Authors and would like to let me know ahead of time that you will or won't give me permission to use your files let me know, alternatively I am going to look into finding somebody to help with texturing and modelling.

Spoiler

List of mods I would like to include or make a better version of.

https://deadlystream.com/files/file/1398-k1-animated-swoop-screen-tslport/
https://deadlystream.com/files/file/1359-k1-placeables-specularity-tweaks/
ebmar
https://deadlystream.com/files/file/1357-endar-spire-hull-repairs/
https://deadlystream.com/files/file/1345-taris-upper-city-cantina-entrance-wall-panel-fix/
https://deadlystream.com/files/file/1404-taris-dueling-arena-adjustment/
https://deadlystream.com/files/file/1179-diversified-wounded-republic-soldiers-on-taris/
Darth Parametric
https://deadlystream.com/files/file/1333-jcs-minor-fixes-for-k1/
JCarter426
https://deadlystream.com/files/file/1195-star-forge-door-fix/
https://deadlystream.com/files/file/1191-improved-grenades/
https://deadlystream.com/files/file/1108-jc2-camera-mod/
jc2
https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/
https://deadlystream.com/files/file/1134-ebon-hawk-k1-fixes/
ndix UR
https://deadlystream.com/files/file/1125-hd-kt-400-military-droid-carrier-and-lethisk-class-armed-freighter/
https://deadlystream.com/files/file/981-day-kashyyyk-hd/
Dark Hope
https://deadlystream.com/files/file/1017-kotor_ultimate_2_0_taris_upper_city/
https://deadlystream.com/files/file/998-kotor-ultimate-20-endar-spire/
thunder3
https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes/
https://deadlystream.com/files/file/916-loadscreens-in-color/
https://deadlystream.com/files/file/391-sleheyron-demo/
Sithspecter
https://deadlystream.com/files/file/827-ebon-hawk-camera-replacement/
LDR
https://deadlystream.com/files/file/369-weapon-model-overhaul-texture-rework/
Fallen Guardian
https://deadlystream.com/files/file/352-bodies-stay/ ( the K2 Version I would like to include in the overall mod, at the least as an option in the intstaller for people )
jonathan7
https://deadlystream.com/files/file/341-korribanmanaan-music-fix/
Kainzorus Prime
https://deadlystream.com/files/file/710-giz-kebob/
Sithspecter
https://deadlystream.com/files/file/685-ultimate-sound-mod/
Shem
https://deadlystream.com/files/file/376-lost-modules-pack/
https://deadlystream.com/files/file/375-korriban-academy-workbench/
Insidious
https://deadlystream.com/files/file/1403-restored-korriban-skybox/
N-DReW25
https://deadlystream.com/files/file/1370-daks-endar-spire-retexture/
Dak Drexl
https://deadlystream.com/files/file/1262-star-map-revamp/
CarthOnasty
https://deadlystream.com/files/file/1226-hd-ui-menu-pack/
ndix UR
https://deadlystream.com/files/file/723-high-quality-skyboxes/
https://deadlystream.com/files/file/491-kotor-high-quality-starfields-and-nebulas/
Kexikus
https://deadlystream.com/files/file/678-creature-reskin-pack/
Shem
https://deadlystream.com/files/file/178-unknown-world-alternative-hammerhead/
Insidious
https://deadlystream.com/files/file/1189-emperor-turnips-hd-dewback/
https://deadlystream.com/files/file/1187-emperor-turnips-hd-rakghouls/
https://deadlystream.com/files/file/1190-emperor-turnips-hd-gizka/
https://deadlystream.com/files/file/1188-emperor-turnips-hd-hutts/
Emperor Turnip
https://deadlystream.com/files/file/570-endar-spire-complete-overhaul/
https://deadlystream.com/files/file/575-sith-base-complete-overhaul-taris-manaan/
https://deadlystream.com/files/file/666-manaan-complete-overhaul-animated/
Jorak Uln
https://deadlystream.com/topic/6901-modk1-ported-alien-vo-replacements/?tab=comments#comment-69989
Ashton Scorpius

If you would like to contribute or are any of the authors listed above, please let me know if you would like to be involved and have your files part of this mod, alternatively I am looking for texture artists to get involved in updating the game's textures, I will be giving the Yavin Orbital Station or another small map a go myself at some point in the future, when I have the time to do so, I will message all of the above authors and ask for their permission when the time comes, for now I am not that bothered and if they are that important ( mostly the animated textures and perhaps skyboxes ) then I will remake them myself or find somebody willing to help.

Kotor Toolset Note I cannot find information on the Kotor Toolset, it doesn't appear to be able to open rim files from the second game, but it can open rim files from the first game and my .mod files for the second game, but I am not sure if this could cause conflicts, the information for the toolset does not say that it is specifically K1, but it seems focused that way.

KAurora Note : I am having problems running the KAuroraEditor, I saw that somebody uploaded a configuration file that fixes a problem on 64 bit windows but the 7z archive appears corrupt. Is there potentially an alternative program that has the same functionality as KAuroraEditor?

MDLEdit Note Currently m38aa and m39aa do not convert through MDLEdit, they hang up on the second or third file when converting K1 ASCII back into K2 Binary, I have mentioned this in the MDLEdit Bugs topic, for the moment my thoughts are to solve this by using GMax / NWMax to import and re-export it, but where these are the only two modules left I am in no major hurry to port them, also considering that Korriban is already in TSL they may not be needed at all.

Update After examining the ASCII conversions from MDLEdit of M38aa and another map that worked I could tell that the file seemed to be slightly different though I did not compare against many files I could notice a difference, I figured if I could find a program to open and re-save the original mdl that might solve the problem, after a bit of searching I came across the nwn model viewer, which has the option to save the mdl files you are viewing, so I re-saved them all and then converted them, but it didn't work in K1 mode, so for the hell of it I tried K2 mode and it worked!

K2 > ASCII K2 > Binary, even though they were K1 files just re-saved in model viewer, I fixed the problem by opening the model with this model viewer, then re-saving the file, I then used MDLEdit in K2 mode ( NOT K1 MODE ! ) Batch > Converted them to ASCII then also Batch > Converted them to Binary, this did the trick, I then had to use the original walkmesh files. The modules now load correctly.

Contributions : 
A big thanks to everybody that helped make this possible by creating the tools available and anybody that has helped or will help me along the way will be noted here.

Tools used that made this possible.
Kotor Tool - http://www.starwarsknights.com/tools.php
K-GFF Editor - http://www.starwarsknights.com/tools.php
MDLEdit - https://deadlystream.com/files/file/1150-mdledit/
TLKEdit - http://www.starwarsknights.com/tools.php
2DAEditor - https://deadlystream.com/files/file/1335-2da-editor-alpha/
KotOR Find Refs Utility - http://www.starwarsknights.com/tools.php
Bulk Rename Utility - https://www.bulkrenameutility.co.uk/Download.php
Simple Model Viewer - https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch

Useful tools that I plan on using but have not made use of yet.
Kotor Toolset - https://deadlystream.com/files/file/767-kotor-toolset/
KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/

Users that helped make this possible.
JCarter426 & Everybody that helped them along the way.
ebmar for noting to use the vanilla tpc format.
Kexikus for clearing up issues about the texture packs.
Effix for his research with the Yavin Orbital Station.

Please credit me and link to the mod's ModDB pages and original topic on DeadlyStream here, over time I will alter my files to include readme's and contain a short paragraph containing information on the mods, contributions made, tools that made it possible and users that helped, people can then copy and paste it to reference for credit in their own readme files.

 

Thor110

Discord https://discord.gg/g9cnEvr - For Testing & Story Discussion.

Edited by Thor110
Latest Version Released v0_2_9!
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Very detailed post, would be good if someone could get a solution for you as i am also troubled with the same error.

Edited by Walleee
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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.

Spoiler

Hopefully 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.

 

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On 12/29/2018 at 1:58 PM, Thor110 said:

...some objects are randomly transparent now...

On 12/29/2018 at 4:44 PM, Kexikus said:

The transparent textures are most likely due to missing .txi files.

As an addition to Kexikus' insight- for testing purpose [and if you're not using custom textures], the best option would probably go with using the vanilla TPC format; as TXI data are efficiently stored there. By then, you will not misses any relevant shader for the textures.

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1 hour ago, Thor110 said:

Is there anything else you can suggest to keep an eye out for that can regularly make levels crash?

Not a lot as I never worked with creating new modules. I know that missing textures don't matter while missing models crash the game (maybe not always though).

1 hour ago, Thor110 said:

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?

The game stores the .txi information inside its textures, that is, in the .tpc as ebmar mentioned. It's only when using the converted .tga files that you need the extra .txi file to keep this information.

I'm not 100% sure about how KotOR Tool handles txi information when doing batch extraction (as I assume you did that). I know that it shows the txi information when you use it to open (not extract!) a texture. And since the batch extraction gives you .tpcs IIRC, the information should also still be there. But depending on how you continued from there, the information might no longer be there.

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I will also be writing a tutorial for porting TSL modules into KotOR!

Edited by Thor110
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Previous message about using custom textures.

Spoiler

Not 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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8 hours ago, Thor110 said:

Does anyone know of a way to automatically extract all the textures from these files?
Say if I was to extract the entire models.bif from kotor tool with the .mdl, .mdx, .dwk, .pwk and .wok files.
How would I then extract all of the textures contained within the .mdl files at once without having to do it individually to each file like I would in kotor tool. ( unless I have missed something )

Why don't you just extract the entire swpc_tex_tpa.erf? That should contain 99+% of all textures. And you can extract that with the "Extract Entire ERF" button in KotOR Tool. That should even give you the .tpc files and not convert them to .tga.

Btw, maybe I just misunderstood you but just to clarify: A model (i.e. .mdl file) does not contain textures. It only has references to textures and KotOR Tool can use them to extract those textures from the .erf archive while exporting the model to ease your workflow.

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Previous message about extracting the entire texture pack and removal of the visibility file.

Spoiler

Ah 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.

Spoiler

Taris - Swoop Track

Spoiler

K2_00000.thumb.png.247e351da4369e34c13d67df28e3a5c7.png

Tatooine - Swoop Track

Spoiler

K2_00001.thumb.png.8e98843660fc17c26f43798fff144941.png

Manaan - Swoop Track

Spoiler

K2_00002.thumb.png.bd230a38dbcc1531fe0b595672071b1e.png

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.

 

Edited by Thor110
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These modules from K1 are good job! I am very interested in how the expansions will stick to the storyline. TSL's main plot was very deep and much darker than K1, which could make it a better RPG, but it doesn't because the game seems kind of rushed. Nar Shaddaa is the only longer planet, Dantooine and Onderon could be great but everything is rushed in there (albeit Dxun by itself is OK) and Korriban is just a giant red rock of solitude and depression (M4-78 expanded the story in that point quite well, without the droid planet Korriban feels so rushed that it makes the story overall quite lacking). Having this in mind, I very much look forward to any additions of new quests and planets which could compensate what I missed from K1 - longer planets filled with content. 

Good luck with your work!

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I just want to say I am very interested in this idea. I had an idea awhile to try and learn the KoTOR tools and create a small Yavin 4 mod in KoTOR 2 using the station from 1 and re-purposing the Dxun jungle temple area.

I would be extremely pleased if you could somehow bring the swoop tracks in 1 and put them in 2. I would love to visit those planets in two, even if they don't really have much of a story, just kind of a hub area with minigame stuff set up (pazaak/swoop).

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Posted (edited)

Old message containing conversion and story notes.

Spoiler

Previous message.

Spoiler

My 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.

Spoiler

An 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

Edited by Thor110
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First Atton crashed all the shuttles, now Trask is. 🤣 Definitely will be keeping an eye on this.

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I haven't posted on your threads as of yet as I was interested to see if you can port modules between games. I must say the potential is pretty crazy for the ported modules, especially in the planets unplayable previously in each game. 

If you could make them a modders resource you'll have my eternal gratitude :D. I've always wanted to walk through Nar Shaddaa in K1!!!

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Posted (edited)

Old messages and K2 to K1 screenshots, now also in the first post!

Spoiler

All 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.

Spoiler

Note 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.

 

Edited by Thor110
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This mod loks great, Thor110! I know you plan on adding your own story content to this mod, but do you also plan on releasing it prior to that as a modder's resource? Among others, I'd find it very useful in my machnima films, personally.

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Posted (edited)

Both mods have been released and are available on ModDB.

Spoiler

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.

 

Edited by Thor110
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1 hour ago, Thor110 said:

the release will be a full port, containing everything except missions or stories, characters, placeables, triggers, stores, area transitions, planets on the galaxy map and a few other minor issues I will need to fix such as the music and sounds but I am working on that currently

Is it possible to make a port of the K2 maps for K1 in the future, after You are done with all your projects, without ripping out the missions, stories, scripts, characters, triggers, area transitions, etc and leaving everything intact so i can experiment with them?

That would help me greatly with my K2M mod... Or better yet, maybe You could lend me a hand with it later on, if possible...

https://deadlystream.com/topic/6833-wip-kotor-ii-mobile-k2m-project-kotor-ii-tsl-content-ported-to-kotor-1-mobile-ios-android/

Great work so far, can't wait to play with the maps. And when it's done, i'm sure your mod will be awesome!

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Posted (edited)

My old message with potentially relevant information about scripts kept, removed or edited.

Spoiler

I have already changed my mind about including the scripts / triggers and decided to include them in the base release as I have now seperated out the model files for placeables and characters not in the first game.

If you look through the spoilers at the screenshots I have posted I have already done a full port of K2 maps to K1 and K1 maps to K2, just having some problems with the Telos Restoration Zone, Dxun and Dantooine at the moment, vector calculations are off in the conversion causing foliage to get stretched across the entire map.

After loading Korriban - Sith Temple and having accidentally left the creatures / git file intact and seeing it all work fine, I decided to make sure I had all odd models that the second game has which the first game does not.

I will be re-extracting the git files for every module and leaving them intact, only changing what I need to in the are and ifo files, such as removing on enter scripts that will crash the game ( unless I actually include the script, but I do not plan to include it in the module file ) I will however include the scripts for each module as part of the modders resource.

For example the Peragus Turret game and Onderon Turret mini-games both work in K1, I did this by leaving all the scripts there, I am now hoping to compare the Swoop scripts from K1 and K2 to make the swoop tracks work in both games as well.

Though the Onderon Turret minigame works, the ships don't animate / explode or dissapear, my guess is I am missing another file for this.

For example my folders contain the .are, .git, .ifo, .pth and .utd files, but the rest of the scripts are inside another folder as I do not know if I will want to include them in my mod, but they are there for anyone else that may want to reconstruct the modules with all of the scripts.

New information : I removed all the scripts but will re-add them as I plan on using some of them.

 

Edited by Thor110
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2 minutes ago, Thor110 said:

I have already changed my mind about including the scripts / triggers and decided to include them in the base release as I have now seperated out the model files for placeables and characters not in the first game.

That is great, will they just include the srcipts and triggers or everythimg they came with?

Once Your tutorial is up i'll try to port the maps myself to see if they work ok on the mobile version. For that i only need to convert the filenames to full lowercase characters and copy them like i would on a PC version of the game.

Could you please include in the tutorial, Your method for batch (mass) module porting used here? The K1 to K2 tutorial considered porting each individual map at a time, but You said here that You mass ported all maps for practicality...

I aim to port all of the K2 maps to K1 and see of i end up with anything playable...

 

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Posted (edited)

Notes about the conversion process for anybody interested in following my tutorial or having trouble converting maps.

Spoiler

MDLEdit, Bulk Rename Utility & Kotor Tool, but bear in mind the conversion process fails on some maps and I had to individually pick them out.

Primarily Telos Restoration Zone, Dxun and Dantooine from K2 and then one module from Korriban in K1 failed to convert properly over to K2, but I solved the Korriban map issue using NWN Model Viewer and resaving the file, but this has not helped with my K2 to K1 port issues.

The tutorial is already up but only really covers how to do one at a time, those are the three programs I used to make everything happen at once, I have also been using DVD Video Soft Image Converter for easy converting of a lot of TGA screenshots to PNG.

I completed porting all the K2 to K1 maps just yesterday, as I said everything will be unedited EXCEPT the .are & .ifo files because I need to remove entries for the scripts I am not using but in order to fix this all you would need to do is use kotor tool to re-extract the .are & .ifo files for each module, which really doesn't take too long, extract the .rim ( not _s.rim ) to a new folder ( name it m38aa or 001ebo ) to correspond with the map it actually is and extract all three there, you would then be able to combine with mine to include the original are and ifo.

The process was exactly the same in reverse for K2 to K1 but as mentioned gave me more problems with Foliage than I was expecting.

Knowing that you play on the Mobile version is good to know as I am going to be looking for Beta Testers for Android, Mac, Modded Xbox and PC, not sure if it is moddable on any other platforms ( ie : 360 or xbox one )

also know that all files I have are already lower case ( I think ) so I am hoping to make a quick port for both modders resources to all platforms.

I only have access to a PC, I have a friend playing on Linux to test for me and I may run an Android emulator to test the android version, but we will see.

If you have a good look at my initial post it covers all tools used and roughly explains most of the process I believe, the process for map by map to bulk is pretty much the same, you just need to extract the entire models.bif at once to a folder, then convert to ascii in the relevant game mode, then back to binary in the mode for the game being ported to.

then delete the original and the ascii and use bulk rename utility to remove "-mdledit-mdledit" from every file ( otherwise I would have given up )

Note More than happy to help anybody with any issues they come across during the process, but I am nearly ready for a full release of the K2 to K1 maps, K1 to K2 maps I will be holding onto until I have made a good start on my project that uses them ( though this could easily change )

Also looking for people to get involved with the project, being that it is nearly ready for me to start work on story content.

Additional A note about the ifo files, I have had to modify spawn locations for some maps so as to prevent being stuck in cut-scene areas or behind walkmeshes so for anybody that needs the original positions you will have to extract the original ( .rim ) file not the ( _s.rim ) file, currently this has only been on one map ( Peragus Administration Level - Spawns inside the Kolto Tank ) but I am sure there are a few more I need to do it on.

P.S. Also thanks should go to JCarter426 as without them this might not have been possible, they gave me a rough outline of how to port maps from one game to the other and I took it upon myself to try and port them all.

 

Edited by Thor110
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I would love to beta test mods on IOS and Android for you! I have an iPad and an Android tablet, both with a genuine copy of KOTOR Mobile installed.

I'm also quite good at adapting / porting PC KOTOR 1 Mods onto KOTOR Mobile.

So far I even managed to get Yavin IV to work flawlessly on IOS, K1R (Kotor 1 Restoration) to work partially on IOS, and Brotherhood of Shadow: Solomon's Revenge to work very well on Android.

I also kow how to mod KOTOR on newer, locked (jailed) versions of IOS by sideloading the KOTOR app with the mods preloaded into it, i even discovered a way to "sign" the preloaded app by updating it with the genuine one (provided it has been bought on the App Store Account used) so that i the preloaded app works permanently, instead of the 7 day temporary license!

I really admire what you did with porting the maps, it is awesome so far and i can't wait to get the uploaded K2 maps for K1! Hope you plan to upload these soon!

Many Kudos for your work so far! I just started learning to make KOTOR mods as well, so far i only managed to make a simple mod for K2 that turns Visas into Mira! I am also working on a proper Mira Romance mod, i already altered her Dialogue file, but i ran into some issues preventing me from finishing the mod... The plan is to also port the animation from K1 where Revan and Bastila kiss and have that scene with the male Exile and Mira! I also made a mod for K1 and ported Mira to replace Juhani, but that one had weird results so i did not post it here (her head is untextured and her outfit is messed up)! My dream project is to port the entire content of K2 as a mod for mobile K1, thus getting K2 on mobile (the maps You have already ported, the characters and textures should be easy to port too, and lets hope that the scripts will not require some adaptations). However, if the scripts will not work fine it will be a very hard, next to impossible project, but at least we'll get the maps and assets!

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Posted (edited)

Old message from this post.

Spoiler

This actually falls perfectly in line with something I already had planned as I had this strange feeling K2 was not on the app store / android or ios and I had similar thoughts about porting one game to the better engine be it K1 or K2 and the files are pretty much ready for release, the K2 to K1 map pack will be my first release and should be available within the next few days, as I didn't originally have much planned for them, but I did think about porting the entire game to the better engine and or vice-versa as well as porting K2 to K1 mobile.

Could be a great project to start, though it wouldn't surprise me if Obsidian popped up, took it and started selling K2 on the app store, but I guess that would be a good thing in a way.

I am pretty sure all the scripts should also work fine, if not most of them, for example the Onderon Turret and Peragus Turret mini-games are currently working in K1.

 

Edited by Thor110
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