action1 Posted March 31, 2006 Share Posted March 31, 2006 What would it take to get someone from obsidian to discuss with the comunity the process of creating new area modules with 3d studio max! I know...modding is not supported by obsidian! But I figure modding keeps the game alive and it wouldent hurt to ask! All I am asking for is a discription of how it is done! no releasing of any tools ect! PLEASE HELP! :D Link to comment Share on other sites More sharing options...
Wild Storm Posted March 31, 2006 Share Posted March 31, 2006 Its not possible to create new locations at the moment. It's possible to create new modules with exisiting areas but other then that, impossible. Link to comment Share on other sites More sharing options...
action1 Posted March 31, 2006 Author Share Posted March 31, 2006 It was not impossible for the developers of KOTOR 2 to make new areas! I am asking for them to tell us how to do it...so it can be possible! come on, its just a matter of compiling some data into KOTORS format!!! And the developers of KOTOR and KOTOR 2 should know how its done!!! Link to comment Share on other sites More sharing options...
Brdavs Posted March 31, 2006 Share Posted March 31, 2006 Dont hold your breath.... Thats probbably, like, top secret... Much like a ladies age... :ph34r: Link to comment Share on other sites More sharing options...
action1 Posted March 31, 2006 Author Share Posted March 31, 2006 come on its a older game and the next one they make will be next gen...no one will probibly use the engine anymore...and the community wont make any money with it!!! It will be used to expand the life of an older game! Look and id soft...they release sdk's and expand the life of the game by many years...heck people are still modding and playing Q1 with new engines like tenebrae! and quake 1 is like 10 years old! I baught it last week just to play and mod it! KOTOR was such a great game if we could make our own locations and side storys to add to the game it would cause people to want to paly it again...which would cause people to have to buy it!!! Link to comment Share on other sites More sharing options...
Brdavs Posted March 31, 2006 Share Posted March 31, 2006 Well Im all for it but Im sad to say I reeeeeeealy doubt youll be hearing from any devs.... if they even come here anymore... Link to comment Share on other sites More sharing options...
action1 Posted March 31, 2006 Author Share Posted March 31, 2006 (edited) ya your probilby right! but cant hurt to ask! I asked in biowares forums and I got this!!! "Hi. I'm really sorry, but, as the sticky says, player-made mods will not be discussed here. Therefore, this thread is getting locked. For more details, please refer to the linked thread.:" Edited March 31, 2006 by action1 Link to comment Share on other sites More sharing options...
Wild Storm Posted April 1, 2006 Share Posted April 1, 2006 Obsidian devs are under contract. They ain't allowed to release anything without Lucasarts consent. And Lucasarts isn't a big fan of their KOTOR 2 fanbase... Link to comment Share on other sites More sharing options...
Sturm Posted April 1, 2006 Share Posted April 1, 2006 exactly what wild storm said, they need lucas arts permission in a way someone likes their exclaimation marks Link to comment Share on other sites More sharing options...
action1 Posted April 1, 2006 Author Share Posted April 1, 2006 well then to lucas arts i go! Link to comment Share on other sites More sharing options...
Sturm Posted April 1, 2006 Share Posted April 1, 2006 that isnt going to be easy, its extremely hard just to mod something - something big and significant, and then making new planets? that would take ages and you would have to know a lot of stuff based on modding and the code ect. Link to comment Share on other sites More sharing options...
Deadly_Nightshade Posted April 1, 2006 Share Posted April 1, 2006 Red Hawk did one of those... So did the guy who made the "Reign of the Sith" M0D... DN "Geez. It's like we lost some sort of bet and ended up saddled with a bunch of terrible new posters on this forum." -Hurlshot Link to comment Share on other sites More sharing options...
Wild Storm Posted April 1, 2006 Share Posted April 1, 2006 Red Hawk did one of those...So did the guy who made the "Reign of the Sith" M0D... DN <{POST_SNAPBACK}> True. But they used existing modules and then removed placeables and put their own. Thats the maxiumum that can be done with locations. Link to comment Share on other sites More sharing options...
Sturm Posted April 1, 2006 Share Posted April 1, 2006 yeah, and this guy wants to start off from scratch im assuming Link to comment Share on other sites More sharing options...
action1 Posted April 6, 2006 Author Share Posted April 6, 2006 umm...if I create a module in the exact same way as the old modules i should be able to implement it the same way as red hawk did! An if your saying my experence if from scratch...its not! I have modded this game many times! I would start by getting a premade module into max (or something else if needed) and exporting it back into the game! Then I would do minor alterations to it! and again, out it in game! then i would try for a basic box level! ect ect! Finaly id make a custom area!...ALL I NEED IS THE ABILITY TO EXPORT THE MODULE FORMAT! (oh and import would be nice too!) Link to comment Share on other sites More sharing options...
Sturm Posted April 6, 2006 Share Posted April 6, 2006 well knock yourself out Link to comment Share on other sites More sharing options...
Wild Storm Posted April 6, 2006 Share Posted April 6, 2006 umm...if I create a module in the exact same way as the old modules i should be able to implement it the same way as red hawk did! An if your saying my experence if from scratch...its not! I have modded this game many times! I would start by getting a premade module into max (or something else if needed) and exporting it back into the game! Then I would do minor alterations to it! and again, out it in game! then i would try for a basic box level! ect ect! Finaly id make a custom area!...ALL I NEED IS THE ABILITY TO EXPORT THE MODULE FORMAT! (oh and import would be nice too!) <{POST_SNAPBACK}> Wouldn't work. You can also put animations into Gmax and try to import them back in but it'd fail. You'd need a special importer/exporter, which does not exist and all attempts to make one have failed. So, your stuck using existing modules and simply removing the placeholders. Link to comment Share on other sites More sharing options...
DAWUSS Posted April 6, 2006 Share Posted April 6, 2006 And we know eventually someone will have cracked it successfully only to have it be short lived DAWUSS Dawes ain't too bright. Hitting rock bottom is when you leave 2 tickets on the dash of your car, leave it unlocked hoping someone will steal them & when you come back, there are 4 tickets on your dashboard. Link to comment Share on other sites More sharing options...
Sturm Posted April 7, 2006 Share Posted April 7, 2006 eventually... Link to comment Share on other sites More sharing options...
Xard Posted April 7, 2006 Share Posted April 7, 2006 Yeah. But wait, if you cant create modules, how do you do injured Atton to TSLRP? How can it be a no ob build. It has PROVEN effective. I dare you to show your builds and I will tear you apart in an arugment about how these builds will won them. - OverPowered Godzilla (OPG) Link to comment Share on other sites More sharing options...
DAWUSS Posted April 7, 2006 Share Posted April 7, 2006 Can modules from K1 be imported into K2? DAWUSS Dawes ain't too bright. Hitting rock bottom is when you leave 2 tickets on the dash of your car, leave it unlocked hoping someone will steal them & when you come back, there are 4 tickets on your dashboard. Link to comment Share on other sites More sharing options...
Sturm Posted April 7, 2006 Share Posted April 7, 2006 maybe? im not sure Link to comment Share on other sites More sharing options...
Wild Storm Posted April 8, 2006 Share Posted April 8, 2006 Can modules from K1 be imported into K2? <{POST_SNAPBACK}> Nope. 1. Engines are different (not much difference but still...) 2. It's illegal. Link to comment Share on other sites More sharing options...
daywalker03 Posted April 8, 2006 Share Posted April 8, 2006 Yeah. But wait, if you cant create modules, how do you do injured Atton to TSLRP? <{POST_SNAPBACK}> Those files are already in your game. All TSLRP is doing is unlocking what is already there. Link to comment Share on other sites More sharing options...
Wild Storm Posted April 8, 2006 Share Posted April 8, 2006 Yeah. But wait, if you cant create modules, how do you do injured Atton to TSLRP? <{POST_SNAPBACK}> Those files are already in your game. All TSLRP is doing is unlocking what is already there. <{POST_SNAPBACK}> Actually...Atton injured is custom made. I'm not sure if its just the head thats being modified or the entire body (being he gets limbs severed) but anyway...modules and heads/bodies are two totally different things. And recently, someone did crack some animation on the NPCs. Link to comment Share on other sites More sharing options...
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