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Module Reskinning Tutorial


Istorian

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Aww, you just had to get my hopes up :( :( :(:xp:

Anyways. I'm not sure how exactly, but I am gonna assume you know about the TexturePack part of KTool. Lets say you wanna reskin Peragus. open up one of the branches (ie. the tpc branch) and go down to the P's. All the Texture's for Peragus are there. Reskin them with your photo editing program. (Photoshop, Paint, GIMP...)

Then you should find the corresponding mdl/mdx files. If you have previous skinning experience, then you should know what to do afterwords.

 

(Note - I do not know about this kind of stuff. So if this is totally wrong; Hey. I don't even know how to this :))

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@SS Well, the only problem is that I can't find all the files. Let's say I want to reskin 306nar, the entertainment promenade on Nar Shaddaa. Where can I find the lightmaps?

 

@TG I open ERFs, sw_tex_gui, N, and then?? (For Nar Shaddaa)

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Have you done a reskinned module for KotOR? If you would do one, I think that you might discover that you could apply the knowledge to TSL.

 

Lightmaps-> KotOR2-BIFS->Lightmaps->PC Textures.

 

@TG-Go into TPA instead. The TPA pack contains higher resolution textures which you will want to use.

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Ok guys, thanks!! I'll be sure to give you credit in the readme of my first "reskinned module" mod. You've both helped me a lot!!!:xp:

 

Ah, another question: how do you use gmax for the module reskinning or to create a total new module?? SS, you probably know because of the Sleheyron project.

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The only reason that you would need GMax for reskinning would be to preview it, I think. You can just hex edit the model to add in the textures, otherwise, the cameras would fly through the walls like they do in completely new areas. As to creating new areas, you just model them... But either way you need NWMax.

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