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How to modify an armor?


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Originally posted by Darth333

nice post T7! :)

 

And to think Fred Tetra programed all that so we can do it in KT's item editor in just a few clicks. before that I needed to have like 20 2da's open just to add properties :)

 

Thanks Fred. :D

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I only have 1 question, what does this do:

Param1[bYTE] =255

I was able to make myself the +10 charisma with the GFF by looking to your tutorial to increase saber dmg.

Now I'm curious to know what that do cuz in my one I didnt added that thing and it worked anyway.

Another question is how do I organize the stats ?

Cuz if I get an already modded armor and add another thing the last thing I add will be show as last in the game.

How do I change that?

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I only have 1 question, what does this do:

Param1[bYTE] =255

 

That is pretty much obsolite ,it is only refered to in itempropdef.2da a couple of times, so it should be set to 255.

 

Another question is how do I organize the stats ?

 

thats easy what ever property you want first is the one you add first and so on.

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Ok to do this

 

1 : You must use the cut scene model to be maskless Mono_Giganto’s mod will work

nicly here. I should also mention there are 2 models to use here one for males and one for females.

 

2: You need a good understanding of Photoshop or another paint program,

 

3: To remove the cape you will need an understanding of alpha channels and shaders how the shaders work, The first thing is that by using the shader as an alpha transparency you will no longer have any shine in these robes, just so you know. So anything that is normally nice and shiny will be dull and drab. The reason for this is we will use the alpha channel to make the cape disappear. It is however only gone from sight, it is still part of the model so it displays a cast shadow when you have shadows on. And you will still notice the lofty camera. I have given many in-depth responses to alpha s and you can find them both bellow you will also need a shader to get the transparent cape my good friend Seprithro is the master mind behind that. I came across a nifty shader in the game called blending punchthrough, this is used on the hairy beasts in the game and was used to get the results wanted with the alpa channel. What this shader does is virtually make a hole in some thing thus the name punchthrough in this case we will use it to remove the cape

 

the shader code is :

 

-----------------------------------------

blending punchthrough

-----------------------------------------

Copy and paste what is in side the dodtted lines to notepad to make your shader. Save it as the same name as the .tga you are working with. But use .txi instead. You will have to manually type that in . not txt if you have created the proper alpha channel then that should do it. To make this work you may have to open the appearance.2da file and change envmap node to default.

 

 

Alpha channel tutorials

 

http://www.lucasforums.com/showthread.php?s=&threadid=126716 post 9

 

http://www.lucasforums.com/showthread.php?s=&threadid=126124 post 5

 

I hope this helps.

 

svösh

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