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How do i make my custom mask texture NOT replace all other mask's with the same tex?


Darth Sebastian

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Long subject huh? ;)

 

I made this mask texture to use on the force mask etc.. model.

The problem is that there are 3 or more different helmet (same model) using the same texture so by just replacing the texture alone in the 'override' folder makes all kinds of NPC's and crap use it as well as it makes all the 3 different masks (stats wise) have the same texture.

 

I want it to be a unique mask that only i wear. :D

I've read a bunch of tutorials on how to add items to the game but none of them where specificly for masks and so they didn't tell me everything i needed to know about it.

 

Apparently the Search function isn't operational so i can't search for one of these tuts either.

If you know a tut that is specificly about adding a custom mask texture as a "unique item" into the game, please link it to me.

Or even better, if you have the spare time to write a short tut down in this thread i would be most grateful!!

 

 

*edit* PS: Dunno if it matters but it's for KotOR 2

 

 

Yours truly - Darth Sebastian

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Here are the broad strokes:

 

Extract the model of the item (.mdx/.mdl)

Rename the files to make them unique

Hex edit the file to reference your texture

Modify the .uti to reference your changes

Save all parts to your override folder

 

There's more to it than that, but you stated that you've done your research, so you'll probably know what to do as you start working through this.

 

Good luck!

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I've tried my best but it seems i need more information after all. :jawa

I can get the mask by typing giveitem a_helmet_31 that works fine but it has the default texture on it, not the one i made. :(

 

Here's what i have done so far:

I extracted...

 

i_mask_010.mdx

i_mask_010-ascii.mdl

i_mask_010.mdl

a_helmet_20.uti

 

Then i edited everything in them that said i_mask_010 into i_mask_015 (currently unused by the game)

and all the mentioning of the texture i_neuralband2 into i_neuralband3.

 

 

I changed the Tag [CExoString] to a_helmet_31 (currently unused by the game) and the

TemplateResRef [CresRef] into a_helmet_31

 

To be perfectly honest i have no idea what i'm doing, lol.

In the .uti file, some tuts said something about changing the BaseItem string and possibly the ModelVariation string as well... i have no idea.

Do i need to touch any .2da files as well?

 

I'm so confused right now. :evanpiel:

 

 

Heeeeeeeeeeeelp

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Your texture name needs to be the same number used for your model number...

 

ie - "i_mask_015.mdl" --> "i_neuralband15.tga/.txi" (unless you've hex edited)

 

Also be sure to open & edit your mask's .uti file so it's model variation is pointing to the same number (ergo 15 per example)...

 

you shouldn't need and/or convert the "i_mask_010-ascii.mdl"?? That's only if you were to take the model into GMAX (unless that's what you've done, then that's a whole new can-o-worms.. heh)

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Many thanks Chainz, i tried what you said and changed the texture name (what is this .txi btw? i couldn't find that one) and set the ModelVariation to 15.

 

With the ModelVariation set to 15 the mask didn't appear when i equipped it and in the inventory it didn't have an icon but just a big white square.

 

I must be doing everything completely wrong. :confused:

 

I could really use a detailed "Insert a custom mask into the game 4 Dummies" description. Keywords ... 4 dummies. :( :( :(

 

Hex Editing i don't understand so well either, i mean when i open up the .mdl in notepad i get the same weird code language as in a Hex Editor. There are 2 mentionings of the texture in both programs and a few more about the model numbers, so i don't see the difference between using notepad and a Hex Editor unless i'm doing something really wrong, whish wouldn't be the first one. :(

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Well, your mask won't show up because you have to use a hex editor to edit the .mdl file to point to your new texture... With a hex editor you will have to search for the instance(s) of the refrences to the original texture and change them to your new one, try and keep the filenames the same length. ;)

 

When all is said and done, the files you will need for your mask are;

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

Mask .mdl (Hex edited to point to your new texture)

Mask .mdx (Renamed and left untouched)

Mask Texture .tga

Mask Texture .txi (If Necissary for Shader)

Mask Invantory Icon .tga (Or else you get the big white square)

Mask Item File .uti

 

That is a minimum of 5 files, possibly 6 files if your texture requires a .txi file to apply a shader, like a metal reflection.

 

I hope this helps! :D

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It works!! .. woohoo!

 

One thing is missing though. That .txi file you mentioned, it seems i need that one as right now the shading is really freaky. Just like there's no base model there anymore, just a semi transparent texture :p

I think you know what i mean.

 

I've been looking for these .txi files but can't find them anywhere and it's really a mission to try and find one specific file type as there are millions it seems :). Any idea where i might find the .txi files?

 

 

At the same time i would like express my gratitude towards everyone trying to make me smarter. :D you all contributed with a certain bit of understanding by writing the same thing over and over again but in different "tones" so i finally could get see the true picture.

 

BIG thanks to Achilles, Chainz, maverick187 and of course RedHawke.

 

You guys rock!!

 

After i've completed this bit of the mission i will write up a detailed tutorial on adding a unique mask into the game. So the next dummy á la Sebastian can be part of the loving. :D And so the circle becomes full and these awesome forums will stay alive for yet another day.

 

// D:S

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Originally posted by Darth Sebastian

I've been looking for these .txi files but can't find them anywhere and it's really a mission to try and find one specific file type as there are millions it seems :). Any idea where i might find the .txi files?

Well good news/bad news (sorta)..

 

Bad News: You won't find the .txi file anywhere, you have to make one...

 

Good News: It's horribly simple to make ;)

 

1. Open Notepad

2. Type "envmaptexture CM_Baremetal" (without quotes), make sure there's no spaces after the entry, nor an extra line below it.

3. Save As.. "your_tga_skin_name.txi" (without quotes)

4. Done

 

**- Make sure you save in ANSI format, and doubly sure that you have the .txi extension and not .txt extension.

 

This same trick can be used for ANY shader, CM_Baremetal just seems to be the most popular as far as getting 'shiny' effects. That, depending on your .tga's alpha strength...

 

To see what shader the game uses, when in KotOR Tool and you double-click the .tpc to get your skin...look to your lower left in the white box. If there's an entry there, that's the shader it uses. You can usually copy & paste the entry into notepad following the steps above..

 

Hope it helps! :)

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Thanks!!

 

Though it didn't help as i had hoped with the problem i'm having. (see pic)

 

Something fishy is going on here

 

(incase it isn't visable in a 2d image, the places where it is supposed to "shine" have become transparent depending on the degree it was supposed to shine.)

Could this have anything to do with the Alpha channel being wrong? (while i was writing this i tried inverting the alpha channel, but that didn't help, just made the helmet transparent in different places.)

 

Here's the full list of what i have done:

 

Extracted:

 

1) a_helmet_20.uti

2) i_mask_010.mdl

3) i_mask_010.mdx

4) I_NeuralBand2.tga

5) ii_mask_010

 

Then i edited ...

 

1) a_helmet_20.uti

------ ModelVariation from 10 to 31

------ Tag from a_helmet_20 to a_helmet_31

------ TemplateResRef from a_helmet_20 to a_helmet_31

------ Saved as a_helmet_31.uti

2) i_mask_010.mdl

------ Hex Edited the 2 texture mentionings (there is only 2 in the whole file, same texture mentioned twice) from I_NeuralBand2 into I_NeuralBan31 (erased the "D" so i could keep the same filename length)

------ Renamed the file i_mask_031.mdl

3) i_mask_010.mdx renamed into i_mask_031.mdx

4) I_NeuralBand2.tga renamed file into I_NeuralBan31.tga

5) ii_mask_010.tga renamed file ii_mask_031.tga

6) Created the I_NeuralBan31.txi (saved in ANSI format)

 

 

That's it.

 

Everything works except it looks like that screenshot in the beginning of this post.

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Originally posted by Darth Sebastian

WEEeeEEEeEEeEeEeeEEeEEEEEEeeeEE!!!!!

My friend, you are a genius! :D :D :D :D :ewok:

It worked like a charm, thank you so much!

 

*bows*

Hehe.. we'll leave genius to the likes of Fred Tetra, cchargin, tk102 & Darth333. The tool / utility makers of the bunch.

 

Me... I'll call myself "constantly under heavy tutulage"... ;)

 

Glad to see it worked out for ya'!

 

Can we nag you for a 'shiny' screenie??... :stick::D

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Originally posted by ChAiNz.2da

Hehe.. we'll leave genius to the likes of Fred Tetra, cchargin, tk102 & Darth333. The tool / utility makers of the bunch.

I second this motion! :D

Originally posted by ChAiNz.2da

Me... I'll call myself "constantly under heavy tutulage"... ;)

Same here! ;)

Originally posted by ChAiNz.2da

Glad to see it worked out for ya'!

 

Can we nag you for a 'shiny' screenie??... :stick::D

Agreed! :D Screenie... screenie... screenie! :stick:

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