Seamhainn Posted February 20, 2008 Share Posted February 20, 2008 Hello! I have a reskin of a door which I want to implement into a new module. How do I accomplish that? I looked into doortypes.2da but the entries did not correspond with what I find in the .utd files. Thanks for any help! Link to comment Share on other sites More sharing options...
DarthStoney Posted February 22, 2008 Share Posted February 22, 2008 Try genericdoors.2da you might be able to add it there also might have to add it to placeableobjsnds.2da. Other than that not real sure anything to do with modeling and replaceing objects confuses me. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 23, 2008 Author Share Posted February 23, 2008 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 Link to comment Share on other sites More sharing options...
Quanon Posted February 23, 2008 Share Posted February 23, 2008 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 Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 23, 2008 Share Posted February 23, 2008 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. Link to comment Share on other sites More sharing options...
Quanon Posted February 23, 2008 Share Posted February 23, 2008 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. 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. Link to comment Share on other sites More sharing options...
Sithspecter Posted February 23, 2008 Share Posted February 23, 2008 Hey, S. You don't need to reskin the door cause I'm just gonna make a new one. Link to comment Share on other sites More sharing options...
Seamhainn Posted February 24, 2008 Author Share Posted February 24, 2008 With renaming and hex-editing and all - will/would there be an opening animation??? Link to comment Share on other sites More sharing options...
Quanon Posted February 24, 2008 Share Posted February 24, 2008 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. Link to comment Share on other sites More sharing options...
Darth Xander Posted February 24, 2008 Share Posted February 24, 2008 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 Isn't that what you did so you could have a forcefield in your temple? Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 24, 2008 Share Posted February 24, 2008 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. :/ Link to comment Share on other sites More sharing options...
Quanon Posted February 24, 2008 Share Posted February 24, 2008 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... Link to comment Share on other sites More sharing options...
Silveredge9 Posted February 24, 2008 Share Posted February 24, 2008 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. Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 24, 2008 Share Posted February 24, 2008 Might it have somehting to do with the door hooks in the .lyt file? Link to comment Share on other sites More sharing options...
Seamhainn Posted February 24, 2008 Author Share Posted February 24, 2008 No walkmesh barrier? Does that mean the pc can walk through the door? Link to comment Share on other sites More sharing options...
Quanon Posted February 24, 2008 Share Posted February 24, 2008 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 ? Link to comment Share on other sites More sharing options...
Sithspecter Posted February 24, 2008 Share Posted February 24, 2008 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. Link to comment Share on other sites More sharing options...
Quanon Posted February 24, 2008 Share Posted February 24, 2008 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 Link to comment Share on other sites More sharing options...
Sithspecter Posted February 24, 2008 Share Posted February 24, 2008 Well, It's VERY VERY complex, and I'll make up a tute later... I just don't have time right now. Link to comment Share on other sites More sharing options...
Darth Xander Posted February 24, 2008 Share Posted February 24, 2008 lol doors that you can walk thorugh aren't really doors. Edit: Thanks a lot guys, thanks to this thread I walked into a door thinking I could walk through it . Link to comment Share on other sites More sharing options...
Darth InSidious Posted February 24, 2008 Share Posted February 24, 2008 If I'm right, the .dwk is in several parts for a door- there's a vertical as well as a horizontal plane, IIRC. Link to comment Share on other sites More sharing options...
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