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The Alpha Channel on skins


Sato Sparhawk

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Make sure you have a .txi file (named the same as your texture) that contains this line:

 

envmaptexture CM_Baremetal

 

You can create one (txi) using notepad...

 

Also, you "might" need to change the value of the envmap column in your appearance.2da to match the shader (in this case CM_Baremetal)... for character/clothing that is... I can't remember right off hand if baseitems.2da has this same column value..

 

*- CM_Baremetal can be substituted with alternate shaders, but this is the "default" shiny shader. You can also try CM_Manun <sp?>

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I realy need to know how is the PC character listed in the KOTOR appearance.2da?

 

I'm trying to do a reskin and every time I use a alpha channel on something it goes transparent rather then reflect.

 

There is no one listing for the main character in the appearance.2da file: there are three entries for each possible head you can pick, one for each starting class since they have different body sizes.

 

If you want to edit the appearance for your character you'll need to find the AppearanceType number, which matches the line number in appearance.2da, that your character uses. You can look inside your savegame to determine the Appearance_Type number of your character.

 

If you want to edit the appearance for all possible player appearances you'll need to edit the lines of all appearance types whose labels start with P_MAL_ (for male characters) and P_FEM_ (for female characters).

 

For each line in appearance.2da there are a series of columns named model* and tex*, where the * is a letter between A-J. These represent what models and textures will be used when the character wears armor, robes or clothing of a specific type.

 

To figure out what type of wear a particular set of column represents, remember this letter and check in the bodyvar column inside the baseitems.2da file. The letters in this column correspond to the column labels in appearance.2da. The BaseItem is what you set in an UTI file to make an item of a particular type.

 

* * *

 

As for the transparency vs. shininess, this is (often) determined by what is in the TXI file for a particular texture. a TPC file (standard game texture) include both compressed DXT image data and the TXI information in the same file. When you decompress an image with KotorTool to TGA format you can choose to save the TXI data as a separate file, which may be supplied alongside the TGA texture file. Those two files must be named the same (aside from the extension), just as chAiNz.2da described above.

 

Sometimes the model is set up not to use TXI though, so in those cases you must put the name of your Environment map texture in the envmap column in appearance.2da instead. The downside of doing that is that it affects all models for that appearance, unlike the TXI method that only affects that particular texture.

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