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New head problem


Arátoeldar

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You'll find all model files here (.mdl):

KOTOR II

BIFs

model.bif

Aurora Model

 

You'll find model extensions here (.mdx):

KOTOR II

BIFs

Models.bif

Aurora Model Extension

 

If you want to read them with Gmax or 3DStudio Max, you should have MDLops and Convert them to ASCII model. :)

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The names for the heads you can select at the "new game" page in TSL are:

 

Asian Females:

pfha01

pfha02

pfha03

pfha04

pfha05

pfha06

 

Black Female:

pfhb01

pfhb02

pfhb03

pfhb04

pfhb05

 

White Females:

pfhc01

pfhc01

pfhc02

pfhc03

pfhc04

pfhc05

pfhc06

pfhc07

 

Asian Males:

pmha01

pmha02

pmha03

pmha04

pmha05

pmha06

pmha07

 

Black Male:

pmhb01

pmhb02

pmhb03

pmhb04

pmhb05

pmhb06

pmhb07

pmhb08

pmhb09

pmhb10

 

White Male:

pmhc01

pmhc02

pmhc03

pmhc04

pmhc05

pmhc06

pmhc07

 

NPCs like Bastilla, Carth etc all have seperate head files that are generally named P_*character name*h ie P_Bastillah would be Bastillas head, P_Attonh would be Attons. Some characters are one model so dont have seperate head files (characters like HK-47) their file is usually just P_*character name* ie for HK-47 its P_hk47.

 

Hope this helps.

 

NOTE:The mdl and mdx file have the same names except for the extention ie the .mdl or mdx bit. You will need both to be able to do any work on them.

 

The numbers for the heads in K1 should be the same with maybe a couple less for some of them. Havent got K1 installed at the moment but Im pretty sure its exactly the same.

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Also Kotor Tool makes it easy to extract only the Ascii models if you want by double clicking the mdl file itself. However if your following the head tutorial you don't need the Ascii. One thing of note most models that begin with "C_*" are usually creature models. Those that are human body models are single body and head meshes instead of 2 seperate models. Most of the aliens that have 2 models one head one body will all have a "N_*" prefixing the alien race. However even that selection is limited to only Twileks for both males and females.

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I have already added three lines for each of the character classes. I have also added a line to head and portrait 2DA for the new PC model

 

P_NameH= Head

P_NameHD1= Head lightly dark

P_NameHD2= Head dark

 

P_NameBA for the underwear

P_NameBAD for Dark side underwear

 

P_NameBB for clothing

P_NameBBD for dark side clothing

 

PO_NameH = portrait

PO_NameHD1 = portrait lightly dark

PO_NameHD2 = portrait dark

 

I will need a good and evil mdl and mdx for the character. I assume they will be have to be edited. What tool do I use to edit these files?

 

Is this everything I need to have this character work in K1 and K2?

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If I understand what you're doing with the models, I don't know if you can use a DS model. But if you could, it might work...you could extract the body model you want for the underwear, rename it, and then use MDLOps (that's the tool you'd use for editing the texture a model takes) renamer function to assign it a texture, which you would put in texaevil in appearance.2da. So you would have two of the underwear model, one regular and one for the DS texture.

 

I don't know if that would work, but it's worth a try. If it doesn't work, use the default entry in the PC texaevil so they'll wear Sith Underoos (maybe, hopefully). For the clothes, if you can't get a DS version, you can put gloves on them, cover anything that would show skin so you don't have to worry about skin miss-matches.

 

That looks pretty much what you would need for a new character in K1 and K2, although I could be missing something. Just remember that K1 models only work in K1 and K2 models only work in K2, even if from the looks of things, they're exactly the same.

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