Jeff Posted July 28, 2005 Share Posted July 28, 2005 I was working on a head mod, and I had noticed that the model was using the default texture instead of my custom texture. So I opened up the texture in MDLops, and opened the renamer and renamed all the entries with the default texture with my textures name. So when I tested it out in-game, the model was screwed up. It had 2 random objects coming out of the side of his head. But, this time it used my custom texture. Does anyone see something that I am doing wrong? If all else fails, I can rename my custom texture to the default texture's name, but I would prefer to learn what I am doing wrong. Link to comment Share on other sites More sharing options...
Darkkender Posted July 28, 2005 Share Posted July 28, 2005 I might have forgotten this in my tut but I'm pretty sure I covered it. You want to avoid renaming entries in the mdl file itself as if you change the wrong entries in a head or body model or not enough entries it will foul up the model. The reason is there are some entries that cannot be changed that read the same as the ones that can be changed. What you should do is as i said simply rename your models filename and don't change entries within it. Heads.2da does all of the work for you as you have to define the texture entry in the 2da file. This automatically forces the model to use the texture that you define. A good example of this are the default twilek heads in game there is only a couple of twilek head models for each gender however there are closer to 6 textures available. Now to make this further usefull the game will call any one of those models with any one of those skins. The reason is the developers played nice with the twilek head models and basically did a vertex move for already built models instead of crafting a new model. I hope this is a bit more informative for you but lets recap. Heads.2da handles the texture your head model will use. Renaming entries in a head model -- "BAD IDEA" -- too many chances for problems. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 28, 2005 Share Posted July 28, 2005 I agree with Darkkender ALTHOUGH, I'm notorious for HEXediting the .mdl anywho An example of BAD would be: n_kreia say is a file name If you do a search and replace in a hex editor it will do it and never warn you that in addition to say 4 "n_kreia" replacements it also did 2 "n_kreiahh" replacements. In short though stick with the Heads.2da like DK said up there. The end result is what you want AND no messy crossed eyes from manually searching for any lil' missed pieces you will miss in editing the mdl with a hex editor Link to comment Share on other sites More sharing options...
Jeff Posted July 28, 2005 Author Share Posted July 28, 2005 Here's what my heads.2da entry looks like. My default head texture is DMHC02, just like in the 2da entry. But it uses the models default texture still, PMHC05. I can't find anything wrong with my heads.2da entry. Do you guys see something that I am not seeing? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted July 28, 2005 Share Posted July 28, 2005 Have you checked your portraits.2da and appearance.2da files to make sure they're appropriately pointing to your custom skin? Link to comment Share on other sites More sharing options...
Jeff Posted July 28, 2005 Author Share Posted July 28, 2005 Originally posted by ChAiNz.2da Have you checked your portraits.2da and appearance.2da files to make sure they're appropriately pointing to your custom skin? They look correct to me. Appearance.2da points to line 192, which is the line you see in my above post. Portraits.2da points to line 671 in appearance.2da, also correct. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 29, 2005 Share Posted July 29, 2005 No other "stray" mods lurking in any subfolder with those .2da names? That sounds like what your problem is although I can't verify your settings as I am at work and imageshack is proxy blocked. If you still can't figure it out I'll take a look at your files when I get home and try to help. General Kenobi Link to comment Share on other sites More sharing options...
Darkkender Posted July 30, 2005 Share Posted July 30, 2005 Give us some snapshots of your appearance.2da I really think that may be where your problem lays. In particular a snapshot of the heads columns. Link to comment Share on other sites More sharing options...
Jeff Posted July 30, 2005 Author Share Posted July 30, 2005 The only thing I can think of thats wrong is backupheads being the same as normal heads, but I thought you could do that... Link to comment Share on other sites More sharing options...
Darkkender Posted July 30, 2005 Share Posted July 30, 2005 set the backup head to **** and try it again in game. Link to comment Share on other sites More sharing options...
Jeff Posted July 30, 2005 Author Share Posted July 30, 2005 set the backup head to **** and try it again in game. Same result. Kenobi was gonna take a look at the files, hopefully he can figure something out... Link to comment Share on other sites More sharing options...
Darkkender Posted July 30, 2005 Share Posted July 30, 2005 Have you deleted that old mdl file that you edited and simply done a rename of a stock mdl yet? Link to comment Share on other sites More sharing options...
Jeff Posted July 30, 2005 Author Share Posted July 30, 2005 Yes. And I just replaced it with a new mdl and renamed it and tried it again just to make sure. Link to comment Share on other sites More sharing options...
Darkkender Posted July 30, 2005 Share Posted July 30, 2005 Well if you've done that then there has too be a fouled up 2da entry somewhere. Link to comment Share on other sites More sharing options...
General Kenobi Posted July 30, 2005 Share Posted July 30, 2005 DM, OK check your real email and see if you have the .rar I sent ya I changed an entry in the .mdl file as well as in the .2da for appearance that I found suspect. I hope one of those will help you out. Let me know if it worked or not. General Kenobi Link to comment Share on other sites More sharing options...
Jeff Posted July 30, 2005 Author Share Posted July 30, 2005 It did indeed work. Thank you very much for checking that out. Now I just need to figure out which 2da line was changed for future ref... Thanks a lot! Link to comment Share on other sites More sharing options...
General Kenobi Posted July 30, 2005 Share Posted July 30, 2005 Hee hee hee well it wasn't the appearance.2da at all. It was the opening line of code for the mdl file that fixed it. ".....8.......cA..V@.DMHC02.e02.........." this was what it was ".....8.......cA..V@.DMHC02.............." that is what was wrong the "e02" was a holdover in the original file from that name. by replacing it with "..." it voids out that section in the mdl file that was causing the error. Hope that helps a bit, General Kenobi Link to comment Share on other sites More sharing options...
General Kenobi Posted July 30, 2005 Share Posted July 30, 2005 I'll add a bit more. Most likely that was caused by a "search and replace" just avoid doing that from now on and you should be good to go I usually do a find for what I want to change then do a find again (F3 in HEXworkshop) to find the next entry I want to change. It will allow you to catch those "oddities" like the one above. General Kenobi Link to comment Share on other sites More sharing options...
Jeff Posted July 30, 2005 Author Share Posted July 30, 2005 Ahh. Yeah, when I was going through the 2da I didn't see anything change really, so I figured it was something with the mdl. Thank you very much for assisting, you have earned a spot in the mod credits Link to comment Share on other sites More sharing options...
General Kenobi Posted July 30, 2005 Share Posted July 30, 2005 That's what makes it fun for me DM helpin' my buddies out and your very welcome General Kenobi Link to comment Share on other sites More sharing options...
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