Colja Posted March 8, 2005 Share Posted March 8, 2005 I got this great idea for a new PC head with transitions and all, but I just don't understand how to edit my .2da and such to make it a reality. I read the tutorial, but I think it was intended for KOTOR 1 and that is really throwing me. HELP! Or, if someone would do this for me I would be forever indebted. Colja PC Head: http://img.photobucket.com/albums/v113/Colja/ColjaDSTrans1.jpg Link to comment Share on other sites More sharing options...
Keneth Posted March 8, 2005 Share Posted March 8, 2005 Wow, the easiest thing there is to modding and you couldn't do it? I suppose I could if no one else would be willing but I'm running short on time right now it'd have to wait. Link to comment Share on other sites More sharing options...
Drazin Posted March 8, 2005 Share Posted March 8, 2005 if its not simply a reskin of an existing head... I am not sure it can be done for TSL at the moment. I heard some of the BigDogs say they couldnt add new models yet. Which is why you dont see new Lightsaber models for TSL. Link to comment Share on other sites More sharing options...
T7nowhere Posted March 8, 2005 Share Posted March 8, 2005 3 2da files are nessesary to make a head useable for the PC. 1. Appearance.2da( this file you will need to add 3 new rows, 1 for each starting class. P_FEM_A_SML_01 P_FEM_A_MED_01 P_FEM_A_LRG_01 if you follow what the devs do then you shouldn't have any trouble. you don't have to name the appearances the same as the devs but to avoid confusion it best to atleast have the SML,MED,LRG 2.Heads.2da( This file is used to make your new head available for use. If you are making a completely new head, you will need to hex edit the head model to use your new texture, when doing this be sure to stay with in the number of characters of the original texture reference.( also note you willl need to change the head models name and well as the references to the model name in the model when hex editing the texture references.) Once you have the model ready then you will need to add a new row to heads.2da head: is the head model name alttexture: would be the normal nuetral texture headtexvvve:final ds transition headtexvve: second transition headtexve: first transition headtexe: is the first transition again( Obsidian took a short cut with the DS transitions if you wanted to you could add another DS transition) 3.Portraits.2da: This file is more involved than heads.2da baseresref:normal nuetral portrait file name goes here sex:gender of the PC Appearancenumber: this is a reference to appearance.2da. you would add the MED row number here Race: 6 for human 5 for droid appearance_s: put the SML appearance.2da row number here appearance_l: Put the LRG appearance.2da row number here forpc: set to 1 baseresrefe:first transition portrait baseresrefve: First transition protrait baseresrefvve:second transition portrait baseresrefvvve:Final transition portrait It seems OE took another shortcut here and they only made the first transition PO and the final. Ok this should get you rolling. Link to comment Share on other sites More sharing options...
Darkkender Posted March 9, 2005 Share Posted March 9, 2005 Might I suggest Colja if you haven't downloaded Nequams New PC heads v2.6 to do so as he has 2 new pc heads in there and it would be a perfect template to replicate what he has done. As well if you use the 2da files from there you reduce the need for others to merge these files. Here's a link to Nequam's Site. Link to comment Share on other sites More sharing options...
RedHawke Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by T7nowhere If you are making a completely new head, you will need to hex edit the head model to use your new texture, when doing this be sure to stay with in the number of characters of the original texture reference. Actually T7, I have made a new PC head in TSL and I didn't have to hex edit the head model at all, I just renamed the original head .mdl and .mdx to the new name I entered into heads.2da, the texture applied to the model is also controlled by heads.2da. Link to comment Share on other sites More sharing options...
T7nowhere Posted March 9, 2005 Share Posted March 9, 2005 Originally posted by RedHawke Actually T7, I have made a new PC head in TSL and I didn't have to hex edit the head model at all, I just renamed the original head .mdl and .mdx to the new name I entered into heads.2da, the texture applied to the model is also controlled by heads.2da. Sometimes you can get away with that, But in somecases as in useing a party npc head reskined while the original is still intact can cause the textures to flip on area transitions. Its cleaner to rename the model completely to avoid such things from happening. Also though if say you're adding DS trasitons to an exsisting head you could get away with just editing that head.2da row and referencing it in appearance.2da, and finnally adding the portraits for it. Link to comment Share on other sites More sharing options...
RedHawke Posted March 10, 2005 Share Posted March 10, 2005 Originally posted by T7nowhere Its cleaner to rename the model completely to avoid such things from happening. I did say to rename the head model. What I was saying was the hex editing of the head model step you listed wasn't necissary, at least it never made any difference on my end. Just to clairify! Link to comment Share on other sites More sharing options...
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