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Droid Factory from Mustafar
#1
How do I get my hands on the .iff for the Droid Factory from Mustafar? I know it's got to be floating around this community somewhere. I'm actually surprised Mustafar and Kashyyyk are not incorporated already, with a few tweaks to avoid the instances of course.
 
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#2
All the NGE files are in the NGE .tre's (You need .tocs to open past patch_18). They're not unicorns that might or might not exist in the wild. :p

You won't see a Mustafar or Kashyyyk port, unless it's done by Sytner, as there are differences in the way they were made (version 15 vs version 14 which was used in PreCU).
 
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#3
1: Done did the pre-cu kash.
2: Did the CU kash conversion but it is stupid as they are segmented and currently in core3 there isn't that kind of instancing. We agreed (Sytner and I ofc) that Kash just needs recreated when his tool is done.
3: Mustafar is a dumb railroad planet and needs remade.
4: Look at nge tres. It's probably in object/building/blah/blah/blah
 
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#4
(2015-05-25, 04:19 PM)Phoenix Wrote: It's probably in object/building/blah/blah/blah

<3
 
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#5
(2015-05-25, 03:36 PM)Timbab Wrote: All the NGE files are in the NGE .tre's (You need .tocs to open past patch_18). They're not unicorns that might or might not exist in the wild. :p

You won't see a Mustafar or Kashyyyk port, unless it's done by Sytner, as there are differences in the way they were made (version 15 vs version 14 which was used in PreCU).

Awesome, thanks Timbab...is there a repository here for those additional .tre files, not sure if I have the NGE tre files or not.
 
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#6
I recommend downloading projectNGE. Easiest way imo. That's how I did it.
 
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#7
I just downloaded the 6 zip files with all of the game files onto my desktop for further reference. You mentioned needing .TOC files that aren't currently available to open anything past patch_18 so can I just add 18-17 to my devenv or will that cause issues? I think mine stops with patch 14.
 
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#8
To add some color, maybe a tad off spectrum, but color nonetheless...

All the NGE content will be in the .toc files. I haven't tried synter's tools on them, but if it won't open and work with the .toc files, then swgExplorer will. I'd bet the farm that synter's tool will work with the .toc files just fine tho.

I think what they were referring to, is that you cannot just plug a .toc file into the .tre directory and expect it to work like the first 18 patches work. they have different formats to their content. what you do, is open the .toc file, pull out the resources you need, the start converting them to the older version where necessary, then re-wrap them into a .tre archive. after that you should be g2g.

I used copious NGE content a couple years ago with my single play server project. all the houses, several NPC's & vehicles, etc... but just adding the .toc, and rescripting the core won't work. You have to extract the assets, and repackage them at a minimum.

As I recall anyway, it has been two years and I'm starting to get old...

-Duff
 
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#9
I think Phoenix meant ProjectSWG, easy typo to make. They have their full NGE client to download, if you use their launcher. I'd do that, as it supplies the TOCs.

http://www.projectswg.com/

As you should be aware by now, Bats, we also have these threads:
http://www.modthegalaxy.com/forums/threa...collection
http://www.modthegalaxy.com/forums/threa...re-archive

But it's probably the best if you just stick to using SOE TOCs and the PSWG install, as it's more user friendly.

Also, yup as duff said, SIE works with TOCs (and my custom TOC history, etc), so please don't download swgExplorer or the like, they're tools from another era. :p

You just simply have to turn it on in the config (manually now until a Option window gets added).

Also, Bats,, to understand TOCs and the need for them, you can read the intro to my TOC history thread.
 
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#10
^ Exactly what I meant. Sorry yea... ProjectSWG Tongue And don't hate on SWGExplorer. That was the stuff back then Tongue
 
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