Tags: Obsidian Entertainment; Star Wars: Knights of the Old Republic 2: The Sith Lords
We have <A href="http://www.rpgcodex.com/content.php?id=103">an interview</a> with <A href="http://www.obsidianent.com">Obsidian</a>'s <b>Frank Kowalkowski</b> about his part of the programming on <A href="http://www.lucasarts.com/games/swkotor_sithlords/">Knights of the Old Republic 2</a>. Here's a little bit about the mod tools:
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<blockquote><b>8) Many fans have been asking for mod tools for KOTOR 2. Several RPGs in the last few years have shipped with editors (Neverwinter Nights, Morrowind, Arcanum, etc.). I'm betting that the tools that you've worked with aren't as polished and friendly. Would a Neverwinter Nights module-maker be in for a shock if presented with the tools that you're using for The Sith Lords?</b>
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FK: The Sith Lords levels are all pre-lit and exported from MAX. This already adds a level of complexity not seen in Neverwinter Nights and would remove the ability to create levels for most people. There are dozens of similarities between the engines, but just as many differences. No, I don’t think it would be a ‘good thing’ to release the toolset as it currently exists.</blockquote>
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So yes, it does sound like there would be a little bit of a shock there.
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We have <A href="http://www.rpgcodex.com/content.php?id=103">an interview</a> with <A href="http://www.obsidianent.com">Obsidian</a>'s <b>Frank Kowalkowski</b> about his part of the programming on <A href="http://www.lucasarts.com/games/swkotor_sithlords/">Knights of the Old Republic 2</a>. Here's a little bit about the mod tools:
<br>
<br>
<blockquote><b>8) Many fans have been asking for mod tools for KOTOR 2. Several RPGs in the last few years have shipped with editors (Neverwinter Nights, Morrowind, Arcanum, etc.). I'm betting that the tools that you've worked with aren't as polished and friendly. Would a Neverwinter Nights module-maker be in for a shock if presented with the tools that you're using for The Sith Lords?</b>
<br>
<br>
FK: The Sith Lords levels are all pre-lit and exported from MAX. This already adds a level of complexity not seen in Neverwinter Nights and would remove the ability to create levels for most people. There are dozens of similarities between the engines, but just as many differences. No, I don’t think it would be a ‘good thing’ to release the toolset as it currently exists.</blockquote>
<br>
<br>
So yes, it does sound like there would be a little bit of a shock there.
<br>