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Implementing new/reskinned door(s)


Seamhainn

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Erm, do I have to extract the .mdl/mdx files rename them appropiately and hex-edit them. I only made it once. Sorry for the dump question!

 

Take care

 

Yep, I think you'll have to hex-edit the model file so it finds your texture.

Else you'll risk that every door of that type in the game uses your texture.

 

And like you said before you'll need to edit a.. UTC/UTI file kind of thing.

 

Then some 2DA editing so the game nows your new type of door.

 

If it works then its great to know :p

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It's a matter of extracting a model of the door, hex-editing that model to apply your custom texture, then adding a new entrie to genericdoors.2da. And then afterwards updating your .utd files with the new door type.

 

That got a custom door working in game for me; although I'm still working out how to apply some sort of barrier to the door that stops you from walking straight through it. :p

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That got a custom door working in game for me; although I'm still working out how to apply some sort of barrier to the door that stops you from walking straight through it. :p

 

Doors have a WalkMesh to.

 

Look into BIF=>Models=>Door WalkMesh.

 

Its a whopping long list. But extracting the right file and renaming it should do the job, me thinks.

 

Their named all named to their Area names it seems.

 

It worked for my ForceWall Placeable.

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With renaming and hex-editing and all - will/would there be an opening animation???

 

Yes, the only thing you do in Hex-Edit is alter the name of the texture.

 

Animations are included in the .mdl / .mdx but you don't edit those.

So there should be no problem.

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Yep, I think you'll have to hex-edit the model file so it finds your texture.

Else you'll risk that every door of that type in the game uses your texture.

 

And like you said before you'll need to edit a.. UTC/UTI file kind of thing.

 

Then some 2DA editing so the game nows your new type of door.

 

If it works then its great to know :p

Isn't that what you did so you could have a forcefield in your temple?

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Doors have a WalkMesh to.

 

Look into BIF=>Models=>Door WalkMesh.

 

Its a whopping long list. But extracting the right file and renaming it should do the job, me thinks.

 

Their named all named to their Area names it seems.

 

It worked for my ForceWall Placeable.

No I tried that before, just extracting a door walkmesh and renaming it to match the file name of the .mdl/.mdx file doesn't work.

 

I've checked through the entire .mdl file with the hex editor, and I can't even fine any referance at all to an existing walkmesh included in the games files, so I have no idea how they are assigned to doors. :/

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No I tried that before, just extracting a door walkmesh and renaming it to match the file name of the .mdl/.mdx file doesn't work.

 

I've checked through the entire .mdl file with the hex editor, and I can't even fine any referance at all to an existing walkmesh included in the games files, so I have no idea how they are assigned to doors. :/

 

Blast... Now thats odd...

Guess where stuck then with the doors Kotor gives us.

 

Are the door textures mentioned in the .mdl files of the area models ?

 

Isn't that what you did so you could have a forcefield in your temple?

 

Yes, I just made a model.

Faked Biowares name giving stuff => plc_blablabla.mdl / .mdx

 

Edited the 2DA file for placeables.

Extracted a .pwk (placeable-walkmesh) , changed its name aswell.

 

Worked fine for me.

 

Well it semi worked good, it was far from a perfect fit, as we can't easly edit the model of the pwk...

 

I thought doors might have been kind of the same...

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Blast... Now thats odd...

Guess where stuck then with the doors Kotor gives us.

 

Are the door textures mentioned in the .mdl files of the area models ?

 

 

Door textures are assigned in the door .mdl's themselves. I actually have door reskins working in maps, just that they don't have a walkmesh barrier assigned to them.

 

And I don't think the walkmeshes would be assigned in the .mdl's of the maps. Because having doors in the map is a purely optional thing, and even then there's just too many styles of doors already in the game that you could choose from.

 

It's strange, for example the doors in the Endar Spire map are generally called

dor_lhr01 , yet the only door walkmeshes I can find that look like they are associated with that type of door are dor_lhr010 to dor_lhr022, and none of those are referenced anywhere in the .mdl files. :p

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No walkmesh barrier? Does that mean the pc can walk through the door?

 

Yep, it practily means the door isn't there.

 

You can walk through it, shoot through it... npcs ignore it... kinda the same like with the area walkmeshes.

 

Doors have a .lyt file ?

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Blast... Now thats odd...

Guess where stuck then with the doors Kotor gives us.

 

Are the door textures mentioned in the .mdl files of the area models ?

 

 

Actually, Q, we're not stuck with the doors that Kotor gives us. Here's a new one that I made. I just renamed the model DOR_LSL01 instead of DOR_LTS01 and changed the THREE .dwk's the same way, and it works fine.

 

sleh_door01.jpg

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Actually, Q, we're not stuck with the doors that Kotor gives us. Here's a new one that I made. I just renamed the model DOR_LSL01 instead of DOR_LTS01 and changed the THREE .dwk's the same way, and it works fine.

 

Holy sh*t SS, nice !

 

You'll now have to tell me how you did this !

 

As I want to create doors to :p

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