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Where is the Mandalore without helmet tga?


Lando Griffin

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helmetless mandalore and regular mandalore use the same texture file: P_MandB ;)

 

at least for the armor, mandalore's head uses a different texture

P_CandH03

 

 

although with a little 2da editing you can make him use any head you want

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to replace the head go into appearance.2da and change the value in "normalhead" to the number for whatever head you want to use (the numbers for the heads is found in heads.2da, its the line number) and then make and item (like armband, belt, armor) that has the disguise property and disguise yourself as Mandalore_No_Helmet (at least i think thats what it says, either way its pretty close to that) or if you are using K-GFF you'll need the line number for helmetless mandalore from appearance.2da

 

you can also make the armor wearable (like normal armor) by replacing, say the dancer outfit or reven's robe models with the helmetless mandalore model. then just make an armor that uses whatever you replaced (i.e. dancer outfit) as the baseitem.

 

i'm sure i'm leaving something out, cause i'm kinda sleepy right now, but i hope that helps

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well, the gender restrictions are in the uti, not the model, so it doesnt really matter. but if you want to use a model thats not already used by the game, i reccomend the Starforge robe slot just put "P_MandaloreBD" in the "modelj" column and make your items baseitem "Revan Armor" give it whatever stats you want and then use the giveitem to get it ingame and see if it worked.

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try "****" (no quotes) and hopefully that will work

 

and by the way modelj and texj are the columns for the starforge robes, if you want to use the dancer outfit, i think its modelL and texL. the armored flight suit is also a good model to replace.

 

can someone else verify that i'm explaining this right? i keep feeling like im forgetting something.

 

in the meantime here is a link to stoffe's appearance.2da walkthrough (i found it in the 2da tutorial forum at the top of the main holowan forum.) http://www.lucasforums.com/showthread.php?t=148638

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Alright I made the dancers outfit the mandalore armor but how do i reskin the mandalore armor, I know how to normaly reskin it but do i paint the helmet, or do i just paint everything?

Should just be able to paint the whole thing and have it change how you want it to change. Ie if you want the body red with green stripes paint the body with red and green stripes :D

 

As you are changing the head/helmet you wont likely need to paint that to your new design, but heres a quick idea for you you may like: make a new mask that uses the full helmeted Mandalore model as a disguise and that way when you put on your new mask you can look like Mandalore.

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I already made 6 skins of Mandalore, But for the head and helmet, you mean use the disguise for the a_helmet_04 or somethin to make him look like Mandalore, thats what im doing,or are you talking about makin a new Mandalore helmet, which i cant model, and i think that would look really wierd

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sorry, i've been kinda busy lately

 

and now i'm going to try to explain how to make Helmetless Mandalore's armor a wearable armor.

 

Now, since i want to try to explain this in a way that won't have to add a new baseitem we'll do it by replacing an existing model in appearance.2da and for the purpose of this tutorial i'm going to suggest using the slot for starforge robes, since they are not found anywhere in the game.

 

First in appearance.2da find the line for Helmetless Mandalore (Line 639) scroll over and you'll see that in all the modelx columns (modela, modelb, modelc etc.) he has P_MandaloreBD. This is the name for the helmetless mandalore model, which is basically mandalore, with no head.

 

the "modelx" (where x is a letter a-n) columns determine what body model is used when characters equip different types of clothing. similarly the "texX" (again x is a letter a-n) states which textures should be used when the model of the same letter is used. more information on this can be found in stoffe's appearance.2da walkthrough Popular columns to use when replacing models are:

  • Starforge Robes: modelj/texj
  • Armored Flight Suit: modelk/texk
  • Dancer's Outfit: modell/texl
  • Zesion Sha Armor: modelm/texm

 

Now the next thing you'll need to do is find the listings for your party members (These are all the entries in appearance.2da that start with "Party_NPC" so for example "Party_NPC_Atton") and find the column marked "modelj" this is the column for the starforge robes. for all of your party members change the value in this column to P_MandaloreBD (remember, this was the name of the helmetless mandalore model which we found earlier)

 

If you are going to make mulitple armors that will all use the helmetless mandalore model but all use different textures you will need to put something in the "texj" column as well. you can make this pretty much anything, but to make this easy we will make it "MandArm" don't forget what you used, cause we will be coming back to it later.

 

the next step is to do the same thing for all the PC's this can prove to be a tedious process, as the Player Characters are all the enties in appearance.2da that start with P_MAL_ for the males or P_FEM_ for the females. now that you've found them, do the same thing you did for the party memebers and replace the value in column "modelj" with "P_MandaloreBD" and "MandArm" in the "texj" column

 

this is all the 2da editing you'll be doing, so you can breathe a sigh of relief

 

now its time to make the uti files.

 

T7 has already written a tutorial explain the process of making custom armors which can be found here that will explain the main fields in KotorTool for editing uti's. This tutorial will explain how to give the armor custom stats

 

The important things to remember when making your uti's are:

 

We did not make a new baseitem, we used an existing one. the baseitem you use depends on the column where you put the new model in appearance.2da. in this tutorial i used column "modelj" which you can see in the tutorial by stoffe i posted earlier that that colomn is for the starforge robes baseitem. so this is what you must reference when making your uti. Underbase items change the value to "Revan_Robes" DO NOT USE A CUSTOM BASEITEM, IT WILL CRASH THE GAME even tho you are using the revan robe baseitem, since you replaced that model for all characters who could possible equip it with the helmetless mandalore model, that is what they'll use.

 

The second important feild is the texture variation. for every armor you make that is using the helmetless mandalore model they must each have a different texture variation. this becomes especially important in the next step: making your textures.

 

The texture for mandalore is "P_MandB" its the same file for regular mandalore and helmetless mandalore. if you are using helmetless mandalore you dont have to bother texturing the helmet, since it wont show up anyway. you can make youre custom textures using a program like Photoshop or GIMP. save them as a tga, 32 bit. Here is the important bit: Naming the tga file. do you remember that value we put in appearance.2da under the "texj" column? it was "MandArm". do you remember the numbers you put in the Texture Variatoin feild when making your uti's? because now you will combine the two. Name your textures MandArm01, MandArm02, MandArm03, etc. The number at the end of the file name should correspond to the Texture Variations you used in the uti's.

 

and hopefully when you equip your new item in the game it should look like Mandalore's.

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ok i fixed the problem ,i didnt put the P_MandaloreBD and the MandArm for the hispanic dude #2, but now the armor comes out like this black/shiny/ chrome armor, on both helmet less armor and full body suit. I borrowed a txi from the chrome vader helmet fix, primes clones, named i P_MandArm02.txi and they all didnt work. what do i do?

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