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Shiny Robe Parts?


ChAiNz.2da

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Greets all!

 

It's your favorite "spacecase" with yet another question! I heard that...no groaning in the back :p

 

Something really simple I want to do, I'm just hoping the solution is 'simple-er' than I've found. Is there any way to assign a texture mapping property to an item WITHOUT having to change the player's "appearance.2da" field?

 

Basically, I'm just wanting to make some things on the Jedi robes shiny (buckles, leather parts, other stuff I'm not going to mention yet, etc.).

svösh's mod items work great, the Bastila Good/Evil Robes & Juhani's Sanctuary threads (changing the envmap to CM_Baremetal), BUT they only have 1 line in the appearance.2da

 

If I wanted this to affect the player there's like a buh-gillion lines to change (#91-180??) :eek: eegadz! I know I can single-out my player's specific model, but if I wanted to release a mod for everyone... ouch. That's a major edit for ppl that may already have an appearance.2da by some other mod...

 

I tried doing a ".txi" associated with the robe tga (envmaptexture CM_baremetal), but that just makes things transparent depending on your alpha strength (justifying the envmap=CM_Baremetal .2da edit). :(

 

Any thoughts, clues...or quit whining, just suck it in and edit the darn thing already...?

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It is invisible duo to the set im app.2da envmap columm. If it is default, then, any level of alpha channel will add a correspondent level of transparency to the the model. The txi trick won't work with all models.

 

I never tried with robes before, but my guess is that app.2da entry restricts what can be done. Some textures already have the proper envmap assigned to them (double-click the mandalorian armor with Kotor Tool and you will see the envmap writen on the texture).

 

So "default" means whatever is writen on the texture. Try this:

 

1. double-click the robe tex you want.

2. write the envmap tex you want to assign to the skin in the small window on left bottom of the screen

3. write file.

4. See if it works. I never tried but it's worth the shot.

 

Good luck:) And let us know the results.

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Originally posted by Xavier2

1. double-click the robe tex you want.

2. write the envmap tex you want to assign to the skin in the small window on left bottom of the screen

3. write file.

4. See if it works. I never tried but it's worth the shot.

 

Good luck:) And let us know the results.

 

nope...same results as when I had done the .txi trick :swear:

I know this particular trick will probably work if I edit the app.2da, but I'm trying to avoid doing that if possible (and for ease of installing the mod)...

 

http://www.jumpstationz.com/kotor/screens/funkytxi.jpg

 

a) I think I'm going to have to build a custom shader?? But I'm going to need a tutorial for this. I have an idea on how...but well last time when making custom armor, my "idea of how" looked suprisingly enough like a robe :rolleyes:

 

or b) Dive into modeling, beome GMAX's whipping boy for awhile, and ?possibly? applying a shader in there (have absolutley no clue if this option will even work)

 

anyone with a pointer? I've checked the tutorials and found droves on re-texturing, modeling and such...but nothing specific on how to build and apply custom shaders (if possible)...

 

all this for some shiny buckles, I must be a glutton for punishment ;)

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Originally posted by ChAiNz

a) I think I'm going to have to build a custom shader?? But I'm going to need a tutorial for this. I have an idea on how...but well last time when making custom armor, my "idea of how" looked suprisingly enough like a robe :rolleyes:

The problem is not a custom shader. It won't get you any diff results. The problem is that app.2da restricts characters appearence. App.2da only has one slot for envmap per character. So if it is set default the game renders the shader assigned to the texture.

 

Originally posted by ChAiNz

or b) Dive into modeling, beome GMAX's whipping boy for awhile, and ?possibly? applying a shader in there (have absolutley no clue if this option will even work)

I might be wrong. but, although the shader uses the model geometry to calculate the shine, it is not stored in it.

Nevertheless GMAX material editor can do a lot of shading effects, but remember, to the model, not the texture. Perhaps it will work.

 

EDIT: I looked the jedi robe model. The foot mesh, where you want to apply a custom shade begins at the middle of the leg. If you want it applied to the entire boots then it's gonna be hard work. I suggest you study GMAX own tutorials they are pretty simple, but complete.

 

Originally posted by ChAiNz

nope...same results as when I had done the .txi trick :swear:

I know this particular trick will probably work if I edit the app.2da, but I'm trying to avoid doing that if possible (and for ease of installing the mod)...

Well if the GMAX material editor doesn't work, then the only way i can think of is by app.2da editing.

 

Good luck and again lets us know.:)

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The problem is not a custom shader. It won't get you any diff results. The problem is that app.2da restricts characters appearence. App.2da only has one slot for envmap per character. So if it is set default the game renders the shader assigned to the texture.

Thanks Xavier2, after I put my eyes back in from 'bulging' and re-group myself...I'll open up GMAX and take a look around. I've worked in it before so at least I won't be totally lost ;) (I have those handy tutorials right here with me)

 

But I'm thinking in the long run it'd be best just to edit the app.2da. For some reason, shading the model itself doesn't seem like it's going to give me the desired effect, but who knows...I've been wrong many times before ;)

 

The only thing that's poking my brain is if there's some way to edit the "Default" shader for a particular robe.

 

If only baseitems.2da had an envmap :fist: bleh, i might go in there and see what I can mess up as well, just out of spite... hehe

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hey ChAiNz Im curious, What exactly did you try to do. from what I gather you added alpha to a jedi robe texture and then added the txi with "envmaptexture CM_Baremetal". or are you trying to add your own custom shader?

 

edit: ok I just reread your first post :rolleyes: Um, this is odd I edited the defualt brown jedi robes added the an Alpha 1 channel by copying the blue channel and it made my character completely shiny(this is expected though) But I didn't edit appearance.2da in fact to be certain it wasn't a mod I cleaned out override.

 

edit: so the Alpha should work with only the textures edit. here is my test with Alpha on jedi robes

heavy

light

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Originally posted by T7nowhere

hey ChAiNz Im curious, What exactly did you try to do. from what I gather you added alpha to a jedi robe texture and then added the txi with "envmaptexture CM_Baremetal". or are you trying to add your own custom shader?

 

edit: ok I just reread your first post :rolleyes: Um, this is odd I edited the defualt brown jedi robes added the an Alpha 1 channel by copying the blue channel and it made my character completely shiny(this is expected though) But I didn't edit appearance.2da in fact to be certain it wasn't a mod I cleaned out override.

 

Odd...whenever I extract .tga's with KT and edit with Photoshop, my alpha channel already exists, I don't have to add one??

 

This is what I did:

  • 1) extracted PMBI02.tpc (tga), renamed to PMBI07 (the white square to the lower left was blank, so I left it blank)
  • 2) Opened notepad, typed "envmaptexture CM_baremetal" (without quotes) and made sure there where no spaces after the text string. (I had copied that string from the Mandalorian armor .tpc)
  • 3) saved as PMBI07.txi
  • 4) opened PMBI07.tga with Photoshop (alpha channel is already present), and did the alpha channel editing to test (the pic I posted). Flattened Image (or rather checked to see if it still was) and saved to my override
  • 5) dropped the PMBI07.txi in my override

I haven't done any app.2da editing yet, procrastinator extraordinaire here ;) and I'm still having no luck. I have however had some inner urge to watch Predator for some reason :D

 

I guess my computer is po'ed at me for talking about my mac at work ... fickle machines

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I deleted the alpha that was there, it wasn't saveing my alterations so I ditched it and copyed the blue channel. I got svösh to try it on his pc and it worked as well, but on a custom texture he made the shader didn't work and he got holes.

 

edit what version of PS are you useing

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Originally posted by T7nowhere

I deleted the alpha that was there, it wasn't saveing my alterations so I ditched it and copyed the blue channel. I got svösh to try it on his pc and it worked as well, but on a custom texture he made the shader didn't work and he got holes.

 

edit what version of PS are you useing

 

weird... guess I'll play around some more. Maybe with luck I'll find the right texture that will let me customize it. I'm thinking it may be your alpha trick..I've never thought of doing that...I'll give it a whirl!

 

Thanks for giving me a shred of hope T7! :D

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ok, bad news. when I test this I was overriding the pmbi01, I renamed the texture var and I got a transparent jedi :confused:

 

Now that doesn't make sense to me. but Im sure editing appearance.2da will work It's only 90 entries, I edited twice that for Revans edited Robes. :p

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Originally posted by T7nowhere

ok, bad news. when I test this I was overriding the pmbi01, I renamed the texture var and I got a transparent jedi :confused:

 

Now that doesn't make sense to me. but Im sure editing appearance.2da will work It's only 90 entries, I edited twice that for Revans edited Robes. :p

 

guess I'd better stop dragging my knuckle huh? ;) hehehe

 

thanks anywayz! Check your PM's...

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My test results for your question:

 

To get shine on the robe they have to override the defaults with your custom alpha and the .txi .

 

When I used a custom texture var and .uti my jedi was like swiss cheese , I got a pic and when things get sorted out on fotopic [ site updates or something ] I’ll post it here.

 

update :

 

http://svoshsphotos.fotopic.net/p8759422.html

 

I fear the horrible H word is responsible for this hard- code shhhh don’t say it out loud the game gets confused and will crash :D

 

svösh

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Originally posted by svösh

My test results for your question:

 

To get shine on the robe they have to override the defaults with your custom alpha and the .txi .

 

When I used a custom texture var and .uti my jedi was like swiss cheese , I got a pic and when things get sorted out on fotopic [ site updates or something ] I’ll post it here. __________________

 

I fear the horrible H word is responsible for this [ h- code ] shhhh don’t say it out loud the game gets confused and will crash :D

 

svösh

H word? h- code? Now i'm curious!!??:D

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Originally posted by svösh

I fear the horrible H word is responsible for this [ h- code ] shhhh don’t say it out loud the game gets confused and will crash :D

 

svösh

Ya' know...

After having to edit 90 lines of app.2da, I'm about ready to willingly make this game crash just for some revenge...

 

"There is NO emotion, there is peace..." or is that pieces??

 

:comp9::blaze6:

 

 

::: edit ::: one of these days I'm actually going to re-read these things and correct my spelling/gramar before posting *grumble*...of course...there is 'now' emotion... ;)

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Originally posted by darkkender

"Peace is a Lie...There is only Strength." Pieces are real and it seems to me like I can feel your pain.

If I never see an app.2da it'll be too soon..argh It 'has' however gave me a few new ideas to play around with...

 

:: update :: for anyone who has seen/keeping track of the svösh re-skins I've done...there is progress :) Bastila isn't as ..ahem.. revealing now..and actually has a bad-ass in a sexy kinda way look to her. Screenies will arrive soon... This means I get to start a WIP thread of my own, right? ;):p

 

::: EDIT :::

 

WIP'ing Away!

http://www.lucasforums.com/showthread.php?s=&threadid=139367

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