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Old 09-14-2005, 12:54 PM   #1201
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Quote:
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)...
Done! I got your backs, ChAiNz & Fred.
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Old 09-14-2005, 01:06 PM   #1202
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Quote:
Originally Posted by tk102
Done! I got your backs, ChAiNz & Fred.
You Da' Man

Thanks tk! wanna change my site too? (j/k) hehehe....


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Old 09-15-2005, 05:47 PM   #1203
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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


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Old 09-15-2005, 08:34 PM   #1204
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Awesome Fred! Thanks!


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Old 09-15-2005, 11:45 PM   #1205
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Very sweet Fred!


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Old 09-16-2005, 12:57 AM   #1206
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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.


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Old 09-16-2005, 01:41 AM   #1207
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Quote:
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.
Refresh my aging memory...


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Old 09-16-2005, 02:09 AM   #1208
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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?


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Old 09-16-2005, 08:34 AM   #1209
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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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Old 09-16-2005, 10:31 AM   #1210
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Quote:
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?
Oh, that! I'm still working on it


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Old 09-16-2005, 10:32 AM   #1211
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Quote:
Originally Posted by ChAiNz.2da
Nice changes Fred!
I'm glad you like it!

Quote:
Originally Posted by ChAiNz.2da
I'm especially keen to the .2da re-numbering feature.. working on something that may need that soon
I feel bad that I didn't "get" what the problem was until just recently.


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Old 09-17-2005, 06:04 AM   #1212
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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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Old 09-18-2005, 01:22 AM   #1213
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Quote:
Originally Posted by oldflash
Verry good tool. Thanks
Any chance to extract mdl-ascii, mdl, mdx and aferent textures in one single step?
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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Old 09-18-2005, 03:51 AM   #1214
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Quote:
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.
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.
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Old 09-18-2005, 10:59 AM   #1215
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Latest version looks kewl Fred! Lookin' forward to playin' with it!


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Old 09-18-2005, 10:31 PM   #1216
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Quote:
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.
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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Old 09-19-2005, 02:07 AM   #1217
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Quote:
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.
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.
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Old 09-19-2005, 03:43 AM   #1218
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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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Old 09-19-2005, 10:55 AM   #1219
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Quote:
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

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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Old 09-19-2005, 12:58 PM   #1220
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Quote:
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.
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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Old 09-19-2005, 03:51 PM   #1221
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Quote:
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
Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box.


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Old 09-19-2005, 04:22 PM   #1222
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Quote:
Originally Posted by Fred Tetra
Sounds like I need a "don't clean up after conversion" checkbox on the extraction dialog box.
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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Old 09-20-2005, 11:56 AM   #1223
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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



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Old 09-21-2005, 10:49 AM   #1224
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Quote:
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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
What "secondary tab" are you referring to? A screenshot, perhaps?


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Old 09-21-2005, 10:56 AM   #1225
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Here's a quick look at the upcoming Module Properties editor:














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Last edited by Fred Tetra; 09-22-2005 at 06:29 PM.
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Old 09-21-2005, 11:00 AM   #1226
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That looks very nice and very user friendly!
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Old 09-21-2005, 11:01 AM   #1227
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That's sweet Fred!
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Old 09-21-2005, 11:10 AM   #1228
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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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Old 09-21-2005, 04:52 PM   #1229
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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


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Old 09-22-2005, 01:17 AM   #1230
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Looks really, really sweet Fred!



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Old 09-22-2005, 03:27 PM   #1231
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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."


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Old 09-22-2005, 06:32 PM   #1232
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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


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Old 09-25-2005, 04:10 PM   #1233
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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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Old 09-25-2005, 08:25 PM   #1234
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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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Old 09-27-2005, 01:27 PM   #1235
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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



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Old 09-27-2005, 07:52 PM   #1236
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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 09:08 PM.
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Old 09-27-2005, 09:06 PM   #1237
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You aren't trying to edit a KotOR II dialog, are you?


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Old 09-28-2005, 09:29 AM   #1238
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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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Old 09-29-2005, 02:25 AM   #1239
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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.


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Old 09-29-2005, 02:39 AM   #1240
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hehe, it looks like she's walking up the side of a wall...


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