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Question: Custom Item Model Selection


Glacius21

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NOTE:**For simplicity, I will discuss models//textures for the male only**

 

OBJECTIVE:

I want to use a base item robe (Jedi_Robe) with a heavy armor (Armor_Class_9) model and a custom texture.

 

Essentially, I want the "robe" to use the PMBHM.mdl and a PMBH##.tga // .txi

 

 

INFORMATION:

I selected 50 as this items texture variation.

 

The involved files are: PMBH50.tga, PMBH50.txi, and PMBHM.mdl.

 

 

QUESTION//ISSUE:

Robe models//textures are called with the "I" bodyvar.

Heavy armor models//textures are called with the "H" bodyvar.

 

HOW DO I REPLACE ONLY MY ROBE WITH THE HEAVY ARMOR MODEL?

DO MODELS HAVE A FILE NAMING SCHEME LIKE TEXTURES?

 

I initially thought, that I should be able to do this by taking the "H" versions and renaming them to an "I" and then telling my armor to reference those. This works fine for the texture, but I cannot get it to reference the model specifically and uniquely. That is, I *could* replace the PMBIM.mdl//.mdx with PMBHM.mdl//.mdx, but this would effect *all* robes. But, I don't know how the naming scheme (if it exists) works for models. That is, PMBIM50.mdl, PMBIM050.mdl, PMBIM_50.mdl, PMBIM_050.mdl did not work.

 

NOTE: I was able to make an entry in the baseitems.2da file and have it specify the properties I need. However, this doesn't *seem* like the correct solution since i'm not actually adding anything to the game, just mixing properties that are already there.

 

NOTE: When editing armor with the KoTR Tool, the model variation does NOT save with the file. The editor will let you change the value, you can then save the file; but, if you close the editor and reload the file the value you entered in model variation is NOT saved.

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NOTE: When editing armor with the KoTR Tool, the model variation does NOT save with the file. The editor will let you change the value, you can then save the file; but, if you close the editor and reload the file the value you entered in model variation is NOT saved.

 

Strange, it's always worked for me.

 

Anyway, the easiest thing to do might be to create a separate entry in the appearance.2da file for just this one "robe". You can set properties for whatever you want, and restrict it from there. I recommend taking a look at the readme for svösh's Juhani Sanctuary Robes, or for Chainz.2da's Juhani Dark Robes (this one, I know, can be found at pcgamemods.com) and use that as a reference.

 

As for making the specific model unique, you might have to do some hex editing of the mdl file, but I'm not sure if you will for certain or not.

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which is my question....

 

To accomplish this task do I have to use .2da entries, OR is there a slick method for specifying which model gets used in the .uti file (similar to how textures get specified, e.g. texture variation 50 means PMBH50.tga//.txi get used).

 

==========================================

Regarding the model variation problem(??).

 

I am using the Kotor Tool - v1.0.2210.16738.

 

Fire it up, and extract a_heavy_10.uti and open it in the .gff editor.

Initially:

Model Variation 0

Body Variation 4

Texture Variation 7

 

For testing purposes, I changed the values (arbitrarily)

Model Variation 10

Body Variation 10

Texture Variation 10

 

SAVE THE FILE.

CLOSE THE FILE.

REOPEN THE FILE.

 

Notice, the changes you made to body and texture have been saved, but the change to model varaition has reverted to the original 0.

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What I'm guessing your trying to do is enable yourself to use Force powers armor? Is this correct?

 

If so there are 2 approaches you can take. You can either change the entry in baseitems.2da to point too column "H" instead of "I" under the jedirobes. This will effect all of your jedirobes that use that baseitems.2da entry.

 

Or you can create a new entry in baseitems.2da buy cloning the row for Jedi robes at the bottom of your 2da file. Then change the various texture & icon references to match to column "H" armor. If your doing this for K2 take a look at the Jedi Armor's baseitems.2da for a quick reference. Here is a Link of where to find it. http://www.pcgamemods.com/mod/10524.html

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