Now, using KotOR Tool, open ERFs, and select TexturePacks. Extract this file to the ‘New Module Project’ folder, and close BIFs.Ĭongratulations! You have now extracted everything that is used by the game in creating this module. Lastly, open the Walkmesh tab, and scroll down until you find a file named m23ab_01a.wok. This file you should extract to the ‘New Module Project’ folder, and then close the Aurora Model Extension tab. Open the Aurora Model Extension tab, and scroll down until you find the file named m23ab_01a.mdx. Extract it to your ‘New Module Project’ folder, and close the Aurora Model tab. Now, in KotOR Tool, highlight m23ab_01a.mdl again, and click the ‘Extract File’ button. When the notification that the extraction is complete comes up, click ‘OK’, and open the folder, and delete the file named m23ab_01a-ascii.mdl. (Note: Ensure that the ‘number of consecutive models to extract’ box is set to 1.). ĭouble-click on m23ab.mdl, so that the Model Extraction Options box comes up.Ĭhange the export path to your ‘New Module Project’ folder, and click OK. Open models.bif->Aurora Model, and scroll down until you find m23ab_01a.mdl. This next bit is a little more complex, so follow these instructions carefully. III.IV – Textures And Models And Walkmesh, Oh My! Now, open the vis tab, and select and extract m23ab.vis. Now, close the TGA Images tab, and open the Extra Texture Info tab.Īgain, scroll down until you reach m23ab_01a_lm0, and extract all seven files, from m23ab_01a_lm0.txi to m23ab_01a_lm6.txi, and then close the tab. Extract all of the files beginning ‘m23ab’, from m23ab_01a_lm0 to m23ab_01a_lm6 to the ‘New Module Project’ folder. Now, close layouts.bif and open lightmaps7.bif and scroll down until you find the files which have names beginning ‘m23ab’ – these are the lightmaps for our module. Ĭlick ‘Extract file’, and save it to the ‘New Module Project’ folder. Yes, there are a lot of options, but don’t panic!Ĭlick on layouts.bif, and select ‘Layouts’, then scroll down until you find m23ab.lyt. III.III – Lightmaps, Layouts And VisibilityĬlose the RIMs->Modules tree, and open BIFs. Extract both kas_m23ab.rim and kas_m23ab_s.rim into the folder ‘Module’ that you created in your ‘New Module Project’.
Go to RIMs->Modules, and select the name of your chosen module – for this tutorial, kas_m23ab.rim. Now, open up KotOR Tool, and select ‘KotOR I’. I would call this one ‘Module’, for clarity.
Open the folder, and create a new folder inside it. It’s best to choose something clear, so you can remember what’s in this folder later on. Call it anything you like – as an example, ‘New Module Project’. To start with, I recommend creating a new folder. It DOES cover module re-skinning, and what to do to make that re-skin apply only to your new module. This tutorial does not cover re-skinning, HEX-Editing, using KotOR Tool, or module editing. Note that while I've gone into sometimes rather too-great detail for most people, this is NOT an all-singing, all-dancing tutorial.
So I present to you a tutorial on this subject However, now such demand is increasing, and there aren't that many people who know exactly what to do. This is an area which has been somewhat overlooked in the past, I feel, partly because it hasn't been in much demand. Some understanding of module/GFF Editing and the files involved.Įver wanted your new module to be a little less same-y? Ever wanted to re-skin a module for your mod, but keep the original looking the same? Well, now you can!