Drakonnen Posted March 5, 2005 Share Posted March 5, 2005 So, I'm on the last step before I release my latest mod with the Jabba's Palace-style dancers outfits, and all the new textures for the lightside versions work perfectly in unison with the new dancer outfit items. However, when I went to test the Darkside textures, instead of using the new Darkside Mesh and Slave Girl textures, it doesn't recognize them or notice them, and defaults back to the old origianl dancer's outfit default darkside textures. All the files are named properly, PFBLAD03 for instance, following the original scheme, and the one laid out in the appearance.2da fille and matching the new item's texture variation contained in the .uti file. Anyone have any idea why this is happening, or what else I need to do to link the darkside textures to the new items? Link to comment Share on other sites More sharing options...
Drakonnen Posted March 6, 2005 Author Share Posted March 6, 2005 I've tried searching the .2da files to see if I'm missing something, and looked at the model in the hex editor as well to see if something needed changing there, but I'm not seeing anything. So I'm currently stuck at a dead end... Link to comment Share on other sites More sharing options...
Drazin Posted March 6, 2005 Share Posted March 6, 2005 I wish I could help you bud. You do awesome work, and it sucks that your getting hung up on something like this. I really don't know enough about this to be of any help, I just wish I did. Hopefully one of the "Big Dogs" will be able to help. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 6, 2005 Share Posted March 6, 2005 Originally posted by Drakonnen All the files are named properly, PFBLAD03 for instance, following the original scheme, and the one laid out in the appearance.2da fille and matching the new item's texture variation contained in the .uti file. I think as far as "body" DS transitions there's only 1 skin texture (unlike faces that have 3). Try re-naming the textures to PFBLAD01 (Asian), PFBLBD01 (Black) & PFBLCD01 (Caucasian).... Link to comment Share on other sites More sharing options...
Drakonnen Posted March 6, 2005 Author Share Posted March 6, 2005 Originally posted by ChAiNz.2da I think as far as "body" DS transitions there's only 1 skin texture (unlike faces that have 3). Try re-naming the textures to PFBLAD01 (Asian), PFBLBD01 (Black) & PFBLCD01 (Caucasian).... I named them with 03 because its a new item, and in that new item the texture variation is set to 3. The lightside textures are all named 03 (or 02 for the slave girl outfit) and they all work perfectly. Its only the darkside ones that won't get recognized. If I were to rename them with the 01 at the end, they'd be overwriting the original dancer outfit textures instead of linking to the two new items. Talk about frustrating!! If I knew what it was that points them to the darkside textures at all, I might be able to edit that. The appearnace.2da file just has PFBLD listed, so it should go with the texture variation, just as it does with the lightside ones, but its refusing. I've been able to stop the darkside models from showing entirely, showing instead the lightside version of the right texture, but it looks silly having a blue head and a tan body. Link to comment Share on other sites More sharing options...
Drakonnen Posted March 6, 2005 Author Share Posted March 6, 2005 I may have though of a work around of sorts. If I take the two new items and turn them into 4 new items instead, 2 with Lightside and neutral allignment restrictions, and the other two with darkside allignment restriction, then I won't run into this texture issue. However, I want to try that as a last resort as it seems a little silly to try and explain why some skimpy dancers outfits would be restricted by force allignment... Exotic Dancer outfits made especially for Jedi Spies or Sith Assassins and embedded with lightside or darkside force crystals, anyone? lol Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 6, 2005 Share Posted March 6, 2005 Originally posted by Drakonnen Exotic Dancer outfits made especially for Jedi Spies or Sith Assassins and embedded with lightside or darkside force crystals, anyone? lol Power Paisties!! Link to comment Share on other sites More sharing options...
Drakonnen Posted March 6, 2005 Author Share Posted March 6, 2005 Originally posted by Drakonnen If I take the two new items and turn them into 4 new items instead, 2 with Lightside and neutral allignment restrictions, and the other two with darkside allignment restriction, then I won't run into this texture issue. I started doing this, and it seems to be working well. The only problem is, to make this work I essentially had to disable the default Dancer's Outfit Darkside Textures. The only downside to this is that anyone who for some reason would want to wear the original, less good looking dancer's outfit as a darksider, or when they have to wear it in the Nar Shaada plotline, the darkside head won't really match the body. I could possibly create a lightside and darkside version of that dancer's outfit as well, but then I'd have to go figure out how to edit the plotline script in which you get the original outfit so that it does some kind of allignment check. Seems like alot of work for very little pay off to do that considering the new textures and items are far superior to the original, so I doubt very many people would be using it beyond the short story plot anyways. Still, if anyone figures out how to simply make the new dancer outfit based items recognize both new lightside and darkside textures without having to override the original item textures (thus defeating the purpose of adding the new items to some degree), please let me know!! Link to comment Share on other sites More sharing options...
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