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Lightsaber crystals


BuilderD

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I've search the forums already but I either missed it or it's not there; how do I make custom lightsaber color crystals. I don't want to replace the old ones just add new ones. This is where I am so far: Have the testures and can make and update the lightsaber with the crystal but when I do this my custom textures don't appear. How do I get them to work. I haven't seen this before as I said earlier so could some one make a tutorial if possible please? Thx in advance

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I guess I'm asking how to connect the .tga files with the .uti files.

Huh? You say you can get your lightsaber and upgrade it in game right?

 

If you can, and I quote you here, "can make and update the lightsaber with the crystal..." What exact texture(s) don't show up for you when you do this? The Blade, Hilt, or Inventory Icon?

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Build a New Saber:

 

here is a step-by-step guide to building a lightsaber (minus the hilt making part)...

 

for the more experienced lightsaber modders, if i got anything wrong, please feel free to correct my mistakes, but i think i got it all right (not sure) it's been a while since i made a saber...

 

 

This is what you'll need to do to make a new saber and color...

 

Note: make a temp folder to place all your extracted files and files you will be working with into...

 

1. open KotOR tool and extract the g_w_lghsbr01.uti file:

can be found here: Kotor II > BIFs > templates.bif > Blueprint, Item > g_w_lghtsbr01.uti

 

2. while still in KotOR tool extract the iw_lghtsbr_001.tpc file:

can be found here: Kotor II > ERFs > Texturepacks > swpc_tex_gui.erf > I > iw_lghtsbr_001.tpc

 

3. still in KT extract the w_lsabreblue01.tpc rile:

found here: Kotor II > ERFs > Texturepacks > swpc_tex_tpa.erf > W > w_lsabreblue01.tpc

 

4. now extract the w_lghtsbr_001.mdl file from here:

Kotor II > BIFs > models.bif > Aurora Model > w_lghtsbr_001.mdl

 

5. extract the w_lghtsbr_001.mdx file from here:

Kotor II > BIFs > models.bif > mdx > w_lghtsbr_001.mdx

 

6. open the gff editor in KT and edit the g_w_lghtsbr01.uti file properties and description as you see fit, make sure you change the Template ResRef line and the Tag line to the new name of the lightsaber and make sure both lines are the same (exactly)... then save your new uti file using the same name that you used in the ResRef and Tag lines...

 

7. open a photo editor (Paint Shop Pro or PhotoShop) and edit the color of you saber blade (w_lsabreblue01.tga) then save the file as (w_lsabre****01.tga) (where **** would be the new color, you can only have the same number of letters in you file name as in the original, very important for editing the .mdl file later)...

 

8. next rename you .mdl and .mdx files to reflect the next number in the list of lightsabers… i.e.

w_lghtsbr_001 > w_lghtsbr_002 > w_lghtsbr_003 etc. what ever the last saber is name your files the

next number consecutively, if the last saber is 12 you name yours 13 etc. Note: after your done with this portion of the process, open the gff editor and change the Model Variation to reflect the number you just used in the name of your .mdl and mdx files (i.e. 12 or 13 or whatever you used)… then save the uti file again… oh yeah, I almost forgot, rename the iw_lghtsbr_001 file to reflect the new number as well, (iw_lghtsbr_***) where *** would be the new number 12 or 13 etc. or whatever you used….

 

9. now comes the really tricky part, you will need to edit the .mdl file with a Hex editor…

I recommend using UltraEdit-32 as you hex editor, it’s the one I use, it works really well…

Note: do not change modes in the editor use the ascii mode (it should be default) if you change modes you will screw up the mdl file.

Anyway, open the w_lghtsbr_***.mdl file in the hex editor and use the find and replace all option:

Find all of the (w_lsabreblue01) references and replace them with (w_lsabre****01) (where **** would be the new color as mention in step 7.) Making sure you replace the same amount of letters (characters) as is in the original file name, no more and no less… next save the file (not save as, that will screw up the mdl file as well)…

 

10. place all newly made file in your override folder and hope for the best…

use the cheat code ~ giveitem ‘name of saber’ to get the new saber in game and to use it…

 

Note: you will also need a crystal...

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Create a crystal

 

here is a step-by-step guide to making a crystal...

 

same as before, for the more experienced modders, if i got any thing wrong, feel free to correct my mistake, it's been a long while since i made a saber or crystal...

 

(Note: be sure to place all new and extracted files in a temp folder)

 

1. Open KT go to Kotor II > ERFs > Texturepacks > swpc_tex_gui.erf > I > iw_SbrCrstl_001 (note: you can choose any crystal you like from iw_SbrCrstl_001 through iw_SbrCrstl_049 and extract it, these are just the icons that show up in the center of the saber and in your inventory.)

 

2. Extract the uti file for the crystal here: Kotor II > BIFs > templates.bif > Blueprint, Item > u_l_colo_01.uti…

 

3. Now extract the upcrystals.2da file from here: Kotor II > BIFs > 2da.bif > 2D Array > upcrystals.2da…

 

4. Next you can edit the iw_SbrCrstl_***.tga (icon) file in a photo editor such as photoshop or paint shop pro if you like, then save or change the number at the end to anything above the last number in the list of crystals i.e. 001 – 049, so you make your crystal 50 or higher.

 

5. Now edit the u_l_colo_01.uti file in the gff editor. You can change the properties to your liking and then change the Template ResRef and Tag lines to match (change them to u_l_colo_** (where ** would be the number you used in the iw_SbrCrstl_***.tga file.)) now change the Model Variation number to match the number in the u_l_colo_**.uti and the iw_SbrCrstl_***.tga files. Then save the file using the same name that you used in the ResRef and Tag lines (exactly).

 

6. Open the upcrystals.2da in the 2DA editor found in KT and copy line one in the list and paste it at the end of the list. Next change the number in the [Row label] column in the line you just pasted to the next consecutive number in the list (i.e. if the last number is 59, then change the number in the pasted line to 60). Now in the column marked [label] change the word Blue to the new color of your blade. In the column marked [template] change the name from u_l_colo_01 to u_l_colo_** (where ** would be the new number you used in step 5).

 

7. Ok, this next part depends on the type of lightsaber you made: i.e. short saber, long (standard) saber or the Double-bladed saber. (A.) If you made a short saber, then change the name in the [shortmdlvar] column from g_w_shortsbr01 to the new saber you made. And place 4 asterisks (****) in these 2 columns [longmdlvar] and [doublemdlvar]. (B.) If you made a long saber, then change the name in the [longmdlvar] column from g_w_lghtsbr01 to the new saber you made. And place 4 asterisks (****) in these 2 columns [shortmdlvar] and [doublemdlvar]. (C.) If you made a double-bladed saber, then change the name in the [doublemdlvar] column from G_W_DBLSBR001 to the new saber you made. And place 4 asterisks (****) in these 2 columns [shortmdlvar] and [longmdlvar]. However, if you have all 3 types just put the name of each saber into their respective columns, no need for the asterisks (****). Then save the upcrystals.2da file.

 

8. Finally, place all new files in your override folder and hope for the best…

 

Step numba' nine (9) courtesy of RedHawke ('cause i forgot it :tsk: )

 

You need to make a .txi file for your saber blade texture, just open up notepad and type in exactly this...

 

Code:

blending additive

decal 1

 

Save it as the exact same file name as your saber blade texture except that it has the .txi extension.

 

Example: w_lsabreblue01.tga and w_lsabreblue01.txi

 

Plop the txi file in your override along with your other saber files and the blade should look fine.

 

 

hope this helps...

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You need to make a .txi file for your saber blade texture, just open up notepad and type in exactly this...

 

blending additive
decal 1

Save it as the exact same file name as your saber blade texture except that it has the .txi extension.

 

Example: w_lsabreblue01.tga and w_lsabreblue01.txi

 

Plop the txi file in your override along with your other saber files and the blade should look fine.

 

:D

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You need to make a .txi file for your saber blade texture, just open up notepad and type in exactly this...

 

blending additive
decal 1

Save it as the exact same file name as your saber blade texture except that it has the .txi extension.

 

Example: w_lsabreblue01.tga and w_lsabreblue01.txi

 

Plop the txi file in your override along with your other saber files and the blade should look fine.

 

:D

 

 

yeah i forgot the .txi file, sorry 'bout that... :rolleyes: Thanks RedHawke for catching that... :nod:

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Ok open the folder that your txi file is in, look at the very top of the opened window and you'll see tabs at the top (file,edit,view, etc.) look for tools, and click folder options. Hit the middle tab labled view, and look on the list for "Hide Extensions for known file types" if it is checked uncheck it, now you should be successfully able to edit the extensions. After your done renaming, you can follow the same way to re-check the box as sometimes it can be annoying to have extenstions shown all the time, I tend to only use the option when I'm editing then put it back on..Hope this helps...:)

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