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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Help. MOTS hud.
Help. MOTS hud.
2002-11-17, 7:41 AM #1
HI there. I have a 15" monitor, and when I play MOTS(and JK) at 1024 X 768, I can't make out my health or shields.

But I was playing TOAM1, and the new HUD is easy to read. Is there any way I can import this HUD to the regular MOTS levels(and maybe JK also?).

Thanks!
2002-11-17, 7:46 AM #2
Is it too small? Try lowering your (in game) resolutiong to something like 800x600.

[This message has been edited by Dash_rendar (edited November 17, 2002).]
2002-11-17, 8:13 AM #3
Sure, you can export it. Its under /misc/ui, I believe...
And when the moment is right, I'm gonna fly a kite.
2002-11-17, 8:47 AM #4
Uhh.. I don't want to lower the resolution, it doesn't look as good.

I did go to MISC, but I can't find it. Can anyone direct me how to get that HUD?
2002-11-17, 9:01 AM #5
nonono, the files are in the JKMsndLO.goo under ui\bm

Sheldon.... you wouldn't happen to be from Datamaster's and XWLegacy would you?
-Hell Raiser
2002-11-17, 10:11 AM #6
I still can't find it. Could you direct me from top down how to locate it? Is it here at the Massassi Temple? Under downloads?

No, I wasn't at an XWING place. But I have posted at DF-21.net, the biggest site for Dark Forces. In fact, I co-foundered the site(as Dark Forces 1999) with Kevin years ago, then Kevin took over. I had the avatar of Wandering Jedi back then.

I really like MOTS and find it more like Dark Forces than Jedi Knight.

[This message has been edited by Sheldon (edited November 17, 2002).]
2002-11-17, 10:46 AM #7
C:\Your\Mots\Dir\Resource\JKMsndLO.goo

Open it up and extract the bms.
-Hell Raiser
2002-11-17, 10:54 AM #8
Uhhh.. I don't know how to extract it(and then how to I replace the hud with the one from TOAM1?).

I really don't know much about the technical aspects of editing. In fact, when Dark Forces 1999 was founded, Kevin did the technical stuff, I handled the ideas and people stuff.

If sometime you have the time, I would appreciate the instructions. Remember, I want to replace the "standard hud" in ALL my levels with the one from TOAM1, which is easier for me to read.

Also, would that hud be playable in Jedi Knight maps without MOTS? That would be cool.

Thanks again for your help.
2002-11-17, 10:58 AM #9
You need ConMan. I believe it's under Programs here at Massassi.
一个大西瓜
2002-11-17, 1:40 PM #10
I looked at programs, but I don't see ConMan.
2002-11-17, 2:14 PM #11
ConMan is short for Container Manager.


Here's a link.

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Last week I cudn't evn spel grajuat, but now I is one.

*Takes out his blaster and fires shots at the wall, the blastmarks leave the words "STROOPER WUZ 'ERE!!!"
2002-11-17, 2:57 PM #12
You don't need to go into that file. What you need to do is use Conman to extract the HUD from TOAM1. You will then need to make a patch with it and run it in patch commander any time you start MotS.

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Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
2002-11-19, 6:19 AM #13
Does the Jedi Knight Patch Commander work with MOTS?
2002-11-19, 6:22 AM #14
Yes. Go to 'Game', and select 'MotS'...
And when the moment is right, I'm gonna fly a kite.
2002-11-25, 6:59 AM #15
I got ConMan, but I have no idea how to get the HUD from TOAM1. I tried New COntainer, then pointing to the TOAM1 GOO, and created a container from TOAM1 somehow.

But I couldn't get to see any of the internal components. Hey, I don't do any editing. This should be a cinch for ANYONE who has done some editing.

Can anyone fetch me the TOAM1 HUD? And maybe give me an easy way to run it(though I might have better luck with patch COmmander than I did with ConMan).

Well, if anyone could help I would appreciate it. Thanks.
2002-11-25, 4:15 PM #16
Don't tell it new container. Tell it open container and look inside the toam 1 .goo file.

------------------
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
Have Lightsaber Will Travel JK Editing tips, troubleshooting information, resources and more.
www.swgalaxies.net For all your Star Wars Galaxies needs
The Massassi A SW Galaxies Player Association
2002-11-25, 6:56 PM #17
Thanks MikeC. I'm one step closer. I did open the TOAM1 goo, and see several catagories of elements.

Can someone tell me which catagory the HUD would be in?

I see cog, mat, key, pup, sud, spr, bm, sft.

Please have patience with me. I have not done any editing, I just enjoy playing the game. Grabing that HUD would enhance my playing pleasure in MOTS and hopefully JK.

BTW, would that TOAM1 HUD play in JK outside of MOTS?
2002-11-25, 9:59 PM #18
Extract the files from the bm section into a folder inside your resource directory called ui\bm
Team Battle.
2002-11-26, 1:34 AM #19
Under Jedi Knight\Resource I see no subdirectories, but 2 container files Res1h and Res2.

Under Mots\Resource there are 2 container files Jkmres and JkMsndL0.

Do I create further subdirectories ui and then bm?

And PLEASE I'm not posting this to hear myself talk. Like I said, I just play the game and don't have experience in editing. I am gratefull for any help here. I just want to be able to see the health and shields on my tiny monitor.
2002-11-26, 6:38 AM #20
OK, it appears that in the ToaM1.goo ConMan breaks down directories and there is a ui\bm where the 4 files I need is:
sthealth16.bm
stshield16.bm
statusleft16.bm
statusright16.bm

I noticed that JKMsndL0 is also broken down by ConMan into a ui\bm where the same 4 files, along with others, are found.

So I would assume all I need to do is permenantly replace the four in JKMsndL0 with the four from ToaM1. Then any MOTS level without its own HUD mod will run with the TOAM1 HUD.

But I can't see how to do this with ConMan. I tried to select, copy, then paste, but nothing happened.

Someone PLEASE help me with this(hopefully) last step.

Also, since I don't see those files in JK(Res1h and Res2), am I right to assume there is no way to modify JK to run this HUD?

Thank you everyone for your help.



[This message has been edited by Sheldon (edited November 26, 2002).]
2002-11-26, 9:57 AM #21
In conman goto files\extract files to get files out. (NOTE: WHERE I WRITE .GOB IT IS ALSO A .GOO)

If the directories dont excist, then create them yourself.

If you want to make a .gob file with just the hud files in in, then extract the hud files (bm), create a new .gob (file\new) then drag the bm files into conman window (the ones you just extracted) and it will put them in the right place. Next open the .gob with patchcommander and launch jk/mots.
Team Battle.
2002-11-26, 10:41 AM #22
Is there any way to simply replace those 4 files with the ones from TOAM1?

If I could see the ui\bm directories in windows explorer, I think all I would have to do is copy, then overlay the four files.

In other words, I would like to avoid learning Patch Commander and just permanently change the files.

If this can't be done, I'll get out Patch Commander and see if I can get it to run, after creating a goo with just the four files(I think that is what I have been instructed to do).
2002-11-27, 12:33 PM #23
PLEASE help.

This is what I did. I found out that you can drag and drop items in ConMan, but from ConMAn to windows explorer. So I moved the 6 .bm items to a directory. Then I created a new container called HUD with just the six items from TOAM1.

I got Patch Commander, and read some of the stuff. Seems that if you use -path with a goo of just the patches, it should work. I created a directory called hud in my MOTS directory, and ran MOTS with -path hud. Nothing, the same old HUD.

So then I used Patch Commander, and activated the goo, and told it to run MOTS. STILL the same old HUD.

Can someone give me a hint what to do? One thing, in patch commander, the HUD goo read "unknown" type. Why, I don't know. It is a container with 6 bm's. And the suffix is goo.

I really would appreciate any help here.




[This message has been edited by Sheldon (edited November 27, 2002).]
2002-11-29, 7:20 AM #24
can i adopt you as my grandfather sheldon?
2002-11-29, 8:59 AM #25
Ha Ha. You must come from the DF-21 board.

Well, I pleaded there too about the HUD. Instead of complaining that I might have a few years on you, could you help me with this (*^%( HUD?

I suspect that just having a container that contains 6 bm's is not sufficient to make a patch.

I could e-mail you the container I made, and someone run Patch Commander with it, and tell me what I need to do. Perhaps some kind of prefix block is needed, I don't know. The Patch Commander FAQ mentioned it doesn't contain info for making a patch, only for running one.
2002-11-30, 6:00 AM #26
i can tell you how its not done, if thats worth anything to you.

don't rename the *.goo file to *.gob and try to run it in JK.

JK crashed on me, everything went to 640*480 256 colours and now i've restarted but my colours are still funny... and my modem is hissing.
2002-12-07, 4:57 AM #27
Someone at the Admiral's Command Chamber just gave me the answer, and I got it working.

You don't need Patch Commander at all. Just create new subdirectories under mots\resource ui\bm and stick the 6 naked bm's there. No Goo's, or running with PAtch Commander.

MOTS will look first there for bm's before going to JKMsndL0.
2002-12-07, 5:04 AM #28
That's true, but you won't be able to play on the zone anymore. It will create a checksum error.

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2002-12-08, 6:18 AM #29
nah it won't, i ran did that the other night and it worked on a lan
2002-12-08, 7:01 AM #30
You sure? That's strange...

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"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)

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