Elite Duck Posted March 1, 2010 Share Posted March 1, 2010 Okay, I've been trying to finish the golden headband for Endar Spire X-Panded (It is a Verpine Headband (g_i_mask11)). The icon and everything in the equip screen shows up fine, but when I equip it, it shows up as a Light Scan Visor (g_i_mask01). Here is what I have put in the general section of the uti file: UTI FILE NAME: g_i_mask71.uti TemplateResRef + Tag: goldmask71 Base Item: Mask Cost: 200 Additional Cost: 2000 Palette ID: 1 Upgrade Level: 0 Charges: 0 Stack Size: 1 Model Variation: 71 The icon name is ii_mask_071.tga The skin for the item is: goldenmask71.tga If anyone can tell me what the problem is, I would be extremely grateful. |-Epic-Duck-| Link to comment Share on other sites More sharing options...
Canderis Posted March 1, 2010 Share Posted March 1, 2010 Did you extract and hex edit the model file? Link to comment Share on other sites More sharing options...
Elite Duck Posted March 1, 2010 Author Share Posted March 1, 2010 Why would I need to? Do you have to do that with masks? Because I haven't made a new model, I've only made a new item using the model of an old one. Link to comment Share on other sites More sharing options...
Canderis Posted March 1, 2010 Share Posted March 1, 2010 You do need to do it. Hex edit it to read the texture and have the model number defined in the uti. Link to comment Share on other sites More sharing options...
Elite Duck Posted March 1, 2010 Author Share Posted March 1, 2010 Right! (Slaps forehead). I'll go look for a tutorial. Thanks Candy! Edit: Small problem! I've downloaded NWMax but when I download gmax FROM THEIR OFFICAL WEBSITE it stars installing fraps! Why is it installing a capture software instead of gmax? Link to comment Share on other sites More sharing options...
Canderis Posted March 2, 2010 Share Posted March 2, 2010 You should get gmax from turbosquid.com And for your mask, all you need is a hex editor or mdlops. Link to comment Share on other sites More sharing options...
Elite Duck Posted March 3, 2010 Author Share Posted March 3, 2010 Where can I get a hex editor? Is it in Kotor Tool? Link to comment Share on other sites More sharing options...
Canderis Posted March 3, 2010 Share Posted March 3, 2010 http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm Link to comment Share on other sites More sharing options...
Elite Duck Posted March 3, 2010 Author Share Posted March 3, 2010 Awsome! Thanks! So do I open up the mdl and change all the Mask_11'a to Mask_71's? Or something else? There don't seem to be any tutorials about making custom masks. Apart from one which is to do with modeling a new one. A bit annoying. So I use mdlops to make the mdl into acsii.mdl right. Then what do I do in the hex editor? Link to comment Share on other sites More sharing options...
Canderis Posted March 4, 2010 Share Posted March 4, 2010 You use mdlops to read the model, you go into renamer and change the mask number to whatever number you need, then change whatever texture name you see to the name of your new texture Link to comment Share on other sites More sharing options...
Elite Duck Posted March 4, 2010 Author Share Posted March 4, 2010 But all it says in the renamer box is I_VerpHbnd. There aren't any mask numbers or texture names. Sorry about this, it's just one of those times where you get stuck and it just gets really complicated. So I'll go through everything I'm doing. 1. I go into Kotor Tool and extract the i_mask11.mdl and .mdx to a folder. Then open up the mdl in mdlops and read it. But there aren't any texture names. Do I have to go into the hex editor first? Link to comment Share on other sites More sharing options...
Canderis Posted March 4, 2010 Share Posted March 4, 2010 What you saw IS what you need to change. It's the texture. The model number can just be solved by renaming the files. Link to comment Share on other sites More sharing options...
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