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Need a laymens walkthrough


Drazin

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Alright, I finally broke down and bought TSL for pc just so I could reskin/texture whatever its called to make faces and armor look different.

I downloaded KT and MDLops and have that .net thing installed as well.

 

I am quite familiar with Photoshop7.0 but I am equally quite lost when it comes to getting what I need from the Kotor files into photoshop so I can start changing things.

I guess what I am asking for is a step-by-step explanation of how to get the character models from Kotor into Photoshop and back again.

I am normally a fairly intelligent person, but I honestly cannot make heads nor tails of what is written in the stickies sections. Its like a completely different language to me.

 

If anyone can offer help, feel free to PM me. Though I think if you post here it would atleast be somewhat comical for other viewers to see how pathetic I truly am at this.

 

Thanks in advance :)

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Well, right now for TSL Drazin you don't really need MDLops, because MDLops is just for creating/editing models and cchargin didn't crack the model for TSL yet.

 

However, you just want to edit faces, body model textures and robe/armor textures, so this should be relatively easy. It sounds like you are just having trouble finding the textures so heres a real quick walkthrough:

 

First thing is that in KotOR Tool you should go File>Manage Paths , and make sure it is pointed to TSL and then make sure the image viewer path points to Photoshop or another .tga image viewer, it makes it vastly easier to see what you're extracting.

 

Now all of the textures are located here:

clipboard014qn.jpg

 

The two important ones are

swpc_tex_gui.erf - mostly for your icons and other small things usually

swpc_tex_tpa.erf - for all of the high-quality textures, b and c are smaller versions.

 

Now click on the swpc_tex_tpa.erf node and you should see:

clipboard029hq.jpg

 

now the letter P has a lot of the texture files you are looking for i.e.: PFBXXX are the female version of the robes and armor. the PMBXXX are the male textures of the robes and armor, the XXX being various different letter number combos ie: B01:

 

B = clothes (I think)

C-H = armor light to heavy

I = robes

J = KotOR 1 revan robe

K = no idea looks like more armor

L = no idea possibly the dancer garb

M = robe armor i.e. Zal Shey blah blah

N = some more robes

like this:

clipboard039ed.jpg

 

the PMHXXX and PFHXXX are the male and female head textures

XXX = i.e.A01xx; A=Asian, B=Black, C=Caucasian xx=d or d1,2,3 etc. (darkside transitions)

ie:

clipboard043kh.jpg

 

and finally P_XXXXXX, is the NPC heads, i.e. P_MiraXX are the body and head textures for Mira:

clipboard053qg.jpg

 

Now remeber after you are done editing them when you save them, save them as .tga files aka Targa files and make sure you save them with 32bit/pixel:

clipboard069ju.jpg

 

 

Hope This Helps,

Mav

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Yup, Sure did!

I just finished my Bao-Dur skin.

Of course I have to actually play the PC version now until I get all the people I want to reskin to make sure its all right and in order.

So I am guessing ya'll wont be seeing anything from me for awhile.

 

That and I am pretty sure I'll be back with more questions once its time to put stuff back in its right place so it can be seen.

 

Future looks bleak really...

But hey, atleast I have something to do fro awhile instead of troll these forums all day :)

 

Thanks again Mav

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An exceptional walkthrough.

It should be editted and placed in the stickies.

Without Mav's guidance, I'd still be trying to decode the other information in the stickies. Like the Mandalorians, you take your knowledge of the programs and its language for granted. People like me (hopefully there arent many) have no idea whats going on when several unfamiliar words, or examples are used.

 

Mav laid it out plain and simple and the screenshots helped TONS.

I just finished my "Zealot" Handmaiden. (She should look like Zealot from the Wildstorm Comics, Wildcats)

I swear, if I keep doing this I'll never get back to the game so I can actually see if I did it right. LOL.

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@ ChAiNz.2da

 

I have no idea how you knew that the Snickers Kudos were my favorite, but thanks, they are delicious.... wait no .... delectable mmmmmm

 

@ Drazin

 

I'm just glad I could help we all have to start somewhere and I'm sure that your skins will look awesome, judging by your sig. pic. Good Luck I look forward to some releases ;)

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Well, the most simple way would be to use the original name (as it is in kotor tool) save it as .tga 32 bit. Then create a folder named override in your game directory

ie: c:\program\kotor2\

 

.. and place the texture in there

 

ie: c:\program\kotor2\override\

 

By having the same name as it is in kotor tools it will override the default texture file and use yours instead.

 

This is the case for all files that you edit, now i don't have as much experiance with this as the geniouses before me but i think this is the case, just place everything you have edited into the override folder and you should be fine. :)

 

I'm sure there are some exceptions but i have yet to run into any of those yet.

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Originally posted by Darth Melignous

I'm trying to figure out how I can get my robe to use the .tga file that I am editing. The robe is based off the Baran Do Sage Robe. I have renamed the robe using ktool and all.

 

How do i get it to use my tga though instead of the original?

 

Alright the method to handle this:

 

1st: replace the Baran Do Sage Robe texture with your own.

how: in the uti file you will find a reference to texture variation. If you have created a new texture and given it a number like 57 you put 57 in this field. You will also need to create a new icon for your robe also labeled in number sequence 57 to match.

 

The stickies at the top of the forums are full of tutorials to help with new item creation here are a few links.

 

How do I make custom armor?

General Tutorials + Tools

Achilles' item property editing walkthrough *Long*

Achilles' Handy Tutorials

 

& much more readily available.

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Yep, I put it in there and I must say: "in a HK voice" UNNECESSARY BOAST: I think it looks ok for a first try. I put an actual belt clip on and a few studs. A small sliver of chrome on the "crotch cloth" at the bottom, and a better color to the clothes underneath (in my opinion).

 

I did what you said & it worked like a charm. I'd like to learn how to get the item separate and put it ingame with a cheat. its in my override folder as malignous.uti along with the edited .tga but I can't get it from the console "giveitem". It did change the look though with the .tga and until someone helps me "isolate" the item from the "original" I'll use it this way I guess.

 

Heres a Picture of what it looks like:

 

http://www.gilliamgraphics.com/malignous.jpg

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Originally posted by Darkkender

Alright the method to handle this:

 

1st: replace the Baran Do Sage Robe texture with your own.

how: in the uti file you will find a reference to texture variation. If you have created a new texture and given it a number like 57 you put 57 in this field. You will also need to create a new icon for your robe also labeled in number sequence 57 to match.

 

The stickies at the top of the forums are full of tutorials to help with new item creation here are a few links.

 

How do I make custom armor?

General Tutorials + Tools

Achilles' item property editing walkthrough *Long*

Achilles' Handy Tutorials

 

& much more readily available.

 

Thanks man, I'm gonna work on it right now. Let me know what you think of the look I"m trying to give the new robe.

 

http://www.gilliamgraphics.com/malignous.jpg

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