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Questions, questions...


Keeper_DP

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Hi friends, I´ve been making mods for RE4 and I´ve forgotten some things :lol:

 

-How can I make new textures for areas without overwriting the originals?. For example on K1 I want Tatooine with snow textures to make Hoth. Like Coruscant for KII or Yavin for K1.

 

And the same thing for characters (I know you ´ve to edit the appareance.2da but I don´t know exactly what to do).

 

-Someone has a script to teleport to other area and to exact coordinates? i want to talk to someone with a .dlg and he teleports me.

 

-Its possible to make new character´s models with milkshape like RE4? I´ve been making models on RE4 and Isn´t difficult. Whats the matter with kotors? How can I export a model with they skeletongs?

 

-There are tutorials for 3D Max for making new areas?

 

Thats all. Thanks a lot!!!

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To get started, you should probably look through some of the tutorials here at Holowan. Here is a nice long list of tools that you will need to start modding KotOR and TSL.

 

I'm not sure about some of those, but I can answer a couple. I know it's possible to retexture and reuse modules (like make new planets, turn Dantooine into Hoth without replacing Dantooine), I just don't know how.

 

A tutorial here can walk you through creating a new character. In order to replace the textures without overriding the originals for a character, one way to do that is with hex editing. Extract the model files for the head you want to edit, and then the texture (convert it to .tga) with Kotor Tool, then, with the freeware hex editor XVI32, open the head model...just as an example, say you want to hex edit Jolee's head model in K1. The model files are p_joleeh.mdl and p_joleeh.mdx and the texture is P_joleeh01.tcp (converted to .tga when extracted so it can be edited). You would open XVI32 and then open p_joleeh.mdl. You'll have to very very carefully do a find and replace on the texture name as it is seen in the part of XVI32 that shows letters (Jolee's would likely look like P_joleeh01). There will be several, and in order to do it right, the new texture name has to be exactly the same length in characters as the old one. This can't be done with mdlops or Taina's Replacer, for heads, hex editing is the only way to do it that I know of (and it doesn't have to be done with non-unique heads--like Twi'leks, for example; someone could add dozens of Twi'leks to the game in every shade without having to hex edit anything). Then, rename the texture to match the texture that the head is now hex edited to accept, rename the .mdl and .mdx, and continue on--this way, you can use unique heads more than once without replacing or overwriting anything.

 

Right now, the only modeling programs that really work with KotOR are 3DMax and gMax, and only with a program called NWMax. Character models can be made with those programs plus mdlops to convert them to the right format to import and then make them KotOR readable again.

 

As for the rest, have a look around--there's a lot all over the place to find and read. Hope this is of some use, and have fun :)

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Ok, I´ll try what you said about the reskins.

 

Can you tell me, please, what version of 3D max works with NWMax?. A few months ago I tried, but it send me an error very time I import it.

 

But, you can for example. Edit Sion´s body and adding revan´s arm? or you need to to connect the vertex on the body? You can´t only place the model inside the skeletong right?

 

For the other things, I´ll will search the tutorials. n_n (i can´t find the tutorials of making areas with 3d max xD).

 

But one last question.

 

On kotor 2 we have to use the item whereami because the console is invisible unlike kotor1.

 

But, I don´t know what are the positions and orientations, it only gives me numbers.

 

coorvd2.jpg

 

Thanks again.

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Unfortunately I don't know much at all about 3DMax. Someone here who has it might be able to answer that question. Did you use mdlops to convert the files to ascii first then start 3DMax with NWMax first, importing the ascii file? I'm not sure entirely what is possible within the confines of KotOR modeling, sorry. I do know that models can be merged and the bones reweighted, and that this works for body models with mdlops (I just don't know how). Mdlops can't preserve any movement in a body model though, so, for example, a Jedi robe from TSL would lose the flowing part and become stiff if it were converted back to TSL format with mdlops.

 

I believe the first three numbers are the X, Y, Z coordinates in that order and the bearing is the direction the character is facing in the whereami output, so if you put those numbers into, for example, a spawn script, that's where whatever you spawned would show up. That's how I've always used them. Maybe someone else will be able to better tell you why they seem to be out of order.

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Hey,

 

This is a nice tutorial about reskinning areas : CLICK

 

This link are my own tutorials, they're not about area modelling and such, but they should give you some insight on how to do things, well mainly the exporting out of 3D Max/ G-Max.

 

I guess you'll find more about G-Max, because that is a FREE program.

Though G-Max is just an older version of 3D-Max. Their almost equal.

 

If you have some experience in 3D-Max, it shouldn't be that hard to follow a tutorial about G-Max. I use Max 9 and one of my pals uses Max 2008, NWmax works fine on these versions.

 

Anyway the link: CLICK

 

Some tip on installing NWmax (version 0.8 b60):

 

- Install it to your desktop or some place easy to access.

- Once installed you'll just find the NWmax folder, in this folder are 2 more folders, Scripts and UI.

 

- Go to the directory where you installed 3D-Max/G-Max.

- Over there you should also find the Folders, Scripts and UI.

 

- Now its just copy and paste work from NWmax to the 3DMax folders.

 

- NWmax script folder contains also a Startup folder, again you should find that name in the 3D-Max script folder.

 

Handy thing about Startup is that NWmax will be loaded when 3D-Max starts up... obviously o_Q.

 

 

This thread talks about how to mix up two body models of Kotor/TSL.

Do know this is hard to do and its not possible to make NEW bodys or heads work in Kotor/TSL.

 

CLICK

 

So far we don't have the tools to do this correctly. Plus the models seem to have their skeleton in place when you import them in 3D-MAX.( Skin modifier)

But like I said, MDLops our main compiling tool can't handle those.

 

It'll most likely make your game crash or you'll get weird results.

 

 

And for more info, I would use the Search funtion (advanced) of the boards.

You'll find it at top right of your screen.

 

Its easier to find some older threads about various subjects of modding.

You can find most anwsers here, you'll just need to some little digging sometimes ;)

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Ok, I thing I got it. I´m gonna to save the tutorials to my HD.

 

One more thing... when I´m trying to make scripts with kotor tool for TSL it send me an error. But with Kotor I it isn´t appear.

 

tslwj8.jpg

 

But the nwcript.nss is the original. Not a modified version...

 

And If I try to compile it...

 

compileke6.jpg

 

I don´t know what to do... :( Please...

 

-edit-

I´ve found it:

 

For Kotor 2 TSL

 

" For non U.S. versions of the game (everywhere in the world save USA and Canada): there is a syntax error in the nwscript.nss file. Fix that and put the corrected version of nwscript.nss into your KotOR 2:TSL's Override folder."

 

Someone can give to me his original nwscript.nss please?

 

Thanks again.

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The corrected script is available as a download from this post. Since the post says that it's mainly a problem with TSL that hasn't been updated to v1.0b, make sure you have TSL fully updated first. I'm not sure what the updated version number is for international releases, but for US it's v2.10. The version number should show in the corner of the start screen for TSL. If your TSL is v1.0b or higher right now, then you'll need the fixed script; if it's not, it's possible you won't need it once TSL is patched.

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