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More K1 heads in K2 - possible to incorporate in head selection?


Darth InSidious

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The textures you should run into no problems with. However; the mdl & mdx might be a different issue. ;)

 

I do know that K1 and K2 use different formats for their models. You'd have to get your other files for the character converted over UNLESS the mdl and mdx for those characters your talking about already exists in K2's directory structure.

 

You can indeed copy paste the texture graphics from one tga to another. You will run into issues however if the character uses a differently shaped model than the one the original tga was created for.

 

Hope that helps a bit :thumbsup:

 

:ben:

General Kenobi

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I can't recall what the problem was that we ran into relating to these files however these were early finds with K2 and we weren't able to get them into game. However I can't recall what the roadblocks were at this time. I think it might have been the body models were now simply cutscene null body's.

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curse! perhaps you could just rip the head and use that then?

Admittedly, it would be a very static head, but for some crowd members or something...

 

Also, if you could make them playable heads which would hterefore use standard bodies would they still require the anims?

 

Finally, can you make a model a robe model, for example?

I mean, supposing you want Malak's body to be a robe model, if you name it i_model_50 if that is the correct format, and changed the model variation to 50 in the GFF, would it work? Or would you have to change appearance.2da?

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The heads do have models and animations. You can use them without fear of EULA or forum infraction because they were ported over by the devs for use in TSL. I don't recall the numbers (and I don't have the resources to look them up now), but you can find all the info in heads.2da and appearance.2da. I hope that helps.

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