Dak Drexl Posted March 10, 2010 Share Posted March 10, 2010 I'm making a mod that replaces most party members' heads. I'm having a problem with making the texture show up. For example: I modeled a new head for Carth, so I have it in my Override as P_CarthH. Works fine in-game, but my custom skin doesn't show. So, off to heads.2da. In the tutorial here, it says the default texture the game references is in the "alttexture" column, but that column doesn't exist. Where do I put my texture in? I am in K1, if that makes much of a difference. Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 10, 2010 Share Posted March 10, 2010 It's been a while since I edited Heads.2da, but I might be able to help. If alttexture is absent, it might automatically use other columns. If you have the columns: headtexvvve, headtexvve, headtexve, and headtexe, try putting your textures name in all of them. Make a backup though, as my memory of heads.2da is very fuzzy. Edit: Actually, what is your texture named? If it's P_carthh01, I'm pretty sure it doesn't even need an alt. Link to comment Share on other sites More sharing options...
Rtas Vadum Posted March 10, 2010 Share Posted March 10, 2010 The column you mention is there, right next to the "head" column, as the tut says. If the texture name you want isn't there, or if it has "P_CarthH01" and the texture file doesn't, that would be the problem. Link to comment Share on other sites More sharing options...
Dak Drexl Posted March 10, 2010 Author Share Posted March 10, 2010 Ohh duh, that makes sense! Thanks. I'll post again if it didn't work. Edit: @Rtas, The column just isn't there. From left to right - Row Label, head, headexvvve, etc. There's no "althead" Link to comment Share on other sites More sharing options...
Rtas Vadum Posted March 10, 2010 Share Posted March 10, 2010 Ohh duh, that makes sense! Thanks. I'll post again if it didn't work. Edit: @Rtas, The column just isn't there. From left to right - Row Label, head, headexvvve, etc. There's no "althead" Well, the column is named "alttexture" not "althead". Though if the "alttexture" column isn't there, I can't say I know why. Edit: Well, look at this. Seems I made an Error when I did the tut. K1 doesn't have the alttexture column, only TSL. So editing the "Head" column should help you. Link to comment Share on other sites More sharing options...
Dak Drexl Posted March 10, 2010 Author Share Posted March 10, 2010 Yeah, that's my fault. I meant "alttexture" as in my first post, but it still isn't there. Even looking at the player heads, it only has the dark side textures, like "PMHC05D". Is there a possibility that kotor tool is messed up? Edit: I tried putting the texture into every column, but that didn't work either. Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 10, 2010 Share Posted March 10, 2010 Well, the column is named "alttexture" not "althead". Though if the "alttexture" column isn't there, I can't say I know why. Alttexture isn't in mine for some reason. Of course, when I was messing about with heads.2da, it was before TSLPatcher, and since then, my 2da files have become merged Frankensteins. Since my skins still work, I'm assuming that alttexture's absence must be being counterbalanced by something. TBH, I'm a bit confused about where it's gone. I knew I should have kept myself in practice by merging at least some of my 2das myself. Edit: What is your skin called? If it's anything other than P_CarthH01, try changing it to that. EDIT2: Wait... KOTOR 1 didn't ever have an alttexture column. I knew I was senile. that's only TSL Edit3: Rtas, you beat me to it. Link to comment Share on other sites More sharing options...
Dak Drexl Posted March 10, 2010 Author Share Posted March 10, 2010 If I change the "head" column, the head just disappears. Even if my .tga matches what's in the heads.2da file originally, it doesn't show up. The dark side textures do show up though. Does it make a difference if I'm using a new head model, even if it's all named the same things as Carth's original model? Link to comment Share on other sites More sharing options...
redrob41 Posted March 10, 2010 Share Posted March 10, 2010 don't forget, in K1 you have to hex edit the .mdl file, and replace all instances of the old default LS skin name with your new name (in this case P_CarthH01). However, you MUST make sure to use the same number of characters. So, if the model you are using has a texture called PMHC05.tga, your new one would have to also have 6 spaces (P_CarthH01.tga has 10). For TSL, they negated the need to do this, by adding in the alttexture column in the heads.2da file (but, as you found out, the column isn't there in K1). Link to comment Share on other sites More sharing options...
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