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ForumsJedi Knight and Mysteries of the Sith Editing Forum → goo to gob conversion?
goo to gob conversion?
2004-08-07, 5:38 PM #1
is there a way to convert goo to gob files and vice versa. any response would be appreiciated
2004-08-07, 5:59 PM #2
extract everything from a goo and then repack it into a gob. or I guess you might be able to just change the filename... as far as I know they're the same thing.

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2004-08-07, 5:59 PM #3
If your thinking of putting mots material into jk then its illegall. However if not I belive conman will do the trick.

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2004-08-07, 6:04 PM #4
conman? i'm kind of new to all this and this is my first post
2004-08-07, 6:07 PM #5
i already tried to change the file name it didn't work i'm trying to load episodes from mysteries of the sith to jedi knight. should i be trying to do the opposite? like move all my jedi knight files over to mysteries of the sith
2004-08-07, 6:45 PM #6
Quote:
<font face="Verdana, Arial" size="2">Originally posted by a_person:
If your thinking of putting mots material into jk then its illegall.</font>
I don't think it's illegal unless he distributes the 'modification' in any way.

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2004-08-07, 6:56 PM #7
I'm no expert, but I don't think it can be done because of the differences in the two games. Like I said, I'm no expert, so I could be wrong.

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2004-08-07, 7:21 PM #8
You can exchange the resources for the two games, but to do MotS -> JK is illegal, period, no exceptions. JK -> MotS is OK because you must own JK for MotS to be installed. MotS levels won't run in JK because MotS has new cog verbs, colored lightning, and some tweaks to the engine.

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2004-08-08, 3:25 PM #9
You could easily use Conman to extract certain files from a mod, [Ones compatible with jk] and then load them into a new container file [made with the same program] with a .gob filetype.

If you're trying to do levels, use JED [Currently down] and open the level as a MotS level. Change all of the lights color values to nothing, and take off any and all mats that aren't in MotS. Resave the .goo. Now, I'm assuming this will work, but it may require more work [If it does, tell me and I'll do some experiments with changing values via text editor], but place the files in the .goo into a .gob, just like you would do with a mod. Load it into JK, and if it gets any errors, delete the erenious mats/cogs/flags/lights.

JediKirby

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2004-08-08, 3:55 PM #10
JK != MOTS

All JK stuff will function in MotS, but not necessarily vice-versa. MotS is newer and has extra things (such as Playeraction for cogs) that JK doesn't recognize

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2004-09-05, 2:03 PM #11
sorry i meant jk levels to mots my mistake
2004-09-05, 9:32 PM #12
Wow fast response time.
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Rangi
2004-09-05, 9:37 PM #13
.goo's and .gob's are exactly the same -- the only difference is the filename extension.
(the only exception is if you're talking about a Dark Forces GOB... but I don't think you'll have to worry about that ;) )

Now, yes it is possible to convert JK levels to MotS, but as was mentioned, MotS to JK is not necessarily going to work (and as was also stated, porting a MotS level to JK would hold a 99.9% chance that there is a copyright violation)
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2004-09-06, 12:29 AM #14
Ignoring legality, JK and MotS JKL format is slightly different. I tried to hex edit (yeah yeah, leave it be) the MotS executable to load the JK resources, and open up the new features (cog verbs and such) to be usable in JK, but the difference in JKL format was a roadblock. The difference is small, and hard to find (an extra value at the end of each line in one section of the JKL) but it prevents JK's JKLs from working in MotS.

QM

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