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Trying To Add A New Lightsabre Color Crystal


chay80

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OK, after doing a lot of searching here, I can't seem to find what I am looking for so here it is;

 

The only thing I want to do is to add a new u_l_colo_xx crystal to the game with a slightly modified color that adds force point regeneration. I am not trying to change any .mdl or .uti files except for the crystal itself.

 

I have been able to add the crystal in-game but I can't figure out how to get my modified lsabrexxx.tga associated with the u_l_colo_xx.uti that I created (I hope I'm being clear). I also don't want to change any of the default sabre colors. I THINK I'm close but I may not know enough to know how far off I am LOL.

 

This is for TSL.

 

Thanks.

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http://www.lucasforums.com/showthread.php?s=&threadid=129450

that might help. outdated but it works.

if you want to create a lsaber with a custom glow do something like this.

 

extract the corresponding lightsaber mdl. and mdx. extract a lightsaber.uti (item file)

note: all files need to be the same. so if you pick lghtsabre01.utc you have to pick lghtsabre01.mdl

extract it all. edit the crystal and utc to your liking.

Now you also need to extract a texture called lsabre*color*X so if you extracted lghtsbr01.uti thats the blue saber abd its number 01. so you find. lsabreBlue01.tpc convert it to a .tga and save it.

besides. check the "Convert selection to .tgi" box

then you need a hex editor to open the lsabre*Color*X.MDL

most hex editors has a ASCII finder search for Lsabre

you'll prolly find something like LSABRE*COLOR*X

if you take the blue it will be LSABREBLUE01

change that to LSABREBLUE02

that means that the model uses a file called LSABREBLUE02 for its textures.

then you add a new row to the upcrystals.2da to make the player get your saber when he upgrades his lightsaber with your crystal.

To edit the glow: open the lsabreblue*COLOR*X and change it with photoshop or psp

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Thanks J_Slash and PisOgPapir.

 

My recent experience with trying to hex edit a lightsabre.mdl is all frustration. I have found no data relating to lsabre tga. All the searches I've done for lsabre or color name have come up empty. I even went through more than one sabre mdl one line at a time and I don't see a reference to the texture for the sabre.

 

What am I missing?

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Originally posted by chay80

Thanks J_Slash and PisOgPapir.

 

My recent experience with trying to hex edit a lightsabre.mdl is all frustration. I have found no data relating to lsabre tga. All the searches I've done for lsabre or color name have come up empty. I even went through more than one sabre mdl one line at a time and I don't see a reference to the texture for the sabre.

 

What am I missing?

 

They are usually named w_lsabrexxxx01 in the hex editing of the model. (x being the four letters for the color).

 

They use a sort of abreviation for colors usually having 4 or 3 letters in it. Here is a list:

 

Blue=blue

Green=gren

Red=red

Purple=purp

Turqoise=turq

Yellow=yelo

 

So green would be w_lsabregren01. And when you want to change it you just put in the name of your color. But remember if it is a double saber there are 8 references if it is normal it will have only 4 references of the color and you must change all of them.

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Originally posted by chay80

Thanks J_Slash and PisOgPapir.

 

My recent experience with trying to hex edit a lightsabre.mdl is all frustration. I have found no data relating to lsabre tga. All the searches I've done for lsabre or color name have come up empty. I even went through more than one sabre mdl one line at a time and I don't see a reference to the texture for the sabre.

 

What am I missing?

 

For references on the color, a saber should have 4 points to " w_lsabreXXX01" XXX=3-4 character color. Doublesabers will have 8 of these references.

 

w_lsabreblue01

w_lsabrered01

w_lsabregren01

w_lsabreyelo01

w_lsabrepurp01

 

(there are more, but I know these right off-hand) ;)

 

cchargin's renamer function in MDLOps is ALOT easier than HEX editing however, and if you haven't tried that route, I'd suggest looking over the readme (and breathe a sigh of relief once you discover exactly how much easier it is to use) ;)

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Originally posted by ChAiNz.2da

* curses his slow fingers * :fist:

 

hehehe, hey I'm just glad we said the same thing and didn't confuse chay80 more :D

 

Me too, don't want that happening.

 

Anyways I hope that helps you chay80!

Heh heh wait till you try modeling a lightsaber.

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OK, MDLOps solved the problem with changing the textures on the models. Now how do I convert the MDLOps K2-r-bin-ascii file to plain mdl? Is the MDLOps output file the same as 3dsMax/GMax ascii output format? When using the replacer, do I use the original mdl as the binary file and the MDLOps ascii.mdl as the ascii file?

 

Sorry for all the ignorance :D

 

I think I'm asking the wrong question. I want to know how I get the ascii.mdl file back to the .mdl I use in the game.

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Originally posted by chay80

OK, MDLOps solved the problem with changing the textures on the models. Now how do I convert the MDLOps K2-r-bin-ascii file to plain mdl? Is the MDLOps output file the same as 3dsMax/GMax ascii output format? When using the replacer, do I use the original mdl as the binary file and the MDLOps ascii.mdl as the ascii file?

 

Sorry for all the ignorance :D

 

I think I'm asking the wrong question. I want to know how I get the ascii.mdl file back to the .mdl I use in the game.

When using replacer, extract a model with KT to use as your binary (extract, don't double-click or convert in any way)... Just highlight the .mdl & .mdx files in the KT list then click the "Extract File" button

And use your MAX exported model for your ascii...

 

Replacer will output a model file you can use in-game (you'll need to rename it by deleting the added suffix)... :)

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Is there a program for such things!!? *Bashes head into wall*

But hex editing isn't that bad... after all its only 4-2 or 8 entries

 

(yes short sabers only got 2 entries)

and if your Hex editor has a ASCII find you'll survive... *Bashes head int o wall again* what am i saying!!? *Goes off to download mumbo jumbo tool*

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*smacks palm into forehead*

 

 

DOH!

 

I know why I couldn't find the w_lsabrexxx references in my .mdl files. I double-clicked the file in KT and converted skins to trimesh instead of a straight EXTRACT.

 

/sheepish grin

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