Gavroche Posted March 6, 2007 Share Posted March 6, 2007 (First, I apologize again for the mess in my first topic. I had spent several hours on the KotOR tools and I guess I got a bit deranged... That's the first time I deliberately double-post) My idea is to make new basic clothes for Bastila, but from an armor with the D (class50xx, if you prefer) texture (basic clothes have B texture and many floating tissues that I don't like, so if I want my new clothes to work correctly, I have to use the D texture). I first went to appearence.2da and changed Bastila's "modelb" column into PFBDM, which is the base of the D texture. I let P_BastilaBB in the "textb" column and extracted a D armor .tga (the first one, a_class5001, if I remember correctly), and changed its name (PFBD01.tga) into P_BastilaBB01.tga. Before coloring and changing this new model, I started the game and looked at the result. Bastila, wearing standard clothes, has indeed the D body shape, but the armor texture put on it is messed. By messed, I mean that it looks like Bastila didn't slip on her armor correctly, with the characteristics pants' creases (behind the knees, for exemple) are above the place they should be. That's not the only thing bothering, but globaly the texture isn't put correctly. I'll bring a screenshot when I can. Does anyone have an idea about how to make this problem clean ? Link to comment Share on other sites More sharing options...
Kristy Kistic Posted March 6, 2007 Share Posted March 6, 2007 Put PFBD in the texb column and leave your texture named PFBD01.tga. Link to comment Share on other sites More sharing options...
Gavroche Posted March 7, 2007 Author Share Posted March 7, 2007 Thanks Kristy Kistic, I guess it should have worked, but I get something very funny. Looks like the texture has been reversed, the armor is on her legs (the shining white thing that we just perceive on this screen) and her pants are on her chest (the yellow strips that should be on the legs are on the arms)... Wow. Mmm, before trying to resolve this, it would be better to explain why I want to change her B shape. I wanted to draw an armor for Bastila (with the D shape), but first she hasn't even the Light Armor feat, but especially, armors have DEX limitation unchangeable and don't let the Jedi uses many Force powers. I tried then to make this armor through giving it a Jedi robe statut, but that includes I shape and by changing "modeli" and "texti" in appearence.2da I would have bugged all the others Jedi robes. That's why I tried to change her default clothes, and to make a special clothe .uti which she could wear and would give her the bonus I want, with no DEX limitation at all. So, is this solution (which is still far from finished, as I post here...) the good one, or is there a way to make a Jedi robe D-shaped/an armor with no restriction ? I hope I've been understandable, and that there is a solution to this... Link to comment Share on other sites More sharing options...
stoffe Posted March 7, 2007 Share Posted March 7, 2007 Thanks Kristy Kistic, I guess it should have worked, but I get something very funny. Looks like the texture has been reversed, the armor is on her legs (the shining white thing that we just perceive on this screen) and her pants are on her chest (the yellow strips that should be on the legs are on the arms)... Wow. Have you edited the texture you are using in that picture? If so, what are you using to edit it? I'm not 100% sure this is correct, but if I recall correctly there was a bug in the TGA plugin for some versions of Adobe Photoshop that caused the image to become reversed when used in some games. If you open the texture image in an image viewer (like IrfanView for example), is it upside down there too, or is this only noticable in-game? Link to comment Share on other sites More sharing options...
Kristy Kistic Posted March 7, 2007 Share Posted March 7, 2007 You can use a custom model in the D slot (with no armor feat restrictions) by adding a new line to the baseitems.2da. Copy line number 37 and paste it as a new line. Change the itemclass column to a_Class5. Change the bodyvar column to D. Put whatever you want to call it in the label column. Start with a jedi master robe as your uti. Change the baseitem to the index you used in the baseitems.2da. Extract the PFBDM.mdl and PFBDM.mdx files with kotor tool. Use a hex editor to change all occurences of PFBDM with PFBXM ( or whatever you want as long as its not used elsewhere in the appearance.2da and it must be 5 characters in length. ) Replace all occurences of PFBD01 with PFBX01. Your texture variation should be 1 in your uti and your texture itself should be named PFBX01.tga. If you want to make multiple skins, increment the number in the texture name and the uti file each time. Also make sure to change the modeld column to PFBXM and the texd column to PFBX in the appearance.2da file. Have you edited the texture you are using in that picture? If so, what are you using to edit it? I'm not 100% sure this is correct, but if I recall correctly there was a bug in the TGA plugin for some versions of Adobe Photoshop that caused the image to become reversed when used in some games. If you open the texture image in an image viewer (like IrfanView for example), is it upside down there too, or is this only noticable in-game? You can test this by removing your texture from the override. Link to comment Share on other sites More sharing options...
Gavroche Posted March 7, 2007 Author Share Posted March 7, 2007 Copy line number 37 and paste it as a new line. Change the itemclass column to a_Class5. Change the bodyvar column to D. Put whatever you want to call it in the label column. Start with a jedi master robe as your uti. Change the baseitem to the index you used in the baseitems.2da. I have a trouble at that point. I pasted the line and changed what needed to be changed just as you said. But when opening the g_a_mstrrobe01.uti, I can't find the baseitem I wrote (Bastila_suit). It's not in the list. I put the baseitems.2da into the Override, and while it still wasn't working I changed the "name" column into 568 (as far as I saw, the max is 567). Still no Bastila_suit in the baseitem list. Have you edited the texture you are using in that picture? If so, what are you using to edit it? I'm not 100% sure this is correct, but if I recall correctly there was a bug in the TGA plugin for some versions of Adobe Photoshop that caused the image to become reversed when used in some games. If you open the texture image in an image viewer (like IrfanView for example), is it upside down there too, or is this only noticable in-game? Only noticable in-game, but I used Photofiltre to open it, indeed. I guess GIMP should work correctly ? Edit : I've just seen stoffe's post on the first topic (I thought nobody would see my edit... I am aggravating my case even more...), so I'm going to try again this method, but with the KGFF. Redit : Mmm, I'm trying to find PFBDM.mdl and PFBDM.mdx, so I went to BIFs>player and I found (in Aurora Model and Aurora Model extension) pfbdl.mdl and pfbdl.mdx... I'm unsure what to do with them, however I'm going to try... Link to comment Share on other sites More sharing options...
Kristy Kistic Posted March 7, 2007 Share Posted March 7, 2007 Open your uti file in a gff editor and change the baseitem from there. Nebbermind - just saw your edit. Link to comment Share on other sites More sharing options...
Gavroche Posted March 7, 2007 Author Share Posted March 7, 2007 Yes, that's what I've just done after reading stoffe's post. - NM, you've just edited that you've seen my edit '^^ Redit : Mmm, I'm trying to find PFBDM.mdl and PFBDM.mdx, so I went to BIFs>player and I found (in Aurora Model and Aurora Model extension) pfbdl.mdl and pfbdl.mdx... I'm unsure what to do with them, however I'm going to try... I'll search again a bit before trying. By the way, where do I find a Hex editor ? The KotOR tool just gives me a Hex viewer. Redit : NM again, Google is my friend, I should know that. I'm modifying the PFBDL into PFBXL. It seems OK, but it bothers me a bit, that PFBDM/L thing... Edit : OK, I finished every steps, added the item through the KSE (It adds a default icon corresponding to the texture). I go in my inventory, select the armor (which is selectable with Bastila), and the game crashes. I'll try to put a M everytime there is a L. Leeet's go. Re-edit : I've got a doubt, all of a sudden. Do I have to change name of the .mdl and .mdx ? Or just the PFBDM/PFBD01 which are inside ? Re-re-edit : This time, just as Arthur Dent, I declare officialy that : "I'm gonna become mad". The game still crashes just when I click on the item to wear it. Last edit : I tried stoffe's method, and BY THE FORCE ! it works. I guess I'm still to n00by to make your method work, Kristy Kistic. After five days, at last, tonight I will sleep. Link to comment Share on other sites More sharing options...
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