mjpb3 Posted June 13, 2006 Share Posted June 13, 2006 I hated to start a whole new thread for such a simple question, but I couldn't find anything... I just need to know what texture/icon I would use for an aesthetic item I am putting in game - for both games actually. EDIT: Namely, a key... what texture/icon would I use for a key to a locked footlocker? Thanks! Link to comment Share on other sites More sharing options...
Princess Artemis Posted June 13, 2006 Share Posted June 13, 2006 Last edit, promise! I know this one, I think...mmmrrgh...::look look look::... I know that you can set the .uti to Aesthetic Item, and under ERFs-->TexturePacks-->swpc_tex_gui.erf-->I lists the icons for items. ii_bithsax.tcp is an aesthetic icon, I think. There are a lot of ii_key_001.tcp, etc. However! Aesthetic Items use ip_pltuseitm001.tcp (through 251 it looks like in K2). Set Texture Variation to the number you want. 1 will get you a book. 2 will get you an icon with what looks like K1's ICE Breaker. So if you want to use an existing icon, look at them with Kotor Tool and assign the number, 1 - 251, to Texture Variation in your .uti. If you want to make a new one, you'll have to use a number higher than 251 (say, 255) and save an icon called ip_pltuseitm_255.tga for the icon. That was looking at K2; I'm certain they work the same in K1, except there's only 70 icons. In K1, ip_pltuseitm_023 is an orange keycard lookin' deal. It's similar to the Khoonda Keycard in K2, so icons that look like that would work, it's like a hotel keycard. #44 is very similar to ii_key_001.tcp, so I bet that's a key--there's a whole bunch in a row like that, so you can pick a color. In K2, the same icons are numbered up to 70. 96 is a blue version of the keycard. Link to comment Share on other sites More sharing options...
mjpb3 Posted June 13, 2006 Author Share Posted June 13, 2006 LOL! Okay, I figured it out. You're right. I needed ip_pltuseitm_099.tga for K1, and ip_pltuseitm_255.tga for K2. Thanks! Link to comment Share on other sites More sharing options...
Lit Ridl Posted June 17, 2006 Share Posted June 17, 2006 You need any number (not only 99 or 255) from 1-99 for KI and from 1-255 for KII. But most of numbers are occupied in KII (in KI too), so you don't have really big choice. Link to comment Share on other sites More sharing options...
Darkkender Posted June 19, 2006 Share Posted June 19, 2006 You need any number (not only 99 or 255) from 1-99 for KI and from 1-255 for KII. But most of numbers are occupied in KII (in KI too), so you don't have really big choice. You can actually number up too 255 in both games if you are using the default naming methods used in each game. That is provided the default method gives you a 3 digit item location. Many of the items use a 2 digit placeholder in there naming conventions whence it leaves you with a maximum of 99 when using the default naming convention. You can however use your own naming convention that differs from the game default and have up to 255 per baseitem type. Also most of the numbers are 'UN'-occupied in both games. In fact about only 10-20 numbers are used per item in both games. Usually anything above 20 has been made by a modder. However as to all things there are your occasional flukes. Link to comment Share on other sites More sharing options...
mjpb3 Posted June 19, 2006 Author Share Posted June 19, 2006 I've actually found that you can use numbering and letter namings for some items, as long as the basic structure of the name stays the same. Example: I recently made a double-bladed lightsaber (It's not for release, so please don't ask. It's for my personal use only - sorry.) Anyway, I wanted it to come in all colors, so instead of using the g_w_dblsbr0XX way of naming it (XX being a number progression) I decided to use this method: g_w_dblsbr03a, g_w_dblsbr03b, g_w_dblsbr03c, etc... and it works just fine for me. All my sabers show up and work as they should in my game. Link to comment Share on other sites More sharing options...
Darkkender Posted June 19, 2006 Share Posted June 19, 2006 Well that would make sense even for the double digit item numbering as then you could get upto 255 items with using Hex in the digit place effectively 01-FF. Would you mind testing this theory and see if it excepts a "G" for that last letter or if it spits it out with an error. Link to comment Share on other sites More sharing options...
mjpb3 Posted June 19, 2006 Author Share Posted June 19, 2006 Oh, I was referring to uti files, not model files. In the model files for the saber(s) I mentioned above, I hex edited the names of the sabers progressively, like always - w_dblsbr_035 What I was referring to was the uti files. I stared with g_w_dblsbr03a and moved up from there. See, I made 6 new sabers. I wanted to add restrictions to all of the sabers I made, so that only my female PC, Juhani and Bastila could use them, and no one else. But I still wanted all three characters to get the same sabers, just different colors, but with a restriction so they only got the one I made for them. So in the uti files, I started with: g_w_dblsbr03a for my female PC (restriction of Force Sensitive) g_w_dblsbr03b for Juhani (restriction of Force Camoflage) and g_w_dblsbr03c for Bastila (restriction of Battle Meditation). All of the sabers still used the same model file(s), icons and textures, but each was on it's own a whole new saber. I made 6 different colored sabers with 18 SEPARATE uti files. Yes, I am crazy like that Did any of that make sense? Link to comment Share on other sites More sharing options...
Darkkender Posted June 19, 2006 Share Posted June 19, 2006 That makes better sense. I thought we were talking about the icon and texture files. The gff files don't have to use a numbering system but it helps. Link to comment Share on other sites More sharing options...
mjpb3 Posted June 19, 2006 Author Share Posted June 19, 2006 Hah! I'm sorry I confused you. I tend to do that a lot, even to myself! No, I meant the uti files. Sorry for any misinterpretation Link to comment Share on other sites More sharing options...
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