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09-14-2005, 11:54 AM
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#1201
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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Quote:
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Originally Posted by ChAiNz.2da
unless one of the other SWK staffers would like to change it (if they're not at work either hehehe)... 
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Done! I got your backs, ChAiNz & Fred. 
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09-14-2005, 12:06 PM
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#1202
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Brony 4 Life. Yo.
Status: Super Moderator
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,845
Current Game: Minecraft MP: PynCraft|Tekkit
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Quote:
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Originally Posted by tk102
Done! I got your backs, ChAiNz & Fred. 
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You Da' Man
Thanks tk! wanna change my site too?  (j/k) hehehe....
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09-15-2005, 04:47 PM
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#1203
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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A new version of Kotor Tool will be posted today.
If you're manually downloading, check that the version number is the one below.
v1.0.2084.15886 (2005-9-15 17:00)
Features/updates:
- ERF subtree now rebuilds each time it is expanded so changes in Modules folder can be seen during development
- Module editor now includes .TGA files that are located in a module project's Extras folder
- ERF Builder can now add whole directories with file type filtering
- ERF Builder handles multiple item removal
- Door editor now supports KotOR II NotBlastable and OpenState flags
- Creature editor now supports KotOR II Hologram, NotReorienting, and IgnoreCrePath flags
- Creature editor now supports KotOR II BlindSpot and MultiplierSet values
- 2DA editor Row Label renumbering is disabled when non-numeric labels are present
- 2DA editor Row Label renumbering now prompts for a starting value
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-15-2005, 07:34 PM
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#1204
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Awesome Fred! Thanks!
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09-15-2005, 10:45 PM
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#1205
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Very sweet Fred! 
"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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09-15-2005, 11:57 PM
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#1206
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Hey Fred was there a fix for the bug that I reported to you in this update?
Beyond that great work.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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09-16-2005, 12:41 AM
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#1207
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by Darkkender
Hey Fred was there a fix for the bug that I reported to you in this update?
Beyond that great work.
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Refresh my aging memory...
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-16-2005, 01:09 AM
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#1208
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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The glitch with custom modules gff files not loading and causing a crash. Would you like me to resend the PM with the download link of the problem?
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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09-16-2005, 07:34 AM
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#1209
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Brony 4 Life. Yo.
Status: Super Moderator
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,845
Current Game: Minecraft MP: PynCraft|Tekkit
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Nice changes Fred!
I'm especially keen to the .2da re-numbering feature.. working on something that may need that soon 
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09-16-2005, 09:31 AM
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#1210
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by Darkkender
The glitch with custom modules gff files not loading and causing a crash. Would you like me to resend the PM with the download link of the problem?
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Oh, that! I'm still working on it 
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-16-2005, 09:32 AM
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#1211
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by ChAiNz.2da
Nice changes Fred! 
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I'm glad you like it!
Quote:
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Originally Posted by ChAiNz.2da
I'm especially keen to the .2da re-numbering feature.. working on something that may need that soon 
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I feel bad that I didn't "get" what the problem was until just recently. 
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-17-2005, 05:04 AM
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#1212
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Veteran
Join Date: Aug 2004
Posts: 897
Current Game: SWtOR
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Verry good tool. Thanks
Any chance to extract mdl-ascii, mdl, mdx and aferent textures in one single step?

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09-18-2005, 12:22 AM
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#1213
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by oldflash
Verry good tool. Thanks
Any chance to extract mdl-ascii, mdl, mdx and aferent textures in one single step?

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It does that already.
From the readme file (it's called readme for a reason, you see, heh heh):
To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures.
You double-click, check the extraction options you want, and poof! you get an ascii model and all of the relevant textures in one shot.
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-18-2005, 02:51 AM
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#1214
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
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Originally Posted by Fred Tetra
It does that already.
From the readme file (it's called readme for a reason, you see, heh heh):
To extract a .mdl (Model) file, double click on it; the model will be extracted and converted, along with any required TGA-format textures.
You double-click, check the extraction options you want, and poof! you get an ascii model and all of the relevant textures in one shot.
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unless there is a setting I've missed Fred anytime I double click a mdl file it only extracts the tga, txi and a ascii-mdl. however it doesn't automatically extract the mdl & mdx for me. I have to extract those seperately.
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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09-18-2005, 09:59 AM
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#1215
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Guardian of The Force
Join Date: Feb 2005
Location: In Exile Waiting For Luke
Posts: 1,318
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Latest version looks kewl Fred!  Lookin' forward to playin' with it!

General Kenobi
MY SITE: Okinawa Outpost
Gilliam Forums
Ikanaru hito demo sonke suru koto
Yakusoku o yaburanai koto
Hito o on****su shinai koto
Hito ni tai****e omoiyari o motsu koto
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09-18-2005, 09:31 PM
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#1216
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by Darkkender
unless there is a setting I've missed Fred anytime I double click a mdl file it only extracts the tga, txi and a ascii-mdl. however it doesn't automatically extract the mdl & mdx for me. I have to extract those seperately.
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The double-click feature is for folks who want to work with the model in a 3DS Max environment. It does extract the mdl and mdx files, but they are deleted after the conversion process. If you need the non-converted files, you indeed have to extract them individually.
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-19-2005, 01:07 AM
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#1217
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Quote:
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Originally Posted by Fred Tetra
The double-click feature is for folks who want to work with the model in a 3DS Max environment. It does extract the mdl and mdx files, but they are deleted after the conversion process. If you need the non-converted files, you indeed have to extract them individually.
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I guess I slightly misunderstood what you were saying in the original reply to oldflash. 
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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09-19-2005, 02:43 AM
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#1218
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Veteran
Join Date: Aug 2004
Posts: 897
Current Game: SWtOR
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I have dl a new ver. of kotor tool and installed in different location than previous.
I start new one, and extract some mdl-ascii+textures on mdl doubleclick.
After that I start the old KT and do the same with same mdl and it was extract binary mdl and mdx files. So, for how long will be like this I'm happy. 
Now it take me less than 1 min to extract 10 consecutives models to complete editing form. *.mdl-ascii, *.tga and binary *.mdl and *.mdx
Again, great tools.
Thanks
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09-19-2005, 09:55 AM
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#1219
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by oldflash
I have dl a new ver. of kotor tool and installed in different location than previous.
I start new one, and extract some mdl-ascii+textures on mdl doubleclick.
After that I start the old KT and do the same with same mdl and it was extract binary mdl and mdx files. So, for how long will be like this I'm happy. 
Now it take me less than 1 min to extract 10 consecutives models to complete editing form. *.mdl-ascii, *.tga and binary *.mdl and *.mdx
Again, great tools.
Thanks
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I'm curious what you're using the binary mdl and mdx files for?
Also, the current version can still just extract the files, without conversion; just select the file to extract and click the "Extract File" button.
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-19-2005, 11:58 AM
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#1220
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Veteran
Join Date: Aug 2004
Posts: 897
Current Game: SWtOR
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Quote:
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Originally Posted by Fred Tetra
I'm curious what you're using the binary mdl and mdx files for?
Also, the current version can still just extract the files, without conversion; just select the file to extract and click the "Extract File" button.
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I use binary files to recompile modifyed ascii files with mdlops.
But,like I say, 1 KT for extracting in one step ascii models and textures and 1 KT for extracting in one step of binary mdl and mdx.
Nice

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09-19-2005, 02:51 PM
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#1221
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by oldflash
I use binary files to recompile modifyed ascii files with mdlops.
But,like I say, 1 KT for extracting in one step ascii models and textures and 1 KT for extracting in one step of binary mdl and mdx.
Nice

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Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box. 
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-19-2005, 03:22 PM
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#1222
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Veteran
Join Date: Aug 2004
Posts: 897
Current Game: SWtOR
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Quote:
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Originally Posted by Fred Tetra
Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box. 
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Yes, that will be great.
I can't belive how simple you say-it. (not like me: running aroud my tail)

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09-20-2005, 10:56 AM
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#1223
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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BTW, FT, do you know that the secondary tab for editing doors and triggers in the module editor won't save changes?
Just thought I'd better tell you 
Works-In-Progress
~
Mods Released
~
Website
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Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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09-21-2005, 09:49 AM
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#1224
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Quote:
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Originally Posted by Darth InSidious
BTW, FT, do you know that the secondary tab for editing doors and triggers in the module editor won't save changes?
Just thought I'd better tell you 
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What "secondary tab" are you referring to? A screenshot, perhaps?
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-21-2005, 09:56 AM
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#1225
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
Last edited by Fred Tetra; 09-22-2005 at 05:29 PM.
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09-21-2005, 10:00 AM
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#1226
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Administraterror
Status: Administrator
Join Date: Feb 2004
Location: In my secret dungeon...
Posts: 8,287
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That looks very nice and very user friendly! 
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09-21-2005, 10:01 AM
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#1227
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Well past expiration date
Join Date: Jan 2004
Posts: 5,764
Current Game: GTA IV
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 That's sweet Fred!
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09-21-2005, 10:10 AM
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#1228
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Brony 4 Life. Yo.
Status: Super Moderator
Join Date: Oct 2004
Location: Tennessee (USA)
Posts: 6,845
Current Game: Minecraft MP: PynCraft|Tekkit
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Wow Fred!
An interface like that is tempting even me to try out some moduling editing... Kudos! 
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09-21-2005, 03:52 PM
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#1229
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Guardian of The Force
Join Date: Feb 2005
Location: In Exile Waiting For Luke
Posts: 1,318
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I agree with Darth333 & ChAiNz.2da both
Very user friendly from what I see and I'm beginning to ponder a module myself.
Fantastic to see Ktool moving forward like this

General Kenobi
MY SITE: Okinawa Outpost
Gilliam Forums
Ikanaru hito demo sonke suru koto
Yakusoku o yaburanai koto
Hito o on****su shinai koto
Hito ni tai****e omoiyari o motsu koto
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09-22-2005, 12:17 AM
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#1230
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Shadow Lord Of The Sith™
Status: Moderator
Join Date: Mar 2004
Location: Stormreach CA.
Posts: 9,184
Current Game: DDO, Stormreach
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Looks really, really sweet Fred!

"Beware the form-fitting black armor-clad Drow hottie with twin Mineral II Greensteel Khopeshes!"
"Liella d'Orien says, '"You're the fool, Devil. -- Witness the power of this fully ARMED and OPERATIONAL Titan!"'" ----------------------------------------------------------------------
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09-22-2005, 02:27 PM
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#1231
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Knight of Holowan
Join Date: Aug 2004
Location: In the mountains of Oregon
Posts: 2,951
Current Game: World of Warcraft
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Fred those screenie make feel like singing. Heck with it. "I'm So Excited, and I Just can't Hide it."
Working so, we will learn history as a tree knows it; we will climb into shapes printed in the seed; we will become time made visible, years made fragrant; we will make of concentric memory a stem of praise; we will inhabit daylight at a trees own speed; we will be travelers who remain, patriots to this ground.
OMG I only rank 62.13018% geek or a Extreme Geek as it is referred to on the geektest at Geektest
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09-22-2005, 05:32 PM
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#1232
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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You can now download a test module created using the new Module Properties editor.
http://kotortool.home.comcast.net/204.mod
Place the 204.mod file in your KotOR II Modules folder, load a saved game, then enter "warp 204" in the console.
Read and follow the signs 
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-25-2005, 03:10 PM
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#1233
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Forumite
Join Date: Jan 2004
Location: Unknown World
Posts: 597
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Looks like you've been busy. You always find something new to add to your already excellent app, don't you?
Great job as always.
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09-25-2005, 07:25 PM
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#1234
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Rating: Awesome
Status: Administrator
Join Date: Jan 2005
Location: Chicago, IL, USA
Posts: 8,416
Current Game: SWTOR
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Great job Fred! I'll have to try this out and see all the new stuff you've put in the module 
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09-27-2005, 12:27 PM
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#1235
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A handful of dust.
Join Date: Feb 2005
Location: The Eleven-Day Empire
Posts: 5,688
Current Game: KotOR II
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Uh..by "Secondary tab" I meant the linked-to properties of the door - they don't save. I will get you a screen ASAP 
Works-In-Progress
~
Mods Released
~
Website
~
Jallama Reed is the New Pioneer. Jallama Reed is Life Under Siege. Jallama Reed is the Model of Tragedy. Jallama Reed is the Avatar of Us All.
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09-27-2005, 06:52 PM
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#1236
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Rookie
Join Date: Aug 2005
Posts: 173
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Every time I try to save a dialog file, KOTOR tool crashes and I get this message.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.OverflowException: Value was either too large or too small for a UInt32.
at System.Convert.ToUInt32(Int32 value)
at System.Int32.System.IConvertible.ToUInt32(IFormatP rovider provider)
at System.Convert.ToUInt32(Object value)
at kotor_tool.clsGFF.WriteFile(String path, String filetype)
at kotor_tool.frmDialogEditor.SaveFile()
at kotor_tool.frmDialogEditor.miSave_Click(Object sender, EventArgs e)
at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
at System.Windows.Forms.MenuItemData.Execute()
at System.Windows.Forms.Command.Invoke()
at System.Windows.Forms.Control.WmCommand(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.ContainerControl.WndProc(Mess age& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.ControlNativeWindow.OnMessage (Message& m)
at System.Windows.Forms.ControlNativeWindow.WndProc(M essage& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
<Fred Tetra>You only need to post a stack trace; the loaded assemblies are useless. Trimmed.
<-snip->
This happens EVERY time. Any thoughts?
Last edited by Fred Tetra; 09-27-2005 at 08:08 PM.
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09-27-2005, 08:06 PM
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#1237
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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You aren't trying to edit a KotOR II dialog, are you?
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
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09-28-2005, 08:29 AM
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#1238
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Rookie
Join Date: Aug 2005
Posts: 173
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No, a plain ol' KOTOR1 dialog. The Janice Nall one under tar_m02ab, if it makes any difference. I've run into similar problems with some .2da editing, usually when overwriting an existing file.
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09-29-2005, 01:25 AM
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#1239
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Kotor Tool Guy
Join Date: Jan 2004
Location: What a creepy photo, eh? Had to use it!
Posts: 947
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I've been working on the camera editing functions of the module editor; thought you folks might like to see some of the results you can achieve...
Having finally gotten my Euler angles to Quaternion function working, I can now produce various camera shots, some that are pretty strange. 
Kotor Tool Developer
http://kotortool.starwarsknights.com/
"You want to help everyone who asks for aid, answer all of their questions, write that crucial bit of code for which they're searching, and be the hero who saves the day (and their job), but there comes a point when you realize that sleep is sometimes necessary."
—Stephen Toub
Visit the Kotor Tool Forum
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09-29-2005, 01:39 AM
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#1240
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Forumite
Join Date: Jul 2005
Location: Missouri, USA
Posts: 534
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hehe, it looks like she's walking up the side of a wall...
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