Gavroche Posted June 16, 2008 Share Posted June 16, 2008 Okay, after a useless lurking through a twenty-five pages long search result, I thought I could consider asking directly the question. The title sums it up: I found k1_pfbim.mdl and .mdx (and K1_PFBI01.tga) in The Sith Lords' files, but I can't find the male version of K1's robes. There are plenty of other models, like n_jedicoun and n_jedimem, both male and female being present, yet I can't find K1's PMBI in TSL's files. SithRevan made a mod featuring both male and female robes for the Sith Lords, so I assume the male model must be somewhere. It's just I can't find it. Does anyone here know something about this? Link to comment Share on other sites More sharing options...
Ferc Kast Posted June 16, 2008 Share Posted June 16, 2008 It is the mdl/mdx labeled "pmbis" (without the quotes). They are located in models.bif in KotOR Tool. Before anyone says that it isn't, I tried that mdl/mdx with the Jedi Robe (a_robe_08). So, here is proof that the TSL model (of K1's male robes) is pmbis.mdl/.mdx: Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 Oh yes, I should have thought about that. I had seen that there were pmbim and pmbis, but I just assumed it was that medium/small thing. Thanks Ferc Kast. But are the textures still in TSL? I only found the standard female one so far (K1_PFBI01.tga). Link to comment Share on other sites More sharing options...
Ferc Kast Posted June 16, 2008 Share Posted June 16, 2008 Oh yes, I should have thought about that. I had seen that there were pmbim and pmbis, but I just assumed it was that medium/small thing. Thanks Ferc Kast. But are the textures still in TSL? I only found the standard female one so far (K1_PFBI01.tga). That's the only texture I've seen for those robes. @medium/small comment: The game only used the pmb*m/pfb*m models for armor/robes. (For whatever logic O.E. had) Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 OK, just tried K1_PFBI01.tga on pmbis.mdl and it works! So KotOR's textures seem to work for both male and female models. Still, one big mystery: Where did SithRevan get the blue, red and black textures? Hm... Let's just assume he's an awesome reskinner, or else we could start getting suspicious about it >> Link to comment Share on other sites More sharing options...
Miles Edgeworth Posted June 16, 2008 Share Posted June 16, 2008 ^^^ I have long suspected that mod of porting. In the release thread SithRevan said; A lot of the original textures were in KotOR II so I decided to use them and then I added some custom ones to liven it up a bit. However, I found the icons for the all the robes and one texture the "normal" brown one. I asked Shem about it and he said; The textures and models are in the game. Of course many people who know SithRevan would probably tell me that's something he simply wouldn't do. Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 See this thread as I can't be bothered repeated myself yet again on this subject ; http://www.lucasforums.com/showthread.php?t=189533 Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 Jonathan, this thread was one of the many I lurked in my "twenty-five pages long search result". And as you see, I've been so dumb that I still needed to ask myself I don't want to have you bothered repeating yourself either, but if you could just explain me how this mod answers my question, I'd appreciate it :] Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 Jonathan, this thread was one of the many I lurked in my "twenty-five pages long search result". And as you see, I've been so dumb that I still needed to ask myself I don't want to have you bothered repeating yourself either, but if you could just explain me how this mod answers my question, I'd appreciate it :] No worries, it wasn't an aggressive 'I can't be bothered'; normally people haven't discovered the search function when they ask The mod in the above thread uses one of the K1 variants as the basis (I'm not sure if it is the particular robe variant you are after) - however exploration of mods similar to what you want to do is one of the best ways to discover how to do what you want to do. In this case I would recommended a review of the appearance.2da basically you have to replace or add a .2da entry with the correct texture and model for the K1 variants of robe in TSL. So what you need to know/be able to do is what the K1 variants names are in TSL game files and what parts of the .2da you need to edit. You may well find from post 10 down in this thread helpful; http://www.lucasforums.com/showthread.php?s=&threadid=122003 I hope that helps EDIT: Just spotted this; Still' date=' one big mystery: Where did SithRevan get the blue, red and black textures? Hm... Let's just assume he's an awesome reskinner, or else we could start getting suspicious about it >>[/quote'] The K1 textures are defiantly in game, unfortunately I can't tell you where they are located in TSL. Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 Alright then, I guess I was not clear in my first post ^^ Let me detail my reasonning. Basically, it all started when I decided that Obsidian's TSL robes 1/looked too much like the movies' and 2/were way out of Bioware's who, IMO, had captured the feeling of the "four millenias BBY" thing. Having heard that Obsidian had kept Bioware's robes in their files, I started lurking through TSL with the KotOR Tool, to replace both I (Jedi robe) and N (Master robe) models by Bioware's I model. At first, no trace of any robe made by Bioware, except two unique models that were not useable in K1. Those models are n_jedicoun[m/f].mdl (think Nemo in K1) and n_jedimem[m/f].mdl (think... nobody, cause they were not shown as far as I remember, except in the crowd during the Cross of Glory cutscene). This last one is the one 90SK uses in the mod you pointed out, and the female one has terrible clipping issues. Both models had three texture variations, though 90SK added a dozen for the last one. So I started my mod, though using Bastila's model instead of n_jedimemf (avoiding clipping issues, and it was almost the same model). It went on pretty well, and it also gave me the opportunity to see that both male and female N models were using the same textures (so I tweaked appearance.2da to separate the textures). And of course, due to Murphy's Law, when I finished my mod, I discovered SithRevan's, which had all the textures I was looking for in the first place (ie K1's brown, red, blue and black robes). I thoroughly searched TSL's files again and indeed found k1_pfbim.mdl/mdx and K1_PFBI01.tga (the brown, standard texture). Except I could not find the male model, nor the other (red/blue/black) textures for the robes. I was troubled, because I could not understand how SithRevan made his mod. And then, we all know what happened In this case I would recommended a review of the appearance.2da basically you have to replace or add a .2da entry with the correct texture and model for the K1 variants of robe in TSL. So what you need to know/be able to do is what the K1 variants names are in TSL game files and what parts of the .2da you need to edit. ^ So, to sum up, while 90SK sure did a hell of a job with his robes (which use the n_jedimem[f/m] model), his mod couldn't help me in any way, because he was not using the model I was looking for (though I had worked on this model earlier). And editing appearance.2da was useless because I had no idea about the name of the models and textures '^^ But it's alright now, thanks to Ferc Kast I found what I was looking for. The only problem now, as Miles Edgeworth stated, is that we don't know whether SithRevan ported the red/blue/black textures. Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 ^ So, to sum up, while 90SK sure did a hell of a job with his robes (which use the n_jedimem[f/m] model), his mod couldn't help me in any way, because he was not using the model I was looking for (though I had worked on this model earlier). And editing appearance.2da was useless because I had no idea about the name of the models and textures '^^ I'd disagree with this as once you know the model names the .2da edit would need to be done; and the above mod is an excellent work to compare with the normal .2da to see how to edit the appearance.2da and what would need to be done. But it's alright now, thanks to Ferc Kast I found what I was looking for. The only problem now, as Miles Edgeworth stated, is that we don't know whether SithRevan ported the red/blue/black textures. The textures are defiantly in game as I've come across them; I shall have a look and see if I can track them down Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 I'd disagree with this as once you know the model names the .2da edit would need to be done; and the above mod is an excellent work to compare with the normal .2da to see how to edit the appearance.2da and what would need to be done. Hm yes, but the whole purpose of this topic was to find the model names. I know how appearance.2da works, I have no trouble understanding 90SK's mod, *but* lacking the model names, I couldn't do anything. Anyway, I prefer avoiding .2da editing when possible. It often creates compability issues between mods. Here, for example, I would just need to find the models, rename them p[f/m]b[i/n]m.mdl, and name my textures P[F/M]B|I/N]XX.tga, and w00t, it's done. Without .2da editing ^^ (though in this case, I'd still need to edit appearance.2da because Obsidian made one N texture for both genders) Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 Hm yes, but the whole purpose of this topic was to find the model names. I know how appearance.2da works, I have no trouble understanding 90SK's mod, *but* lacking the model names, I couldn't do anything. Anyway, I prefer avoiding .2da editing when possible. It often creates compability issues between mods. Here, for example, I would just need to find the models, rename them p[f/m]b[i/n]m.mdl, and name my textures P[F/M]B|I/N]XX.tga, and w00t, it's done. Without .2da editing ^^ (though in this case, I'd still need to edit appearance.2da because Obsidian made one N texture for both genders) Fair enuff TSL patcher does make such things alot easier, though personally I concur, that the easiest way to ensure compatibility is to not edit such files. I'll try and find the textures for you Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 Oh yeah, right, if you bring up the TSLPatcher then I can't argue any longuer about using .2da's Anyway, if you succeed in finding the .tga's, I won't be able to thank you enough. That would save me from poorly done reskins, I'm terrible when it comes to texturing ^^ Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 16, 2008 Share Posted June 16, 2008 pmbil.mdl/mdx are also the K1 model. Link to comment Share on other sites More sharing options...
Gavroche Posted June 16, 2008 Author Share Posted June 16, 2008 Thanks for the info Darth Insidious. Who knows, that might be handy in the future. I did not realize that Bioware had done three different sizes for Jedi Robes oO I thought sizes were just for A and B model. Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 16, 2008 Share Posted June 16, 2008 I think at some point they intended class to affect the size of the player more than just in clothes. I'm not sure if it was ever implemented, though. Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 I think at some point they intended class to affect the size of the player more than just in clothes. I'm not sure if it was ever implemented, though. I'm not sure if it was implemented in TSL, though I have spotted size options in KSE - which make me suspect it may have been, most obvious way to find out would be to compare a Guardian/Weapon Master next to a Consular/Master - as that would be biggest against smallest if it was implemented... Link to comment Share on other sites More sharing options...
Darth InSidious Posted June 16, 2008 Share Posted June 16, 2008 I don't think it was in TSL - since there's only one robe size for the TSL robes. Link to comment Share on other sites More sharing options...
jonathan7 Posted June 16, 2008 Share Posted June 16, 2008 I don't think it was in TSL - since there's only one robe size for the TSL robes. Hmmm, okies, I had spotted something like that in KSE, though I am aware that everyone seems to have the same height in TSL. Link to comment Share on other sites More sharing options...
Gavroche Posted June 17, 2008 Author Share Posted June 17, 2008 Well, in the KSE one does notice that the appearance names have a SML/MED/LRG suffix. And indeed, in game there are at least different A models IIRC. But both Bioware and Obsidian did well not to make different sizes for armor models. When you wear an armor, I don't think it will adapt to your size... I believe that was the point of the Armor Proficiency feats (scoundrels could only wear light armors, scouts up to medium, and soldiers up to heavy armors). <edit />Phew, finished reskinning the 25 robes from TSL. Although I did not bothered making a different tex for Padawan/Jedi/Knight/Master nor their Dark version. BTW, I just realized that k1_pfbim.mdl did not have any shadow below the skirt. Was kinda fun but not serious, so now I use pfbis.mdl instead. Jedi are now all pigmes in my game '^^ Link to comment Share on other sites More sharing options...
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