override367 Posted June 16, 2004 Share Posted June 16, 2004 what is the easiest way to remove the masks ingame graphic? I want the icons to still be there, but I want to be able to equip any mask and have no visible change in my character (I hate how they look) I could do this, but my method is far slower than it probably could be, so what would be the easiest way to do this? Link to comment Share on other sites More sharing options...
svösh Posted June 17, 2004 Share Posted June 17, 2004 ALPHA CHANNEL 100 % black on the entire channel. and .txi code: ------------------------------------- blending punchthrough ------------------------------------- no doted lines C & P this to notepad save as the same name as the .tga but manually change .txt to .txi you know the drill svösh Link to comment Share on other sites More sharing options...
cchargin Posted June 17, 2004 Share Posted June 17, 2004 Hello all, Another option is to use kotor tool to extract the following models: i_null.mdl i_null.mdx and rename them to the same name as the model you want to have invisible. So, if you wanted to get rid of the verpine headband model, just rename them to: i_mask_011.mdl i_mask_011.mdx Then throw them into your override folder. All the benefeits, none of the polygons! Link to comment Share on other sites More sharing options...
whitguy Posted November 15, 2004 Share Posted November 15, 2004 why would you want the mask invisable why dont you just make your own costum mask? ___________________________ FIRST THIS THEN THIS HAHAHAHA ___________________________ Link to comment Share on other sites More sharing options...
Darkkender Posted November 15, 2004 Share Posted November 15, 2004 why would you want the mask invisable why dont you just make your own costum mask? please refer to the first paragraph of his post. Originally posted by override367 what is the easiest way to remove the masks ingame graphic? I want the icons to still be there, but I want to be able to equip any mask and have no visible change in my character (I hate how they look) I could do this, but my method is far slower than it probably could be, so what would be the easiest way to do this? read the bold itallic portion. He hates how they look whitguy thats why. Link to comment Share on other sites More sharing options...
Darth333 Posted November 15, 2004 Share Posted November 15, 2004 Err...nice to see you search the forums but please look at the date of the last post before continuing a discussion. You just revived a long dead thread... I have no problems when people revive old threads to ask a relevant modding questions in relation with what has been discussed in the thread but not to simply continue a general discussion. Link to comment Share on other sites More sharing options...
Koshir0 Posted December 23, 2004 Share Posted December 23, 2004 I know this has been discussed already (http://www.lucasforums.com/showthread.php?s=&threadid=130058), but I still do not understand what to do. Could anyone give me clear instructions on how to do this? I appreciate the help. Link to comment Share on other sites More sharing options...
RedHawke Posted December 23, 2004 Share Posted December 23, 2004 Koshir0, You would have been better served by posting this in that thread and bumping the old thread, than starting another one. And Cchargin states in that thread how to make masks invisible in game by; Hello all, Another option is to use kotor tool to extract the following models: i_null.mdl i_null.mdx and rename them to the same name as the model you want to have invisible. So, if you wanted to get rid of the verpine headband model, just rename them to: i_mask_011.mdl i_mask_011.mdx Then throw them into your override folder. All the benefeits, none of the polygons! So what Cchargin is saying is in KT find and extract the i_null.mdl and i_null.mdx to wherever you want. Then rename multiple copies of these files to the following i_mask_001.mdl and i_mask_001.mdx through i_mask_014.mdl and i_mask_014.mdx giving you a total of 28 .mdl and .mdx files. Copy these files to your KOTOR override and you are done. Link to comment Share on other sites More sharing options...
Koshir0 Posted December 23, 2004 Share Posted December 23, 2004 Originally posted by RedHawke Koshir0, You would have been better served by posting this in that thread and bumping the old thread, than starting another one. And Cchargin states in that thread how to make masks invisible in game by; So what Cchargin is saying is in KT find and extract the i_null.mdl and i_null.mdx to wherever you want. Then rename multiple copies of these files to the following i_mask_001.mdl and i_mask_001.mdx through i_mask_014.mdl and i_mask_014.mdx giving you a total of 28 .mdl and .mdx files. Copy these files to your KOTOR override and you are done. Sorry for not posting in the older thread RedHawke. Ok, but where in KT do I find i_null.mdl and i_null.mdx and where do I extract it? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted December 23, 2004 Share Posted December 23, 2004 Originally posted by Koshir0 Sorry for not posting in the older thread RedHawke. Ok, but where in KT do I find i_null.mdl and i_null.mdx and where do I extract it? BIFS > items.bif > Aurora Model > i_null.mdl BIFS > mdx > i_null.mdx For safety extract them to a temp folder, then re-name the null files to the name of the mask you're replacing (spelling very important, must be exact). Once you've renamed them, drop them in your override. Click OK to overwrite the existing .mdl & .mdx files of the mask(s) you want to be invisible and voila! Be sure to backup the exisiting .mdl & .mdx files you're going to replace....just in case Link to comment Share on other sites More sharing options...
Koshir0 Posted December 24, 2004 Share Posted December 24, 2004 Thanks for the help ChAiNz.2da and RedHawke. And one more question: what is the .mdl and .mdx file for Circlet of Saresh? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted December 24, 2004 Share Posted December 24, 2004 Originally posted by Koshir0 Thanks for the help ChAiNz.2da and RedHawke. And one more question: what is the .mdl and .mdx file for Circlet of Saresh? No problem...ENJOY! MASKS g_i_mask01 - Light-scan Visor - g_i_mask02 - Motion Detection Goggles - g_i_mask03 - Bothan Perception Visor - g_i_mask04 - Verpine Ocular Enhancer - g_i_mask05 - Bothan Sensory Visor - g_i_mask06 - Vacuum Mask - g_i_mask07 - Sonic Nullifiers - g_i_mask08 - Aural Amplifier - g_i_mask09 - Advanced Aural Amplifier - g_i_mask10 - Neural Band - g_i_mask11 - Verpine Headband - g_i_mask12 - Breath Mask - g_i_mask13 - Teta's Royal Band - g_i_mask14 - Sith Mask - g_i_mask15 - Stabilizer Mask - g_i_mask16 - Interface Band - g_i_mask17 - Demolitions Sensor - g_i_mask18 - Combat Sensor - g_i_mask19 - Stealth Field Enhancer - g_i_mask20 - Stealth Field Reinforcement - g_i_mask21 - Interface Visor - g_i_mask22 - Circlet of Saresh - g_i_mask23 - Pistol Targeting Optics - g_i_mask24 - Heavy Targeting Optics - g1_i_mask01 - Advanced Bio-Stabilizer Mask - g1_i_mask02 - Medical Interface Visor - g1_i_mask03 - Advanced Agent Interface - geno_visor - GenoHaradan Visor - ::EDIT:: DOH! Scratch that...those are the cheat codes I believe it's i_mask014.mdl & i_mask014.mdx **tip - open the .uti files for the mask (since I posted the cheat codes, should be simple enough ) and look at the model variation...that will give you the proper .mdx & .mdl files to extract/use.... @RedHawke Boy ChAiNz you really went to town... go ChAiNz... go ChAiNz... go! hehe... my iTunes was playing Digital Underground's "Humpty Dance"... nostalgia is the best thing for 'support' replies Link to comment Share on other sites More sharing options...
RedHawke Posted December 24, 2004 Share Posted December 24, 2004 Originally posted by Koshir0 Sorry for not posting in the older thread RedHawke. It's all right... I just posted that for future refrence. We all got to start somewhere right? Originally posted by Koshir0 Thanks for the help ChAiNz.2da and RedHawke. You are welcome! Now go forth Koshir0 and bend the game of KOTOR to your will! [insert Evil Laugh Here] Boy ChAiNz you really went to town... go ChAiNz... go ChAiNz... go! Link to comment Share on other sites More sharing options...
Darkkender Posted December 24, 2004 Share Posted December 24, 2004 Originally posted by RedHawke Koshir0, You would have been better served by posting this in that thread and bumping the old thread, than starting another one. Just an FYI Redhawke the old thread could not be bumped because the last person who bumped it got it closed for asking questions not relevant to modding. Originally posted by Darth333 on the thread listed at top in the final post Err...nice to see you search the forums but please look at the date of the last post before continuing a discussion. You just revived a long dead thread... I have no problems when people revive old threads to ask a relevant modding questions in relation with what has been discussed in the thread but not to simply continue a general discussion. Link to comment Share on other sites More sharing options...
Mono_Giganto Posted December 24, 2004 Share Posted December 24, 2004 Originally posted by ChAiNz.2da I believe it's i_mask014.mdl & i_mask014.mdx I'll confirm that for you, i_mask_014.mdl was the model I used to test all of my failed helmet models. Link to comment Share on other sites More sharing options...
Koshir0 Posted December 24, 2004 Share Posted December 24, 2004 Thanks alot guys for the help. I got it working now. Link to comment Share on other sites More sharing options...
RedHawke Posted December 24, 2004 Share Posted December 24, 2004 ^^^^ I'm glad you got it working! PS: I really don't like most of the KOTOR headgear either! Originally posted by Darkkender Just an FYI Redhawke the old thread could not be bumped because the last person who bumped it got it closed for asking questions not relevant to modding. Actually... yes it could Darkkender, a simple PM to any Holowan Moderator would have gotten that thread unlocked so he could post his relevant to that topic question there. That is what Moderators are for, and I'm sure they would have no problems with a request like that. Link to comment Share on other sites More sharing options...
Darkkender Posted December 25, 2004 Share Posted December 25, 2004 Originally posted by RedHawke Actually... yes it could Darkkender, a simple PM to any Holowan Moderator would have gotten that thread unlocked so he could post his relevant to that topic question there. That is what Moderators are for, and I'm sure they would have no problems with a request like that. I was not aware of that. Or more to the point I haven't thought of that in the past. By the way I like the new Avatar. Is that from Babylon 5, one of the shadows? Link to comment Share on other sites More sharing options...
RedHawke Posted December 26, 2004 Share Posted December 26, 2004 Originally posted by Darkkender I was not aware of that. Or more to the point I haven't thought of that in the past. I'm sure the Moderators here would do that in an instant, being that keeps relavent topics to the same thread, and things more organized. That is a big help in a modding forum! Actually, if one of them reads this they might, if so inclined, merge these two threads. Originally posted by Darkkender By the way I like the new Avatar. Is that from Babylon 5, one of the shadows? It's actually the Vorlon Kosh from B5... tinted Red... I love the hue map! Link to comment Share on other sites More sharing options...
Darth333 Posted December 26, 2004 Share Posted December 26, 2004 Originally posted by RedHawke I'm sure the Moderators here would do that in an instant, being that keeps relavent topics to the same thread, and things more organized. Hehe "instant" has been long but it's done now back on topic Link to comment Share on other sites More sharing options...
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