ZimmMaster Posted December 5, 2009 Share Posted December 5, 2009 is the patch for this that goes with the restor-mod out there? I am making a patch. It will be compatable with the RCM. Hey, I was just wondering how I would go about changing the color of certain lightsaber blades? More specifically, Vrook's and Vash's. I prefer the having green for Vrook due to him being a consular, and in cut content Vash's lightsaber was intended to be silver. The KotOR Tool won't let me do it, unless I've missed something, and I haven't tried the KSE yet for it. Thanks. The quickest way I can think of is to use MDLops and use the replace function; Open mdlops select "K2" then browse to the model file of Vrook's lightsaber for example (make sure the .mdl and .mdx files are in the same folder) and hit "Read Model" now hit "Renamer" you should see several entries. Four should say something similar to "w_lsabrblue01". Change it to say "w_labregren01". You now have a green blade. Link to comment Share on other sites More sharing options...
Ruthless Xero Posted December 7, 2009 Share Posted December 7, 2009 The quickest way I can think of is to use MDLops and use the replace function; Open mdlops select "K2" then browse to the model file of Vrook's lightsaber for example (make sure the .mdl and .mdx files are in the same folder) and hit "Read Model" now hit "Renamer" you should see several entries. Four should say something similar to "w_lsabrblue01". Change it to say "w_labregren01". You now have a green blade. Awesome, thanks for the help. Link to comment Share on other sites More sharing options...
Tobias Reiper Posted December 19, 2009 Share Posted December 19, 2009 Bah! Filefront download won't work, Pcgamemods is down, and your page doesn't even HAVE a download link. Edit: I made a moron moment. Nonetheless, MOD = GOOD TIMES! Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted December 23, 2009 Share Posted December 23, 2009 Bah! Filefront download won't work, Pcgamemods is down, and your page doesn't even HAVE a download link. Edit: I made a moron moment. Nonetheless, MOD = GOOD TIMES! Just wanted to follow up (I've been out of commission for a bit ). Were you able to find the download link located on my site? Let me know if you're still having probs DL'ing the mod Link to comment Share on other sites More sharing options...
n00b Saibot Posted March 1, 2010 Share Posted March 1, 2010 First of all, GREAT mod! I do have a minor problem though: I have several mods in my override and I'm not sure which caused it but now ALL my green, yellow, cyan, and viridian blades are distorted. The other saber colors are fine but these (in any model hilt) saber cores are showing their proper colors but the animation of the blade itself is badly distorted. I replaced ALL the files from the USM with a fresh install and this is still happening...any ideas why? Better yet, how would I use KT to extract the originals and replace the sabers n game with the uncorrupted original sabers? Link to comment Share on other sites More sharing options...
Rtas Vadum Posted March 1, 2010 Share Posted March 1, 2010 First of all, GREAT mod! I do have a minor problem though: I have several mods in my override and I'm not sure which caused it but now ALL my green, yellow, cyan, and viridian blades are distorted. The other saber colors are fine but these (in any model hilt) saber cores are showing their proper colors but the animation of the blade itself is badly distorted. I replaced ALL the files from the USM with a fresh install and this is still happening...any ideas why? Better yet, how would I use KT to extract the originals and replace the sabers n game with the uncorrupted original sabers? You might want to simply find the blade textures that USM provides, and see if they have problems. If you have Windows, you should be able to sort the files in the override by type(though the right-click menu), and also in groups. Then find the ".tga" extension files, and look for any named "w_lsabrexxxx.tga"(the xxxx would be were a color name is) Link to comment Share on other sites More sharing options...
nsinger998 Posted March 19, 2010 Share Posted March 19, 2010 I have interesting problem with the padawan saber. the black lines on the base are transparent exposing the t7_chrome underneath or something like that. anyone know what could cause things to become transparent? Link to comment Share on other sites More sharing options...
ZimmMaster Posted March 19, 2010 Share Posted March 19, 2010 I have interesting problem with the padawan saber. the black lines on the base are transparent exposing the t7_chrome underneath or something like that. anyone know what could cause things to become transparent? when the txi file for the texture does not have the cm_baremetal entry. Link to comment Share on other sites More sharing options...
nsinger998 Posted March 21, 2010 Share Posted March 21, 2010 so the txi can have 2 entries? because it has a txi but it only has the t7_chrome entry. what should I put in the txi? Link to comment Share on other sites More sharing options...
ZimmMaster Posted March 21, 2010 Share Posted March 21, 2010 so the txi can have 2 entries? because it has a txi but it only has the t7_chrome entry. what should I put in the txi? I would first recommending a backup of the file just in case it does not help. But you must add the entry: envmaptexture CM_baremetal Link to comment Share on other sites More sharing options...
nsinger998 Posted March 22, 2010 Share Posted March 22, 2010 you mean like this: envmaptexture T7_chrome envmaptexture CM_baremetal I've tried that and the end just looks silver and stuff Link to comment Share on other sites More sharing options...
ZimmMaster Posted March 22, 2010 Share Posted March 22, 2010 you mean like this: envmaptexture T7_chrome envmaptexture CM_baremetal I've tried that and the end just looks silver and stuff No, do not change the first entry. Simply press ENTER/RETURN on your keyboard after the t7_chrome entry then you put in the CM_baremetal entry. Here is what it should look like: t7_chrome CM_baremetal Link to comment Share on other sites More sharing options...
nsinger998 Posted March 22, 2010 Share Posted March 22, 2010 thankyou so much! nope, didn't work. the black bars on the bottom are transparent. I can see threw the tube. you sure you can put two entries in the txi? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 22, 2010 Share Posted March 22, 2010 nope, didn't work. the black bars on the bottom are transparent. I can see threw the tube. you sure you can put two entries in the txi? Did you overwrite/change your baseitems.2da that came with the USM? If you've made any changes to it (by other mods added afterwards) then that can cause problems unless the mods use the Patcher. T7's .txi files shouldn't have to be changed, unless your video card doesn't like the shader. However you need to make sure the T7_chrome texture shader exists in your override (as it's custom). If your video card doesn't like the custom shader then change the .txi "T7_chrome" entry to "chrome1" and save the file. envmaptexture chrome1 Link to comment Share on other sites More sharing options...
nsinger998 Posted March 22, 2010 Share Posted March 22, 2010 the chrome texture wasn't the problem. the problem is that its not using the cm_baremetal entry like it should. the black becomes see thru oh, what should I look for in baseitems.2da? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 22, 2010 Share Posted March 22, 2010 the chrome texture wasn't the problem. the problem is that its not using the cm_baremetal entry like it should. the black becomes see thru oh, what should I look for in baseitems.2da? It's not using a cm_baremetal shader based texture, it's using a custom shader T7 created (T7_chrome). If your card is having problems with said shader, cm_baremetal isn't going to help you out. Well, it will, however it will make the ends all silvery much like you described change T7_chrome to chrome1 and see if that helps. The shaders are very similar and may give you better results depending on your card. As far as baseitems goes, scratch that... going from memory and that's usually the default trouble area. I don't think it will affect your problem. Sorry about that, my bad... hehe Link to comment Share on other sites More sharing options...
ZimmMaster Posted March 22, 2010 Share Posted March 22, 2010 I'm sorry I was unable to solve your problem. I had encountered this problem myself and used the edit I mentioned above to solve my problem. But it looks like ChAiNz has things covered. Link to comment Share on other sites More sharing options...
nsinger998 Posted March 22, 2010 Share Posted March 22, 2010 @zimm: funny enough, it seemed to work, but then I went to a different planet and the problem seemed to return. t7_chrome works fine as does chrome1. used on its own in the txi the saber becomes all shiny on the end. my txi looks like this: default: envmaptexture t7_chrome suggested: t7_chrome cm_baremetal add in cm_baremetal and its not shiny but the black lines are see thru. is it possible I have a bad file? perhaps the wrong shade of black was used? I've heard that one shade of black is designated for when you want stuff to be transparent. EDIT: okay, envmaptexture anything gets the bottem looking okay but the black strips are white without envmaptexture gets the invinsible black lines effect. is it possible the wrong shade of black was used? as I said before, I remember reading somewhere that one shade of black is used for transparency. EDIT: any ideas? Link to comment Share on other sites More sharing options...
Darth Crados Posted March 29, 2010 Share Posted March 29, 2010 This might sound like a stupid question, but the only way of creating the lightsabers is trough Bao-Dur? Every time I use the workbench to upgrade the sabers, the color cartridge is blank (attempts of changing it results on game crash) and even if I have, for example, a rocarian crystal and a normal doublesaber, I can't use the rocarian crystal on that doublesaber. Is something wrong here, or it's just me who didn't quite understood how this mod works? (BTW, I'm using the RCM, and installed the USM with Stoney's patch) Link to comment Share on other sites More sharing options...
Phildevil Posted March 29, 2010 Share Posted March 29, 2010 This sounds like a bad install. Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 29, 2010 Share Posted March 29, 2010 This might sound like a stupid question, but the only way of creating the lightsabers is trough Bao-Dur? Every time I use the workbench to upgrade the sabers, the color cartridge is blank (attempts of changing it results on game crash) and even if I have, for example, a rocarian crystal and a normal doublesaber, I can't use the rocarian crystal on that doublesaber. Is something wrong here, or it's just me who didn't quite understood how this mod works? (BTW, I'm using the RCM, and installed the USM with Stoney's patch) This sounds like a bad install. Agreed. If it's crashing at construction, there might be a problem with your upcrystals.2da or baseitems.2da files. Make sure any mod you installed afterwards didn't overwrite said .2da files (unless specifically made to do so such as a compatibility patch). Link to comment Share on other sites More sharing options...
Darth Crados Posted March 29, 2010 Share Posted March 29, 2010 Agreed. If it's crashing at construction, there might be a problem with your upcrystals.2da or baseitems.2da files. Make sure any mod you installed afterwards didn't overwrite said .2da files (unless specifically made to do so such as a compatibility patch). Well, then I must have a problem with the download. Because, if i recall right, even when I did install USM without any other mod conflicts (as a matter of fact, the installation with the USM/RCM patcher gave 0 errors, after unninstalling TSL, re-innstalling, the 1.0b patch and the TSLRCM) and I still could only use Bao-Dur to build the lightsabers. This may sound weird, but it is true. Is there any relation between player level, or a quest, before you can build the sabers at a workbench? (I used KSE to get some of the crystals and warped to the first workbench in-game to try to create the sabers and not only I couldn't build the sabers, as also the green negotiator caused the game to crash...) :| Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 29, 2010 Share Posted March 29, 2010 Is there any relation between player level, or a quest, before you can build the sabers at a workbench? (I used KSE to get some of the crystals and warped to the first workbench in-game to try to create the sabers and not only I couldn't build the sabers, as also the green negotiator caused the game to crash...) :| Shouldn't be any that I'am aware of? Have you applied Updates #1 & #4 located in the first post of this thread? USM --> USM updates #1 & #4 --> any other mod and/or compatibility patches Link to comment Share on other sites More sharing options...
Darth Crados Posted March 29, 2010 Share Posted March 29, 2010 Shouldn't be any that I'am aware of? Have you applied Updates #1 & #4 located in the first post of this thread? USM --> USM updates #1 & #4 --> any other mod and/or compatibility patches Well, like i said (in order of installation): - un-installed TSL -re-installed TSL - obsidian patch 1.0 b - HQ movies patch - Installed the TSLRCM - Installed USM with the TSL/RCM compability patch, using the 4th update (I haven't used the first one because from what i understood, it messes with the dialog files, which were the main cause of incompability between USM and RCM. To end that, Stoney created a patch to install the USM, and the .dlg files are patched, to prevent incompability issues.Speculation:it is possible that by using the first update, it will breed incompability between the mods.)- And it still had the matters referenced above. Hell, i don't know what else can I do, besides stop playing TSL xD Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted March 29, 2010 Share Posted March 29, 2010 I'm not familiar with the TSLRCM and it's installation methods, so forgive my ignorance... but have you tried installing the USM first, then the TSLRCM and it's USM compatibility patches? Or is that a no-no with the TSLRCM mod? Link to comment Share on other sites More sharing options...
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