bneezy Posted October 1, 2004 Share Posted October 1, 2004 I seem to be hitting a snag. I changed all the sith troopers on the Endar Spire to the first large male caucaisan and then give them the same helmet, armor, and blaster. Some work fine, but some (like the ones in cutscenes and others) either don't have heads (but have the armor) or don't show the changes at all. I know there are some scripts in the game that automatically change inventory and appearances when you trigger something. For example, Trask will revert back to his old form with a vibroblade when you meet Bandon on the Endar Spire. I haven't had any luck with the STUNT modules. They only have .utc's for certain areas and almost all involve Malak, Revan, Dodonna, and "Yoda". I went through all of them. Any thoughts? Also, the helmets disappear when they die. By the way, I double checked to make sure all spelling and settings were correct. Maybe if I changed the Sith trooper model to a PC model and then changed the .utc's, that might work. Link to comment Share on other sites More sharing options...
Prime Posted October 1, 2004 Author Share Posted October 1, 2004 Originally posted by Xavier2 Indeed. Which envmap did you use Prime? IIRC, I have the baremetal for the armour, and gunmetal for the helmet. To be honest, I haven't really played around much more with the envmaptexture/.txi stuff. Most of the tweeking I have done is with the alpha mask. That has allowed me to get the reflectiveness to pretty much where I want ti. Originally posted by Buffy is PC can use this too ? My idea is that it will replace the Sith armour that is gain on Taris, and then given away at a later time. But since bneezy is setting up that this stuff, it is up to him as well. After all, it is not just my mod. I'm only doing the skinning portion of it. We haven't really discussed it that issue far. In the end, it will be available to the player through cheats at least. Originally posted by Achilles Try looking around in the Stunt modules. I tried to find it for you but I just got home from a long night of drinking and I'm pretty much useless at this point. Good luck! PS I say this because the stunt utc's are different from the default utc's. I hope that helps. Edit: perhaps some of the modules might help as well. For instance, lev_m40aa. Thanks for the info. Hopefully you will be able to continue helping us with the problems bneezy is currently having. But it is nice to see you make it out from behind the screen for a few pops now and then, Achilles. Originally posted by T7nowhere It might just be certain cutscenes. I think most will be fine but I do know that the first dialog cut with Trask can do some odd things. As an example if you use one of the alien npc's to start the game it is very likely that it will be invisible for that scene. Cool. Originally posted by bneezy I seem to be hitting a snag. I changed all the sith troopers on the Endar Spire to the first large male caucaisan and then give them the same helmet, armor, and blaster. Some work fine, but some (like the ones in cutscenes and others) either don't have heads (but have the armor) or don't show the changes at all. Is it only the cutscene ones that don't work correctly? Or are there "in game" ones that also have the same problem? When you say you've changed all the troopers on the Spire, is that different form changing them on other worlds/places? Originally posted by bneezy I know there are some scripts in the game that automatically change inventory and appearances when you trigger something. For example, Trask will revert back to his old form with a vibroblade when you meet Bandon on the Endar Spire. OK. Originally posted by bneezy I haven't had any luck with the STUNT modules. They only have .utc's for certain areas and almost all involve Malak, Revan, Dodonna, and "Yoda". I went through all of them. Any thoughts? Also, the helmets disappear when they die. Do you have any more ideas about this, Achilles? Originally posted by bneezy By the way, I double checked to make sure all spelling and settings were correct. Maybe if I changed the Sith trooper model to a PC model and then changed the .utc's, that might work. Cool. Keep us up to date with your progress, and hopefully we can get you as much help as possible. Keep up the good work, bneezy. Link to comment Share on other sites More sharing options...
T7nowhere Posted October 1, 2004 Share Posted October 1, 2004 I have a partial solution to the problem But it may be the best idea. Bneezy you can continue to replace the the sith trooper model with a PC one and give them a head, but rename the import the head into gmax then link the storm trooper helm to it rename the model export it compile it and add that new storm trooper head to the sith soldier. It will work and it will only require a head model and edited appearance plus the skin and all that The only problem with this is that the head will be static. Xavier2 mention in svösh's modeling tut thread that he got his edited head to work without looseing animation accept it was stuck in the wrong position on the body. Perhaps he could tell you how he compiled the model with animations and you might be able to get some head movement. Even if the animations won't work I think linking the storm trooper helm to a pc is better than editing utc files. and you will still see body movement so at a distance as your killing them you prbably won't even notice the head doesn't move. EDit : oh ya and to be clear this would solve almost every problem with turing sith trooper into Storm troopers. every npc that uses that appearance row will be a storm trooper even the SITh armor you get on Taris will make you look like a storm trooper Though I would recommend taking off the disguise prop and including the helmet when you get he armor. There might be a problem with sith troopers that use a different color texture though, like the sith commander in the under city. Link to comment Share on other sites More sharing options...
Darth333 Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by T7nowhere Even if the animations won't work I think linking the storm trooper helm to a pc is better than editing utc files. and you will still see body movement so at a distance as your killing them you prbably won't even notice the head doesn't move. I believe this is the best solution too. If you use .utc files you will run into trouble during cutscenes and perhaps at ther moments of the game. EDit : oh ya and to be clear this would solve almost every problem with turing sith trooper into Storm troopers. every npc that uses that appearance row will be a storm trooper even the SITh armor you get on Taris will make you look like a storm trooper Though I would recommend taking off the disguise prop and including the helmet when you get he armor. Not sure I would do this. I can look at the files this evening to confirm whether or not you can do this safely. There is a script attached to that file (if I remember, there is something about the disguise but I don't remember the contents of the script) and spells.2da so npcs react differently when you wear that armor. But iin any event, it would be possible to make a new script so the result is the same at the end... before going further with my ramblings, let me check it. I'll get back to you on this this evening. Link to comment Share on other sites More sharing options...
Prime Posted October 1, 2004 Author Share Posted October 1, 2004 Thanks for the great help guys and gal. Link to comment Share on other sites More sharing options...
bneezy Posted October 1, 2004 Share Posted October 1, 2004 I replaced the Sith soldier files with PMBHS and renamed them "n_sithsoldier". I then renamed the armor texture to PMBH01 (which is what the game gave me (PMBH01) when I changed the files.) The bodies work fine, animations and all. The correct texture shows up as well. The heads are what I'm trying to figure out now. T7, did you mean change the Sith soldier appearance in "appearance.2da" and not with the actual files? Then, change the "normalhead" to a head model that I imported and linked the helmet to? Or do I need to make a unique head and add it to "heads.2da" and change that in "appearance.2da"? I just need it broken down "Potato Head" style so I know I'm following your directions exactly. Xavier2 respond! We need your insight on your head models. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by T7nowhere Xavier2 mention in svösh's modeling tut thread that he got his edited head to work without looseing animation accept it was stuck in the wrong position on the body. Perhaps he could tell you how he compiled the model with animations and you might be able to get some head movement. That's true i managed to edit a head without affecting animations. There is a set back though, the head loses its attachment to the neck and as the body moves the head accompanies like a baloon barely stucked to it. The thing is the head model has a complex parental relation between the objects its made of. There is an specif object i think is preventing edited head to work. Its the cut_scene_dummy, which i guess refers to body attachment. If we could export it right, i guess it would work as armor editing worked for svosh (pocketless armor) and me (Boba Fett from soldier clothes). Maybe cchargin could help. Xavier2 EDIT: I made a mistake the object is Scene Root not cut scene dummy. The aurora base is related to that but the head model doesn't have any Scene Root object Link to comment Share on other sites More sharing options...
bneezy Posted October 1, 2004 Share Posted October 1, 2004 Well it's progress. Xavier2, clean out that mailbox. That's a lot better. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by bneezy Xavier2, clean out that mailbox. Done:D Link to comment Share on other sites More sharing options...
T7nowhere Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by bneezy That's a lot better. Good now that you have the Head, you will need to make it completly unique renaming the model and addin it to heads.2da and then add the head # into appearance.2da into the normal head column. doing this and replacing n_sithsoldier with PMBHS which you say you have done. As long as the sith soldier row is edited it will change all armored sith. But I think you know what your doing now. Link to comment Share on other sites More sharing options...
bneezy Posted October 1, 2004 Share Posted October 1, 2004 I've changed the appearance correctly in "appearance.2da". I get the same effect changing the appearance file as I do completely changing model files (renaming PMBHS.mdl/mdx to n_sithsoldier.mdl/mdx) so I know it is working as it should. When I rename the new head model "n_traskh" to test it on trask, it works fine. I added it as #107 in "heads.2da" and called it "n_storm". I changed the "normalhead" column to read 107. Nothing. The head doesn't show up. Am I missing something? Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted October 1, 2004 Share Posted October 1, 2004 It is perfect!!!! Outstanding job prime :D Link to comment Share on other sites More sharing options...
Xavier2 Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by bneezy I've changed the appearance correctly in "appearance.2da". I get the same effect changing the appearance file as I do completely changing model files (renaming PMBHS.mdl/mdx to n_sithsoldier.mdl/mdx) so I know it is working as it should. When I rename the new head model "n_traskh" to test it on trask, it works fine. I added it as #107 in "heads.2da" and called it "n_storm". I changed the "normalhead" column to read 107. Nothing. The head doesn't show up. Am I missing something? The .mdl should be n_storm.mdl for it to work. Also, i think you should Hex edit and replace references to the original name of the model. Look Orsan's Obi-Wan head and you can see he replaced the text pointing to Carth's original head. Xavier2 Link to comment Share on other sites More sharing options...
bneezy Posted October 1, 2004 Share Posted October 1, 2004 I'm getting closer and closer. What the deal with the texture is, I don't know. The only things in the override are the helmet texture with .txi, n_storm.mdl/.mdx, heads.2da, and appearance.2da. I changed the "modeltype" to "B" and the head started working. I replaced the two N_SithSoldier with PMBHS under modela and texa. Update: That's new. Link to comment Share on other sites More sharing options...
FunSolo Posted October 1, 2004 Share Posted October 1, 2004 looks like the texture of the armor´s missing, on the last pic? and it looks like you changed the whole look of the troopers.. the helmet looks good, but i dont like the armor on the other 2 shots Link to comment Share on other sites More sharing options...
Darth_ToMeR Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by FunSolo looks like the texture of the armor´s missing, on the last pic? and it looks like you changed the whole look of the troopers.. the helmet looks good, but i dont like the armor on the other 2 shots He still didn't add the armor texture. Link to comment Share on other sites More sharing options...
T7nowhere Posted October 1, 2004 Share Posted October 1, 2004 Originally posted by bneezy I'm getting closer and closer. What the deal with the texture is, I don't know. The only things in the override are the helmet texture with .txi, n_storm.mdl/.mdx, heads.2da, and appearance.2da. I changed the "modeltype" to "B" and the head started working. I replaced the two N_SithSoldier with PMBHS under modela and texa. Update: That's new. did yopu paste PMBHS in texa it should be PMBH Link to comment Share on other sites More sharing options...
bneezy Posted October 2, 2004 Share Posted October 2, 2004 Originally posted by T7nowhere did yopu paste PMBHS in texa it should be PMBH Woo Hoo! Thanks T7 and everyone who helped make this happen. It's about time! I need to take a nap after this one! Now, is there any way I can change the texture to a unique one instead of replacing PMBH01 with another file? For testing (the final version will use Prime's textures), I used Darth ToMeR's white Clone trooper armor (PMBH15) and renamed it PMBH01. It worked, but I wouldn't want someone to buy an armor that used the PMBH01 and get the Stormtrooper texture. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 2, 2004 Share Posted October 2, 2004 Originally posted by bneezy Woo Hoo! Thanks T7 and everyone who helped make this happen. It's about time! I need to take a nap after this one! Now, is there any way I can change the texture to a unique one instead of replacing PMBH01 with another file? For testing (the final version will use Prime's textures), I used Darth ToMeR's white Clone trooper armor (PMBH15) and renamed it PMBH01. It worked, but I wouldn't want someone to buy an armor that used the PMBH01 and get the Stormtrooper texture. Just name it PMBH97 (avoid conflict with my Jango armor), but make sure to put it in the appearence.2da line in texture columm. Xavier2 EDIT: Above instructions are for replacing Sith armors. For use with PC and party members it's enough name it PMBH97 and create a custom .uti file for it (in the texture variation tag of your custom .uti, the # should be 97, so the engine understands which tex look for). Link to comment Share on other sites More sharing options...
*Yoinked* Posted October 2, 2004 Share Posted October 2, 2004 Originally posted by bneezy Woo Hoo! Thanks T7 and everyone who helped make this happen. It's about time! I need to take a nap after this one! Now, is there any way I can change the texture to a unique one instead of replacing PMBH01 with another file? For testing (the final version will use Prime's textures), I used Darth ToMeR's white Clone trooper armor (PMBH15) and renamed it PMBH01. It worked, but I wouldn't want someone to buy an armor that used the PMBH01 and get the Stormtrooper texture. Dude that looks frigggin awsome, I absolutely can not wait til it comes out, keep up the good work Prime an bneezy! Link to comment Share on other sites More sharing options...
Prime Posted October 2, 2004 Author Share Posted October 2, 2004 Originally posted by bneezy Woo Hoo! Thanks T7 and everyone who helped make this happen. It's about time! I need to take a nap after this one! That is awesome news, bneezy! Great work. I got your PM, and I will put the files in a place you can download them and I'll PM you the link. Before I do, I will go over them one last time and make any necessary final tweeks. But you will have them by the end of today for sure. Again, great work. And thanks to everyone here for all their help and insight. This is why Holowan Laboratories is as great as it is. Link to comment Share on other sites More sharing options...
bneezy Posted October 2, 2004 Share Posted October 2, 2004 Ok. When I added the helmet to the head model, I converted it successfully, changed heads.2da accordingly, changed the "normalhead" correctly, and renamed the head model. Everything works.....except that the head model I used originally (PMHC01) is changed to the helmet as well. The file was renamed to "n_storm" and that is what I put in heads.2da. Why is this happening? I was wondering if I just listed a helmet model in heads.2da, would it show up? Yes and no. Now, I'm thinking I can try to position the helmet higher and try again. I'll look into that and keep you posted. When I change the "texa" column to "PMBH15", I get this. All black. Do I even need to change the "race" column and what is "racetex"? Link to comment Share on other sites More sharing options...
Xavier2 Posted October 2, 2004 Share Posted October 2, 2004 Originally posted by bneezy I was wondering if I just listed a helmet model in heads.2da, would it show up? Yes and no. Now, I'm thinking I can try to position the helmet higher and try again. I'll look into that and keep you posted. I tried this in My Boba Fett project. It's not a good solution cuz helmets don't have either anim or a neck to place the head. In this process the helmet will be floating above the body and stuck without movement. When I change the "texa" column to "PMBH15", I get this. All black.[/b] If you want the armor to be available to PC and party all you should do is name the armor .tga PMBHanynumberyoulike the game will look for the right texture, provided you have created the Stormtrooper armor as a unique armor .uti file. No need for appearence.2da editing. Do I even need to change the "race" column and what is "racetex"? [/b] No need to change this. If you want to make the armor available to Sith soldiers you should then edit appearence.2da line(s) changing the default model and tex columms for PMBHS(heavy armor model) and whatever you called the armor texture, respectivily. Xavier2 Link to comment Share on other sites More sharing options...
bneezy Posted October 2, 2004 Share Posted October 2, 2004 Adding a .uti for the helmet and the armor for use by PCs is already done. I did this to get my screenshots and Prime did the same for his (or you couldn't equip them anyway.) Everything we're doing now is just trying to change all Sith troopers (only) into Stormtroopers. How do I get the new head model to be unique and not change both the Sith troopers and the PC head it was based on? By the way, doing what I did for one Sith trooper may work, but when I do it for all three versions (N_SithSoldier02, ..03, etc.), I get some funky results. Like some PCs on the select screen at startup appearing as Mynocks and Dewbacks. Link to comment Share on other sites More sharing options...
Xavier2 Posted October 2, 2004 Share Posted October 2, 2004 Originally posted by bneezy How do I get the new head model to be unique and not change both the Sith troopers and the PC head it was based on? I believe there are two ways to do that: 1. Choose any head, name it StormH or whatever you feel right and Hex edit it changing the entrances for the original head model, then add a new line in heads.2da putting in it StormH, that way you have a unique head, though cloning another game head; 2. The simpler way is just using any head in appearence.2da. I did it before using the disguise property and worked allright. The process #1 is better cuz you can add a custom face tex to the head, therefore making it even more "unique". i.e. any Caucasian with a mustache to make it diferent to the PC's faces. Hope it helps Xavier2 Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.