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Editing model for New robes


roguewarrior

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I have looked and looked for the answer to this question for the last couple days. :nut::yelhelp: I know I saw it once when I didn't need it but now can't find it. Anyway I have a robe that I want to change the model that is used for it. Where do I do this? I think it is in the baseitems.2da but I am uncertain which entry to change to point it to my new .mdl and .mdx files. Right now I have them overwriting the zeison sha models. But I would like to make it so that I don't have to overwrite them.

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I think I may have figured it out.

 

the bodyvar column in the baseitems.2da file seems to be it. It looks like the letter there corresponds with the 4th letter in the model file name. For example for Zeison Sha which is on line 102 the entry is "M" the file name for the model dedpending on male of female is PFBMM.mdl. Compare to Jedi knight Robes on line 36 where the entry is "N" and I believe the model name is PFBNM.mdl

 

Can anyone check this or confirm for me. I wouldn't be able to test to see if I'm right until I get home tonight! Thanks.

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The letter in the bodyvar column in the baseitems.2da file refer to a column name in the appearance.2da file. If you have the value M in the bodyvar column it means the model for that armor/clothing is specified in the modelm column, and the texture in the texm column in appearance.2da.

 

This means that different appearance types can have different models for the same base item, since you specify the model and texture for each appearance type.

 

As you discovered the naming convention of the MDL/MDX and TPC files follow the same structure, so if you have a model file named PFBMM.mdl that roughly means:

Player appearance

Female

Body model

M(bodyvar letter)

Medium size (KotOR1 have Large and Small as well, TSL use only Medium)

 

This naming convention is just to help make it easier to keep track of what the different model files are, you can theoretically name your model any valid ResRef name. It's what's in the appearance.2da columns that the game uses for items of the baseitem type the bodyvar letter refers to.

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Just got done looking at the appearance.2da. Based on what you are saying and what I am seeing is that the only way to use a new robes model is to overwrite and existing model. Is that correct? or does the engine support adding additiional columns in the appearance.2da to create room for an additional model. Say if they were called modelp & texp.

 

Thanks for your help!

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Just got done looking at the appearance.2da. Based on what you are saying and what I am seeing is that the only way to use a new robes model is to overwrite and existing model. Is that correct? or does the engine support adding additiional columns in the appearance.2da to create room for an additional model. Say if they were called modelp & texp.

 

As far as I am aware the game does not support adding any new baseitems2.da bodyvar types that are matched against column names in appearance.2da, unfortunately.

 

So you'll need to re-use one of the existing model slots if you want to create a new armor/clothing model. For TSL the bodyvars J (Revan/Starforge robe), K (Pilot jump suit) and L (Female-only skimpy dancer outfit) are popular choices to hijack since they are used by none or very few standard items in the normal game. And the few items that do exist in-game (two jumpsuits and the dancer outfit) usually aren't permanently used by players very much.

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