Endorenna Posted September 27, 2008 Share Posted September 27, 2008 I'm using this tutorial here: http://www.lucasforums.com/showthread.php?t=149992 I finally managed to find the right files (look at the first four screenshots) , but I got lost when it said to open Appearance.2da and do something with some lines. I know this is a really idiotic question, but what the heck is the Appearance.2da???? Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted September 27, 2008 Share Posted September 27, 2008 1) Open KotOR Tool 2) expand the KotOR 1 or KotOR II tree 3) BIFs > 2da.bif > 2D Array 4) highlight any .2da you wish and click Extract file 5) ENJOY! Link to comment Share on other sites More sharing options...
Endorenna Posted September 27, 2008 Author Share Posted September 27, 2008 Thanks Chainz! Okay, here's another stupid question... Label: From; P_MAL_A_SML_01, P_MAL_A_MED_01, & P_MAL_A_LRG_01. To; P_MAL_T_SML_01, P_MAL_T_MED_01, & P_MAL_T_LRG_01. I did that. Normalhead: From; 41 To; 192 Backuphead: From; 45 To; **** Modela & Modelb: To; N_RepSold Texa & Texb: To; N_TSFCmdr Now I'm really confused! The screenshot for 'Normalhead' didn't look like anything I had in appearance.2da. Sorry about the idiotic questions. Link to comment Share on other sites More sharing options...
DarthParametric Posted September 27, 2008 Share Posted September 27, 2008 As far as heads go, all Appearance.2da is doing is telling the game which line in Heads.2da to read. Heads.2da says what textures get applied to what head mesh. You need to extract and modify Heads.2da as well. Append a row to the end (row 192 for TSL, 107 for K1) and fill in the appropriate data (i.e. head mesh and texture names). Link to comment Share on other sites More sharing options...
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