abcdow Posted April 16, 2005 Share Posted April 16, 2005 I seriously need some modding help from someone who knows what they are doing. I'm working on a large mod (for me anyway) that includes placing items in game, and creating a new equipment dealer. I've already retextured most of the items, and edited them, and am testing them in game. I've run into a few problems: 1) Some of my custom icons are not showing up in the inventory list, I'm just getting a white square. I've tried using the GFF editor to find the problem, but can't. It isn't that I don't know how because all my icons except 5 are showing up. 2) My melee weapons (with the exception of my force pike, warblade, and 1 war axe) all have trnsparent blades, and I never textured any of the blades that are transparent with photoshop, and used the same approach for creating all my melee weapons (including HEX editing). I re-examined my HEX editing and GFF editing for this and don't see the problem. 3) The masks I retextured show their custom icons, but do not show their custom appearance when utilized by the PC when in game. I also re-examined my HEX editing and GFF editing for this and don't see the problem. 4) My only 2 retextured Robes show the custom icon in the inventory screens, but do not show the retexturing in game, it shows some other robe. Would one of you more experienced modders be willing to take a look at these items, and see if you can find the bugs? It would be greatly appreciated, and if so, please leave me a message here to PM you about e-mail addresses, or simply PM me with an offer. Again this would be greatly appreciated as I have taken so much from this modding community and would like desperatley to contribute something in return. Thanks, abcdow Link to comment Share on other sites More sharing options...
General Kenobi Posted April 16, 2005 Share Posted April 16, 2005 I'm no expert but from the problems you've stated it sounds like you've got a naming problem. That's the reason some of your icons show up for the portraits but the character does not look like you want. Or you have conflicting tga ref numbers in the .uti files or you forgot to change em' and they are still using the in game ones. All of which just a guess but sounds like what your problem is by what you've said. Hope that helps Link to comment Share on other sites More sharing options...
abcdow Posted April 16, 2005 Author Share Posted April 16, 2005 Originally posted by Darth Melignous I'm no expert but from the problems you've stated it sounds like you've got a naming problem. That's the reason some of your icons show up for the portraits but the character does not look like you want. Or you have conflicting tga ref numbers in the .uti files or you forgot to change em' and they are still using the in game ones. All of which just a guess but sounds like what your problem is by what you've said. Hope that helps Thanks for the advice. I've looked at that in editing with the GFF editor, but everything appears ok to my eyes, that's why I'm hoping someone else would be willing to take a peak. Link to comment Share on other sites More sharing options...
General Kenobi Posted April 16, 2005 Share Posted April 16, 2005 I'd be more than happy to fix it for you if I knew how...lol I'm having the same problem with the more exotic heads as well with this for my HeAdShOp MOD I'm working on. So far I've not been able to solve the problem. If I can figure it out I'll let you know though. Link to comment Share on other sites More sharing options...
Jackel Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by abcdow 2) My melee weapons (with the exception of my force pike, warblade, and 1 war axe) all have trnsparent blades, and I never textured any of the blades that are transparent with photoshop, and used the same approach for creating all my melee weapons (including HEX editing). I re-examined my HEX editing and GFF editing for this and don't see the problem. You need a txi file to tell the game which blending technique it should use for your item. Copy out one from the game thats the same as the sword/s you modified and rename it to the same as your tga files. Drop in to override and check out the result in game. (I came across the same thing when modding KOTOR1, I liked the effect so released a mod with two swords like that, and I will be doing the same for KOTOR2) Link to comment Share on other sites More sharing options...
abcdow Posted April 16, 2005 Author Share Posted April 16, 2005 Originally posted by Jackel You need a txi file to tell the game which blending technique it should use for your item. Copy out one from the game thats the same as the sword/s you modified and rename it to the same as your tga files. Drop in to override and check out the result in game. (I came across the same thing when modding KOTOR1, I liked the effect so released a mod with two swords like that, and I will be doing the same for KOTOR2) Thanks Jackel, that makes sense! Now if I can just remember which swords exactly that I edited ... Or could I use any .txi that I choose, re. CM_Baremetal, etc.? Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by abcdow Thanks Jackel, that makes sense! Now if I can just remember which swords exactly that I edited ... Or could I use any .txi that I choose, re. CM_Baremetal, etc.? All you have to do is open a notepad file type in envmaptexture CM_Baremetal save and name the file the name of the sword or other item that needs the texture as the name of your custom weapon's tga texture but with a txi extension. Edit: In Blue... Better ChAiNz? Link to comment Share on other sites More sharing options...
Jackel Posted April 16, 2005 Share Posted April 16, 2005 Seeing you can't recall which sword it was you could just grab any txi file and rename it to "my_swords_tga_file.txi" and use that. The important bits of the file are the name and what blending technique you want the game to use. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by Shadow Blaze All you have to do is open a notepad file type in CM_Baremetal save and name the file the name of the sword or other item that needs the texture as the name of your custom weapons tga texture but with a txi extension. envmaptexture CM_Baremetal Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 16, 2005 Share Posted April 16, 2005 Ah forgot about that part... umm ah close enough? lol. Seriously though thanks for correcting me ChAiNz. I'm terrible at remembering those small things. Anyways abcdow it is envmaptexture CM_Baremetal Link to comment Share on other sites More sharing options...
abcdow Posted April 16, 2005 Author Share Posted April 16, 2005 Thanks for the help guys, that fixed problem #2, I checked in game and no more transparent blades. And the items don't look too bad i think, very minor retextures but slight differences to make them into new items. Any ideas about the other 3 problems? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 16, 2005 Share Posted April 16, 2005 Originally posted by abcdow Thanks for the help guys, that fixed problem #2, I checked in game and no more transparent blades. And the items don't look too bad i think, very minor retextures but slight differences to make them into new items. Any ideas about the other 3 problems? Darth Melignous pretty much hit it right-on. Double check your item uti's to make sure the texture variation number (or model variation) matches your .tga number... (and vice versa)... Also, make sure the numbers you've chosen aren't already being used by the game (though if yours are in the override, it should still work)... Link to comment Share on other sites More sharing options...
Shadow Blaze Posted April 16, 2005 Share Posted April 16, 2005 You might want to check the names of the tga files so they match the item names. That and check the model variation. As of right now that is the only thing I can thnk of that could be giving you that problem. EDIT: Wow ChAiNz beat me... *Curses MY slow typing this time.* Link to comment Share on other sites More sharing options...
abcdow Posted April 17, 2005 Author Share Posted April 17, 2005 Originally posted by Shadow Blaze You might want to check the names of the tga files so they match the item names. That and check the model variation. As of right now that is the only thing I can thnk of that could be giving you that problem. EDIT: Wow ChAiNz beat me... *Curses MY slow typing this time.* Everything appears to match, texture/model variation with tga, numbers being used are the 90's so they should conflict, and names match. Still same results. Link to comment Share on other sites More sharing options...
abcdow Posted April 19, 2005 Author Share Posted April 19, 2005 OK I've resolved another 2 problems. Left things alone for a few days then looked at it with fresh eyes. Robes are all working, icons are all working, no invisible blades... all that remains is those damn masks, and I can't figure out what I've done wrong. Thanks, again everyone for all the help, without it I'd still be banging my head on the keyboard. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted April 19, 2005 Share Posted April 19, 2005 Originally posted by abcdow all that remains is those damn masks, and I can't figure out what I've done wrong. cont... 3) The masks I retextured show their custom icons, but do not show their custom appearance when utilized by the PC when in game. I also re-examined my HEX editing and GFF editing for this and don't see the problem. Double-check your mask's HEX and look at the very first 1-2 lines. Make sure the numerical value of the model matches your custom number. Be sure to name your custom mask .mdl using that number variable (as well as your .mdx, mask texture, icons, etc.) You might also want to check the .mdl's HEX entry for the actual skin (filename) it's using... In your .uti file, make sure your model variation and/or texture variation entries match your custom number as well... Link to comment Share on other sites More sharing options...
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