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ok i figured out what i did wrong. the hex edit does work it's just the the game is expecting the texture to be a .tcp file not tga.so how the hell do you convert a tga2tcp :D also the icon is still messed up but im sure that can be fixed.

 

oh ya and i still can't make my new saber upgradable if anyone knows how to do that I would be grateful.

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Originally posted by T7nowhere

Ya thats wht i did. although the icon turning white was becuase of the model that I edited(also I changed the model name :rolleyes: ).when I deleted the model I changed it went back to normal.

I still think that the model is what points to the texture.

 

You're right, the model points to the different texture.

 

When I've edited 'w_dblsbr_007.mdl' for my custom doble-bladed lightsaber, I've found that:

- 'w_Dblsbr_007' points to the texture of the hilt

- 'Dblsbr_007' (without the 'w_') points to the texture of the icon

- 'w_lsabreturq01' points to the texture of the blade

 

When I edit the texture of the blade, leaving the name ('w_lsabreturq1.tga') the blade represent the changes with no problems.

 

But when I change the name of the texture ('w_lsabrefire1.tga') and ediit the MDL file to point to that texture, then the blade show the changes but without removing the black background.

 

So, I deduce that there is something, somewhere, that says "remove the black background of the next textures: w_lsabreblue01, w_lsabregold01, w_lsabregren01, w_lsaberpurp01, w_lsabrered01, w_lsabreturq01, w_lsabreyelo01". And as there is no mention of my new texture, then its black background remains.

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Hey Jules, thanks to your help, I think I think I have a solution to your problem. Since the black background isn't disappearing on the blade, simple make it a clear background. This is easy to do with either photoshop or fireworks (the 2 programs I use) and it *should* solve this problem. If it does, I want to thank you because you have solved my problem with custom blades and I can get ready to release my mod now :D

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Originally posted by T7nowhere

ok i figured out what i did wrong. the hex edit does work it's just the the game is expecting the texture to be a .tcp file not tga.so how the hell do you convert a tga2tcp :D

 

Yes!! I didn't remember thet sometimes the .tcp carries extra information. You don't need to convert the tga to tcp, just put a text-file with the same name as the blade-texture and the extension 'txi', and type the 'extra info' of the tcp.

 

For the blade texture the info is:

blending additive

decal 1

 

It works.

 

Well, another problem solved ;)

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Originally posted by BoL_Stryke

Hey Jules, what are you using to edit the mdl files to point to your custom saber textures? Also, what did you use to edit the tga file once you change it to tpc?

 

For edit the mdl's I use an hex-editor, Hexplorer (freeware).

And with the ImageViewer in last Fred Tetra's Kotor Tools you can see the 'extra info' of the tcp's files (you can see it also with the hex-editor). So I just convert the tcp in tga, edit tga with Photoshop, and add a new txi (made with the Notepad) file with the 'extra info'.

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The best (and pretty much only) way to make it upgradable is to copy the properties list from one of the game's upgradable lightsaber's uti file, to your new saber's uti file. Each property in that list tells how each crystal affects the saber. So it much easier just to copy the list than it is to try to add each property individually. ALSO, use an mdl file from an upgradable saber and edit it to make your saber. Non-upgradable sabers seem to have it specified in the mdl file as wel (ie malak's saber)

 

edit: I knew you were using a hex editor, I just needed to know where to get a good free one, but jules posted one so thanks for the help :D

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Originally posted by T7nowhere I don't mean to sound repeditive,but now how do I make my lightsaber upgradable. [/b]

 

I really don't know... yet ;) I made my custom double-bladed lightsaber not-upgradable because I read in a thread (the one talkin about making Malak's lightsaber upgradable, I think) that there was a problem when you changed the colour crystal. Besides, I've buffed my saber with enough features to don't need to upgrade it :D

 

But to begin with that mater, I will start making diferent copies of your custom saber, each one with one of the different colour crystal of the game. And puting in every on of them the upgradable features that provides the other crystal. Just take a look to one of the sabers of the game and see how that is made.

 

After that... I don't know :confused: But I'm sure that someone will come out with the answer sooner or later :p

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Originally posted by BoL_Stryke

See my post above, it tells how to make a saber upgradable. I am not sure how well it works with these custom sabers, as I have yet to test it because I am still trying to get mine in-game.

 

Ok i figured out how to get a custom saber to upgrade lol it was right in front of my nose all you have to do is make a new crystal and write a new line the upcrystals.2da to refferance your crystal name and the name of your lightsaber. then drop your files in override. :) done

 

Funny thing is I knew i had to do this yesterday but in the confusion I simply forgot about it.

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Originally posted by BoL_Stryke

Okay, I cannot get my saber working in-game. Can either of you send me your custom sabre so I can look at the files and see where I went wrong? I edited the mdl file, did the new textures, made the uti file and did everything posted, yet for some reason it still doesn't work. :mad:

 

Is it crashing to desktop. to get the renamed model to work you also have to add the mdx file of the model and name it the same as the model. in my case the mdl is w_lghtsbr_009.mdl and mxd is w_lghtsbr_009.mdx renameing the mxd is as far as you have to edit it.

 

I also added a new line in baseitems.2da for my saber and upcrystals.2da for the crystal.

 

I think I may have made more changes to get my saber to work than i needed to so I will go though and make another later and get rid of the excess.

 

here are some pics of my saber :)

http://images.fotopic.net/?id=2600510&outx=600&noresize=1&nostamp=1

 

http://images.fotopic.net/?id=2600507&outx=600&noresize=1&nostamp=1

http://images.fotopic.net/?id=2600509&outx=600&noresize=1&nostamp=1

http://images.fotopic.net/?id=2600508&outx=600&noresize=1&nostamp=1

 

It's not pretty but it works :)

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Originally posted by BoL_Stryke

Hmm, what did you use for Model Variation in your saber uti file-what number goes there?

 

you use the number of your model. I stayed with the games system as much as possible the model that I used was w_lghtsbr_007.mdl I renamed it to w_lghtsbr_009.mdl and so ModelVariation is 9.

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Well, its semi-working now. I guess I will keep messing with it.

 

EDIT: Okay, I give up. Can someone send me their files for their saber so I can see what I am messing up? I added my saber as a new baseitem and everything, yet it just will not work right. It will not upgrade and the nextures do not turn out right and I have done everything this thread said to do.

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Here is my method to build a lightsaber If anyone knows of an easyer way I would like to know.

 

edit: Unless you put you saber into the game by adding it to a store or box you will have to use the giveitem cheat so it would look like this in the consol "giveitem yourweapon " without the quotes. the name of the weapon would be its file name.

 

Ok fist thing to do is collect the files you need.(I must warn you I am not a very good teacher so

 

if anything doesn't make sense jusst ask me.)

-upcrsystals.2da :bifs/2da.bif/upcrystals

-w_lght_xxx.mdl :Bifs/items.bif/w_lght_xxx.mdl (xxx reprsents the model #)

-w_lght_xxx.mdx :Bifs/items.bif/w_lght_xxx.mdx

-iw_sbrcrstl_xxx.tga:ERFs/texturepacks/swpc_tex_gui.erf/iw_sbrcrstl_xxx.tpc

-iw_lghtsbr_xxx.tga :ERFs/texturepacks/swpc_tex_gui.erf/iw_lghtsbr_xxx.tpc

-g1_w_sbrcrstlxx.uti:BIFs/templates.bif/g_w_sbrcrstxx.uti

-g1_w_lghtsbrxx.uti :BIFs/templates.bif/g_w_lghtsbrxx.uti

-w_lsabreturq01.tga :ERFs/swpc_tex_tpa.erf/w_lsabreturq01.tpc

-w_lsabregoldxx.txi(you need to create text doc and add: blending additive )

decal 1

 

 

ok lets build a lightsaber(you can do this by useing Fred Tetra's kotor Tool

 

lucasforums.com/showthread.php?s=&threadid=121572 and GFF Editor

 

1.open the Lghtsbr.uti in GFF editor( KT now has a native uti editor. so just double click the file)

 

(this will refer to dialog.tlk)

LocalizedName: the # in STRREF box refers to the dialog.tlk

 

 

ModelVariation = (the number of the saber model )sinse I chose MotF the number is 8 I will change

 

this to 10

Tag: same as file name create unique name

TemplateResRef: same as file name create unique name

 

ok done. save.

 

2.open sabercrystal .uti in GFF editor

The only thing you have to change is

 

Tag: same as file name create unique name

TemplateResRef: same as file name create unique name

 

ok done. save.

 

3.now we open the mdl in a hex editor in my case the file is w_lghtsbr_008.mdl we can rename this later.( the best model to use for the lightsabers is w_lghtsbr001.mdl, w_dblsbr_001.mdl, w_shortsbr_001.mdl)

 

The lines you need to change is this. (is done to point the Lightsaber mdl to your skin) These numbers will vary depending on the model.( just scan down the file until you see the texture name)

 

00004470=w_lsabreturq01 change to w_lsabreturq02

00006670=w_lsabreturq01 change to w_lsabreturq02

00008880=w_lsabreturq01 change to w_lsabreturq02

0000aa80=w_lsabreturq01 change to w_lsabreturq02

 

ok done.hit ctrl+s then close the hex editor

now rename the .mdl and .mdx to the lightsabers ModelVariation which is 10 ie* w_lghtsbr_010.mdx

 

w_lghtsbr_010.mdl

 

4.next rename the w_lsabreturq01.tga to w_lsabreturq02.tga. now create a text doc and write:

 

blending additive

decal 1

 

and save as w_lsabreturq02.txi (this file name must have the same name as the texture file or the skin will not work right.(make sure it only has the txi extension and not the the txt as well)

 

5.now you need to edit upcrsystals.2da . Open upcrystals.2da this where you add your crystal to the list of game color crystals

 

{row label} label template shortmdlvar longmdlvar doublemdlvar

 

#of line (your sbrcrystl) (your crystlfile name) (row for srtsbr) (row for normal) (row double)

 

 

You need to place the file name of your saber in the appropriate collum depending on the saber you chose.if your not going to make all 3 versions of sabers for your crystal then you need to type **** in the spaces your not useing. (side note you can also use the crystals in other sabers as long as the saber is in your upcrystals.2da

 

6.and last reskin the textures to your likeing and save them. Drop the files in override and

 

your new saber should work. I have used this method a few times now with success :D:atat: :atat: :fett::jawa:atat: :atat:

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Originally posted by BoL_Stryke

Okay, I give up. Can someone send me their files for their saber so I can see what I am messing up? I added my saber as a new baseitem and everything, yet it just will not work right. It will not upgrade and the nextures do not turn out right and I have done everything this thread said to do.

 

Take a look to the Jules Windu's saber in here

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Hey Jules, if I read the Spanish correctly, your website is temporarily inaccessable do to too much data transfer or something like that, just so you know. I guess I will take a look once it is back up. But I think with T7's rather involved post, i should be able to get it now. THanks once again to both of you. :D

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Originally posted by BoL_Stryke

Hey Jules, if I read the Spanish correctly, your website is temporarily inaccessable do to too much data transfer or something like that, just so you know. I guess I will take a look once it is back up.

 

:eek: Sith spawn!! Take it easy boys and girls! You're going to colapse the server! :D

 

I have no problem with the web now. But who knows. With all the 'Mydoom' thing maybe the servers are having troubles with the data transfer.

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