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2DA Creature editing ?


Quanon

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Hey , I'm trying to alter the Tentarak to a ghostly approach for my temple mod .

 

So I went into the 2DA appearncelist .

 

Coppied the row about the Tentarak , but since then I've been in absolute doubt how to solve this .

 

It seems most coloms about Textures and Model Variations are filled with *****

 

Can I simply fill them in with a new modelname and texture , so that the orginal beasty doesn't get overriden .

 

I thought to Hex edit the MDL and MDX to point to my new texture , but how can I set it so that it actually uses this edited model and not the orginal .

 

Cause all human models and human lookalike aliens seem to have there coloms filled in , but not the creatures .

 

How should I approach this ?

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I'm not sure about this one, but maybe try to put the name of your retextured file in the "racetex" column.

 

I wouldn't know about HEX-editing the .mdl and .mdx files of a creature, but wouldn't this work the same way as HEX editing the .mdl and .mdx files of a Module?

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I'm not sure about this one, but maybe try to put the name of your retextured file in the "racetex" column.

 

I wouldn't know about HEX-editing the .mdl and .mdx files of a creature, but wouldn't this work the same way as HEX editing the .mdl and .mdx files of a Module?

 

That was the line I was thinking about , don't they Hex-edit other things like items to or are it just Modules ?

 

Man , I'm so confused :lol:

 

I just hope somebody with some expiernce in creating new character selection hops in and has a read .

 

Though I'd might scan throught the tutorial section again ...

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Hey , I'm trying to alter the Tentarak to a ghostly approach for my temple mod .

 

So I went into the 2DA appearncelist .

 

Coppied the row about the Tentarak , but since then I've been in absolute doubt how to solve this .

 

It seems most coloms about Textures and Model Variations are filled with *****

{snip}

The **** entries is because you don't equip clothing/armor on creatures, they don't change appearance.

I thought to Hex edit the MDL and MDX to point to my new texture , but how can I set it so that it actually uses this edited model and not the orginal .

Rename the hex-edited model and use that name instead. Remember to change the name referenced within the model itself. Usually the first string that matches the models name in the hex-editor.

 

I'm looking at appearance.2da now and am not seeing a reference to a model for the Terantanak. My guess is, that it is the "race" column since it matches the original models' name.

 

EDIT: Confirmed, change the name in the race column to point to the edited model.

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EDIT: Confirmed, change the name in the race column to point to the edited model.

 

Thanks , I'll check this out immiadetly . :)

EDIT :

 

No succes ...

 

So I'll just go over my steps , you might see the mistake .

 

So I hex-edited the mdl , I changed the c_terantanak to c_qerantanak , the texturefile C_Terantanak01 to C_TerantanakB1 ( about 4 times )

 

Then in the 2DA I added the extra line Nr 509 and changed the Race kolom to c_qerantanak .

 

I then went to edit my .uti file to point to the colom 509 , though should the .uti have the same name like the Label colom ? or not ? Cause the creature is there , but its not using my altered TGA ...

 

Anyway heres a screen of the Override , my 2DA and a view on the hex .

 

EDIT 2 : Got it working , stupid mistake in the .uti file :headbump:

 

Tenter.jpg

 

THanks for the help !

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