Darkkender Posted April 9, 2005 Share Posted April 9, 2005 Originally posted by ChAiNz.2da Nope, you're right stoffe... 16 is the limit... I ran into that problem with a particular .uti in the USM.... needless to say it was a re-do & re-name of over 20 .uti's... ugghhh That information is true for gff based file needs. However the heads.2da is where the head name is defined. Since this 2da file is not directly tied to any gff file it can go beyond the 16 character limit. The same is true with portraits & appearance.2da references. However when you get into the 2da files that link directly into the gff files then that is where you run into the 16 character limit problem. Now considering the intracacies of this tangled web, it might be more logical to just consider 16 characters as standard and not try to break the envelope. Link to comment Share on other sites More sharing options...
stoffe Posted April 9, 2005 Share Posted April 9, 2005 Originally posted by Darkkender That information is true for gff based file needs. However the heads.2da is where the head name is defined. Since this 2da file is not directly tied to any gff file it can go beyond the 16 character limit. The same is true with portraits & appearance.2da references. I respectfully believe that you are mistaken, and the game only reads the first 16 characters from the 2DA when the column contains a Resref. I did two simple tests to verify this: 1) Portraits: I made copies of the portraits for Visas and Handmaiden, and gave them names longer than 16 characters. For testing I named these portraits: alongportraitnamevisas.tga alongportraitnamehandm.tga I modified the portraits.2da to point to these new files for Visas and Handmaiden instead, yielding this result. Obviously the game couldn't find the resources matching these resrefs. Now I made a copy of Atton's portrait in the override folder and named it: "alongportraitnam.tga" which is what the above Resrefs for Visas and Handmaiden would become if they got cut off after 16 characters. Now, without touching portraits.2da, I started the game again, and the results turned out like this. Both Visas And Handmaiden now got the same portrait named "alongportraitnam" even though their entries in portraits.2da still said "alongportraitnamevisas" and "alongportraitnamehandm", which contained their own portraits. 2) Heads: I took the female head with the blonde, wild hairstyle and made a copy of her head texture. I renamed this to "longtestheadfemalewild.tga" and modified heads.2da to point to this texture instead for PFHC05(40). Then I took a retextured variant of that same head, where she has red hair instead, and named it "longtestheadfema.tga" (again, same resref if cut at 16 characters) and placed it in the override. When I started the game, my character had the red-haired head even though heads.2da pointed to the blonde texture with a name longer than 16 characters. Thus, to conclude, while 2DAs let you enter longer Resref named in plaintext, the game will only read in and use the first 16 characters of it. At least in some of the 2DA files, including those you mentioned above. Link to comment Share on other sites More sharing options...
T7nowhere Posted April 9, 2005 Share Posted April 9, 2005 ^^^ I have never actually tested it, But from working with gff files I have just assumed 16 characters was max for everything. Its just easyer that way Thanks for taking the time to confirm it stoffe. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 Thanks guys so far for the imput. I'm planning on once I get this down adding like I said earlier about 30 heads so this will take a bit. I'm not including transition faces in that count either. I need some help out there from one of the "mods" or an experienced person with this. If I'm making say a bith head and the mdl and mdx is named n_bith. Do I change the names of those two files for "each" head I make? Something like Bith normal, Bith scarred, red Bith. would I need three sets of mdl and mdx named uniquely to each? Another question. once I edit the mdl file for a head, if I change the name of the mdx file should I change it somewhere in the mdl when I'm hex editing it? I did the name changes to the tga files but was unsure to the name thingie. Any help on this would be appreciated. @Scoffe thanks for doin' that man that was helpful and I appreciate it Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 13, 2005 Share Posted April 13, 2005 Originally posted by Darth Melignous once I edit the mdl file for a head, if I change the name of the mdx file should I change it somewhere in the mdl when I'm hex editing it? If it is anything like lightsaber models and mdl/mdx files then if you change the name for the mdx file make sure you have the same name for the mdl file. Then hex edit to find and change the references to the old name of the mdl/mdx file to the new name. I am basing this off of lightsaber models and such so if I am wrong someone correct me. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 Thanks for the help shadow I edited the mdl and changed it. Do I have to edit the mdx as well? I also noticed that in the heads mod i'm making it compatible with it has the heads named similar to the in-game heads. Do I have to follow this scheme as he did? I have both model files as n_weesith in name and that's what I hex edited it to be in the mdl. Do I need to name them similar to P_FEM_C_LRG_20? Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 13, 2005 Share Posted April 13, 2005 Originally posted by Darth Melignous Thanks for the help shadow I edited the mdl and changed it. Do I have to edit the mdx as well? You don't have to edit the mdx file just keep it as the name of the the new reference in the mdl files hex. I also noticed that in the heads mod i'm making it compatible with it has the heads named similar to the in-game heads. Do I have to follow this scheme as he did? I have both model files as n_weesith in name and that's what I hex edited it to be in the mdl. Do I need to name them similar to P_FEM_C_LRG_20? It would help to name them similarly as to avoid any complications in the mdl file reference since in hex it can sometimes mess it up or have undesired effects in-game if the reference is to long or short. But really you can change it to anything just so long as it keeps the same number of characters. ...Hope I'm not forgetting something:rolleyes: Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 Thanks Shadow 's are dancin' for ya. I'm gonna go ahead and try to load what I have after I change the .2da files like they should. And hopefully they will work Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 I am noticing in the appearance.2da file it lists columns: modela texa texaevil modelb texb texbevil etc, etc, etc For the player characters they are pretty much all the same. How do I edit these to match mine? I mean there is only one model so what is modela, modelb, modelc, etc columns all about? I'm utilizing a weequay but he has a body tga and a head tga In his actual listing in the appearances file hes got modela= N_Weeq texa=N_Weeq The modelb & texb and from there on are all **** so where does the head part come in? The way the original is it is pointed to the body. Is the other part in the heads.2da? Thanks in advance for the help guys and gals Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 13, 2005 Share Posted April 13, 2005 Ack! I don't like this part because I can't help.... As you can tell I mostly have done saber mods so I don't know what you would do in those .2da files:( But I am sure T7 or even bhanlon can help if they see this thread and the question. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 Not a problem Shadow I always appreciate all the help I can get I'm a graphic designer by trade so I am a "TGA" editor myself. I can crank out those files. But am a total NOOB on the .2da editing and the like especially modeling. I I believe the problem is with my naming or something in those tga files. The model name is PMHH10 mdl and mdx. Then I open up the portraits, heads & appearances files and add them like: P_MAL_H_H_10 then point them to the PMHH10.tga file (the weequay original has two parts a body and a head not sure if I'm editing that part right). The original n_weequay is what I copied and pasted as a new entry and edited from there. I appreciate the help. I have not had many moderators and the like at all respond much in my threads, so sometimes I get lucky and some informed user like you helps. If it's not Photoshop I can't do it usually Once I get this down I'd like to put about 30 heads 90 (with transitions) Some theme characters and the like. I've got a Darth Sion version I'm dying to try as a selectable character. Of course this is all assuming that you can take say a "gand" and since your copying the mdl and mdx as new renamed files; that when you select the head in game it will load the actual model of the gand with the textures i'm trying to point. Some characters I think will be "all sith" such as the Gand I want. I plan on him being a Sith Lord looking dude pretty much right from the start. Especially considering how hostile their race is in nature from what the game says. I'm also planning actually putting Darth Melignous himself in if you can edit the n_yoda and turn that player selection modification to the same type of selectable with the custom .tga's. Link to comment Share on other sites More sharing options...
bhanlon7 Posted April 13, 2005 Share Posted April 13, 2005 Originally posted by Darth Melignous I am noticing in the appearance.2da file it lists columns: modela texa texaevil modelb texb texbevil etc, etc, etc For the player characters they are pretty much all the same. How do I edit these to match mine? I mean there is only one model so what is modela, modelb, modelc, etc columns all about? I'm utilizing a weequay but he has a body tga and a head tga In his actual listing in the appearances file hes got modela= N_Weeq texa=N_Weeq The modelb & texb and from there on are all **** so where does the head part come in? The way the original is it is pointed to the body. Is the other part in the heads.2da? Thanks in advance for the help guys and gals For the head pack that I am working on I copied/pasted the entire row from one of the player characters, then changed the values in the 'normalhead' and 'backuphead' columns to the corresponding number from heads.2da. I haven't completely tested it yet, but my heads show up on the character creation screen. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 For the head pack that I am working on I copied/pasted the entire row from one of the player characters, then changed the values in the 'normalhead' and 'backuphead' columns to the corresponding number from heads.2da. I haven't completely tested it yet, but my heads show up on the character creation screen. I'm gonna flip over to the other computer and try to mess with it now. Thanks for the heads up. Since you posted and helped me man when I get mine ready for upload I'll hit you up for your .2da files if you haven't posted your mod then. That way I can make mine compatible with yours. I'm also gonna do the first alien head mod we had up for download a bit ago and the couple others that people are working on. From what I see from how we have to do this; Wouldn't like a general posting for the common .2da files be posted and someone could download the current versions when they start a mod. Then when they get done before uploading your finished mod you will send your couple .2da files to someone who will add them to the "master 2da list." Would be a bit of work, but would make ALL MODS out on the forums compatible. Wouldn't that be sweet Link to comment Share on other sites More sharing options...
bhanlon7 Posted April 13, 2005 Share Posted April 13, 2005 Originally posted by Darth Melignous From what I see from how we have to do this; Wouldn't like a general posting for the common .2da files be posted and someone could download the current versions when they start a mod. Then when they get done before uploading your finished mod you will send your couple .2da files to someone who will add them to the "master 2da list." Would be a bit of work, but would make ALL MODS out on the forums compatible. Wouldn't that be sweet I like that idea, when mine is almost finished, I'll get in touch with you. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 Sounds good you can PM me we can hook up then. I've decided off and on this week and then some steady time maybe this weekend and I can have progress or done. Link to comment Share on other sites More sharing options...
stoffe Posted April 13, 2005 Share Posted April 13, 2005 Originally posted by Darth Melignous I am noticing in the appearance.2da file it lists columns: modela texa texaevil modelb texb texbevil etc, etc, etc For the player characters they are pretty much all the same. How do I edit these to match mine? I mean there is only one model so what is modela, modelb, modelc, etc columns all about? I'm utilizing a weequay but he has a body tga and a head tga In his actual listing in the appearances file hes got modela= N_Weeq texa=N_Weeq The modelb & texb and from there on are all **** so where does the head part come in? The way the original is it is pointed to the body. Is the other part in the heads.2da? Thanks in advance for the help guys and gals The heads are determined by the normalhead and backuphead columns in the appearance.2da, for each appearance type. The number this column contain is an index in the heads.2da file of which head to use. normalhead is what is usually used, but if the player has this head an NPC using this appearance will switch to the head in the backuphead column instead. ---- The different model/tex columns determine how the character look (ie which model and texture to use) when they wear different items in their body slot. As far as I can tell they are: modela/texa = underwear model. modelb/texb = common clothes model. modelc/texc = armor w/base defense 4 modeld/texd = armor w/base defense 5 modele/texe = armor w/base defense 6 modelf/texf = armor w/base defense 7 modelg/texg = armor w/base defense 8 modelh/texh = armor w/base defense 9 modeli/texi = new jedi robes. modelj/texj = revan/starforge robes. modelk/texk = new jumpsuit-like baggy armor. modell/texl = the silly dancer's outfit. modelm/texm = neophyte/mentor/warrior armor with skirt flap in the back. modeln/texn = new jedi master robes with jackboots. You'll need to specify a model for all slots representing something the player could wear or Bad Things may happen. Some models have textures specified internally and as such have a "****" in their corresponding tex column. The others only specify the base name of the texture without the numeric suffix at the end. The numbers at the end is used to specify the TextureVariation which is set on each individual item in their UTI to choose how it should look. For example, the standard jedi robe for females, set in the modeli column, is the model "PFBIM" (meaning Player, Female, Body, Model I, Medium size), and it has the value "PFBI" set in its corresponding texi. Now the actual texture files are named "PFBI01.tpc", "PFBI02.tpc", "PFBI03.tpc" and so on. Which one of them to use, ie the matching 01, 02 etc number is set in the TextureVariation field in the different item blueprints. For example normal Jedi Robes (blueprint "a_robe_08") have BaseItem set to "Jedi Robe" (35) which uses the model in the modeli column and textures in the texi column. Why? Because the "bodyvar" column in baseitems.2da for line 35 says "I". The blueprint also has the TextureVariation field set to 4, which means it uses the "PFBI04.tpc" texture. ---- The label column in appearances.2da is just there to make it more easily human readable, ti's not actually used for anything by the game as far as I can tell, so it doesn't really matter what you put there for your new lines. To make it easier for others to read though it might be a good idea to stick with the standard naming convention for player models though, as: P_FEM_C_LRG_20 where: P = Player model _ FEM/MAL = Female/Male _ C/A/B/H = White, Asian, Black, Hispanic _ SML/MED/LRG = K1: Scoundrel/Scout/Soldier, TSL: Consular/Sentinel/Guardian _ # = Unique numeric identifier Link to comment Share on other sites More sharing options...
General Kenobi Posted April 13, 2005 Author Share Posted April 13, 2005 @skoffe-mkb- Man thank you SOOOOOOOOOOOOOO much !!! You have no idea how much that just helped me. This was what I needed exactly to understand these 2da files and how to get what I'm doing done. all those different model columns were really confusing and I found no thread talking about heads so I was really confused. You wiped the windows and cleaned it right up Thanks man. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 15, 2005 Author Share Posted April 15, 2005 This is one of the selectable players I'm working on now. It is only just started but wanted to show you guys something I'm working on for the mod. Clickie Clickie Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted April 15, 2005 Share Posted April 15, 2005 Nice work I like it. Link to comment Share on other sites More sharing options...
Jeff Posted April 15, 2005 Share Posted April 15, 2005 Looks awesome. I can't wait to see more Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 15, 2005 Share Posted April 15, 2005 Nice work!! I like it! Great job and I can't wait to see what else you make. Heh you as a yoda/vandar type character. To tell you the truth I was thinking of making my appearence like that for Xcom's arena mod... Anyways nice job so far. I'm sure that this will be one of my top ten ranked mods. After all it hasd already reserved its space in my override. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 15, 2005 Author Share Posted April 15, 2005 Here is a screenie of what he will look like in prob. the first dark side transition phase. Click Me!!! Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted April 15, 2005 Share Posted April 15, 2005 Lookin good You have the skills dude keep it up Can't wait to see what you'll do next Link to comment Share on other sites More sharing options...
General Kenobi Posted April 15, 2005 Author Share Posted April 15, 2005 Originally posted by Uchiha Itachi Lookin good You have the skills dude keep it up Can't wait to see what you'll do next @Uchiha Itachi Thanks man To be honest if I could just get down the .2da editing stuff and what it all means I'd already be done. I've been trying to work on that part and haven't focused on the characters looks themselves. I"m not sure if some of those models like the weequay can be made to "wear" a robe and still have his head. Until I find out if they can or not I'm gonna focus on the characters that will NOT change regardless of what they have on. I want some of em' to have a "look" in game, not be all changie changie with the clothes On those I'll include the look in The darkside phases. Link to comment Share on other sites More sharing options...
bhanlon7 Posted April 15, 2005 Share Posted April 15, 2005 Originally posted by Darth Melignous Here is a screenie of what he will look like in prob. the first dark side transition phase. Click Me!!! I really dig those facial tattoos! Link to comment Share on other sites More sharing options...
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