sw-r Posted March 11, 2010 Share Posted March 11, 2010 Hey all, Well, it is my first post, it is my first (kotor) modding attempt and it is my first question: I made an unique texture for Zeison Sha armor in KotorII, ive already have it as 32 bit tga. The orig name is PMBM01. My question is: how can i import it back into the kotor tool? What i want to do, to make an unique armor based on the original (a_robe_16) and add my unique texture. Any help appreciated, Link to comment Share on other sites More sharing options...
Holty1-5 Posted March 11, 2010 Share Posted March 11, 2010 Ok first open up the UTI file about the armour You May notice a Texture Varition or somthing were you can enter a number. Your Current File Name is PMBM01. The "01" is the texture number. If you keep it as 01 the (the file name) it will overrite the Original Armour Simply change your file name number to..... 43 so its PMBM43 Now in the UTI editor change the Tex Varible to 43 it will now be a new armour Now just change the Resref and Tag of the item to anything you like (But make them the same) and save the UTI file as the Tag/Resref Name and drop both the texture and the UTI in the override folder now just cheat code to get your item (Cheat Code is Filename) and there s you item Hope this helped and i Hope i Helped you understand H1-5 Link to comment Share on other sites More sharing options...
sw-r Posted March 11, 2010 Author Share Posted March 11, 2010 Thanks mate! So, if i mean right, there is no need to make .tpc file for the texture, its enough as .tga in the override folder. Does this new item appear in the KSE's inventory list, or it works by using cheat code only? Link to comment Share on other sites More sharing options...
Holty1-5 Posted March 11, 2010 Share Posted March 11, 2010 Yes you dont need the TPC file and yes if the UTI file is in the override it shows up in the KSE inventory list i think Custom Items are in Red Text Link to comment Share on other sites More sharing options...
sw-r Posted March 11, 2010 Author Share Posted March 11, 2010 Thanks again mate! I will try the new items asap, and post the result:comp9: Link to comment Share on other sites More sharing options...
sw-r Posted March 12, 2010 Author Share Posted March 12, 2010 Unfortunately, ive got tis error message (kse_333): "Error msg: Can't use an underfined value as an ARRAY reference at/PerlApp/Bioware/tpc.pm line 190" what a hell is that? EDIT: new inputs: pmbm43.tga a_robe_43.uti . . . templateresref: a_robe_43 tag: a_robe_43 body var:2 tex var:43 got same error... Link to comment Share on other sites More sharing options...
Holty1-5 Posted March 12, 2010 Share Posted March 12, 2010 i am unaware of the properlem as im dont use KSE but i suggest using the In game cheat consel. Link to comment Share on other sites More sharing options...
sw-r Posted March 12, 2010 Author Share Posted March 12, 2010 Tried that either, but i can not open the consol(i know its invisible), nevertheless enable console is defined in kotor2.ini with enablecheats. When i open the inventory list in kotor2 savegame, ive got two windows, filled by ugly error messages i dont understand. After i click on my new item ive got that error message posted above. I hope someone could tells me what is the problem. I forget to tell, when i open the kotor tool it says "kotor II chitin.key file appears to be corrupt or is a non-US version" Link to comment Share on other sites More sharing options...
Holty1-5 Posted March 12, 2010 Share Posted March 12, 2010 That Kotor Tool Thing always happens i think At least it all ways does for me Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 12, 2010 Share Posted March 12, 2010 Generally when I make .utis, I have the filename, tag, and resref have 3 digits, first being zero. (Note: I've only done KOTOR 1 mods for the last few years, so my TSL modding memory is a bit vague, so this won't definitely help). (Edit: Just looked in Kotor Tool at a vanilla install of TSL. It's interesting, many items seem to follow a two digit system, but others do not. For instance one type of item has _10 when it gets to 10, while some, apparently including armors go to _010. This makes me hopeful that my idea will work.) Try changing a_robe_43.uti templateresref: a_robe_43 tag: a_robe_43 Into: a_robe_043.uti templateresref: a_robe_043 tag: a_robe_043 All the other things (texture filename, etc.) should be able to stay the same. Tell me if this works. Link to comment Share on other sites More sharing options...
sw-r Posted March 12, 2010 Author Share Posted March 12, 2010 Thanks for the tip Liverandbacon, but doesnt work, ive got same error message again. I guess there is a connection with the error message "kotor II chitin.key file appears to be corrupt or is a non-US version" but as i am newbie here so i wouldnt know. @Holty: Ok, happens but 5 times?! Anyway, it seems modding kotor1 much easier... Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 12, 2010 Share Posted March 12, 2010 Thanks for the tip Liverandbacon, but doesnt work, ive got same error message again. I guess there is a connection with the error message "kotor II chitin.key file appears to be corrupt or is a non-US version" but as i am newbie here so i wouldnt know. If you have the UK/English version of the game you can just ignore the error message. Fred made KOTOR tool in North America, with a NA version of chitin.key. Everyone who has a non-NA version gets that error message on startup. So fortunately, it won't cause you problems, but unfortunately that means it has nothing to do with your problem. edit: I think you might another mod that has added lines to baseitems.2da. The uti files are pointed at what are supposed to be the correct entries, however they are pointed at entries for the conflicting mod, and therefore aren't working. You might want to check this by opening one of the .uti files and your baseitems.2da file and checking to see if the correct entry is there. If I'm right, all you need to do is make the baseitem value for the thing you want, and change the uti to point at it instead. Edit2: And for making editing and saving .2da files easy, I'd highly recommend TK102's Microsoft Excel addin. It makes 2da editing easy. (The install process for addins is a bit different on Office 2007 if you have that, but it still works.) http://www.lucasforums.com/showthread.php?s=&threadid=147961 Link to comment Share on other sites More sharing options...
sw-r Posted March 12, 2010 Author Share Posted March 12, 2010 Huh, i confess i dont understand your first edit, nor the second. Anyway i have no mods on kotor II, but as i dont know how to open the console because its not US and the ~ , ' keys dont work its gonna be tough... Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 12, 2010 Share Posted March 12, 2010 Huh, i confess i dont understand your first edit, nor the second. Anyway i have no mods on kotor II, but as i dont know how to open the console because its not US and the ~ , ' keys dont work its gonna be tough... That's odd. Most of the times I've seen this problem, it's been a .2da incompatibility, which is what my edits addressed. If you don't have any mods, that's unlikely to impossible. As for the console, do you mean the ~ key is broken in general, it isn't there, or just pressing it doesn't work due to an odd keyboard config. Depending on the problem, using tk102's http://webpages.charter.net/krumsick/ to remap the button that is meant to be ` or ~ to be ~ (even without shift), may help. Link to comment Share on other sites More sharing options...
sw-r Posted March 14, 2010 Author Share Posted March 14, 2010 I tried that keyboard prog, at default settings it appears properly, the ~ symbol is at 1. I tried to make new armor in KOTOR1 and ive got same error message again underfine value tpc.pm 190, so its absolutely sure, i missed something. Is it enough to make new texture in the high res directory? (swpc_tex_tpa.erf) I made every steps one by one, both uti and tga in the override folder. Anyway thx Liver for the tips, it seems there is a curse on me modding kotor... ps: I tried a mod on kotor1 and its new items appear in kse properly, i can use them... so realy sure i cant see someting. EDIT: got it. only the .txi file missed, now works properly. Link to comment Share on other sites More sharing options...
sw-r Posted March 15, 2010 Author Share Posted March 15, 2010 Ok, we gettin through on the first problem, but i still have a couple of questions: 1; i want to retexture the sith armor (ptar_sitharmor.uti), i know its uti file how can i find its texture pack? also i seek Darth Revan's Robes, the stock one without mask, and mantle. (mstrrobe06.uti) 2; if i want to retexture a mask, could i follow this method we retexturing the armors? Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 15, 2010 Share Posted March 15, 2010 1: The sith armor is actually a disguise item, not an armor, that makes you look like a sith soldier. The texture pack it points to is in swpc_tex_tpa.erf under "N", and is either N_SithSoldier01.tpc, N_SithSoldier02.tpc, or N_SithSoldier03.tpc (I'm not sure which. I know one must be the red armor. I'm pretty sure 01 is probably the normal one). However, changing the textures in this would change all sith soldiers. If you want to only change the armor, it'll be a bit more complicated, though if that's what you want, I can try and help. I'm not certain where the Revan robes' textures are. They're probably one of the files in swpc_tex_tpa.erf, most likely under "P", but I have no clue which filename they would be. 2. I haven't done any mask reskinning, but it *should* be pretty much the same process as armor. Link to comment Share on other sites More sharing options...
sw-r Posted March 15, 2010 Author Share Posted March 15, 2010 I'd appreciate if you help me in this m8, yes i want to make a new armor which is based on the sith disguise armor, but its gonna be buyable, and of course in different colors. Having regard of this mask reskinning, it seems its not enough to make such entries like reskinning armors, need to go back to mdx files... (i hope its not true). I made my new skin for the vacuum mask, but there is no head variation in the uti window, when i define the new entry of my stuff with proper values, appears stock model in the game, the mask type is not what i defined nor the skin. Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 17, 2010 Share Posted March 17, 2010 The simplest way to do the buyable sith armor reskins would probably be to keep them as a disguise, but for new "sithsoldier" entries. This would avoid having to decompile and recompile any models. 1: Add a new line in appearance.2da, with the label "sith_soldier_0x" (x must be larger than 3 to avoid overwriting any sith soldiers already in game). Make all the other columns the same as they are for "sith_soldier_02", but substitute "0x" in for "02" in the texture columns where it appears (I think racetex and texa). 2: Extract the texture you're going to change. once you've changed it, save it in Override as n_sithsoldier0x 3. Create a uti file (it can be named whatever you want, e.g. mysitharmor01, as long as the file, the template resref, and the tag are all the same) Make its base item type Disguise, model variation 1, neither plot item nor stolen, charges 0, stack size 1. I don't really remember what Pallete ID does, so I'd keep it the same as sith armor, "20". Cost can be whatever you want it to cost. Fill out description w/ whatever. In properties, give it all the stats you want, defense bonus, etc. 4 (the most important part): Now give it the disguise property for SithSoldier_0x, and that's the uti file done. 5: Either cheat the item into the game by "giveitem utiname", or place it into the game by putting it in a merchants inventory or in a placeable. Hope this helps. Link to comment Share on other sites More sharing options...
sw-r Posted March 17, 2010 Author Share Posted March 17, 2010 Thx Liver m8, you are my hero! Following this method, i suppose i can make new entries from existed npc chars like the dark jedi, that masked one, cant i? EDIT: the appearance.2da, i made the new entrie also going into my override folder, right? Link to comment Share on other sites More sharing options...
Holty1-5 Posted March 17, 2010 Share Posted March 17, 2010 Thx Liver m8, you are my hero! Following this method, i suppose i can make new entries from existed npc chars like the dark jedi, that masked one, cant i? EDIT: the appearance.2da, i made the new entrie also going into my override folder, right? Most mod files go into the override folder In fact there are very few that dont Yes 2DA UTI/UTD/UTP/UTC and the rest of the U set and Textures go in the override Link to comment Share on other sites More sharing options...
sw-r Posted March 17, 2010 Author Share Posted March 17, 2010 Ok, thanks Holty. @Liver: i made the entry for this new disguise armor in the appearance.2da, saved in my override folder, but the armor doesnt appear when i want to change the subtype. Link to comment Share on other sites More sharing options...
Liverandbacon Posted March 17, 2010 Share Posted March 17, 2010 Ok, thanks Holty. @Liver: i made the entry for this new disguise armor in the appearance.2da, saved in my override folder, but the armor doesnt appear when i want to change the subtype. You mean it doesn't show up in the list of available disguises in Kotor Tool? That's because it's looking at the default game's 2da, not yours. Instructions to solve this in pictures, since I like pictures: If you have the appearance.2da with the new lines in override, open Kotor Tool, and click "Tools", then "Options". You should get this screen. You probably have "Look in Game's Override folder for 2DA files" unchecked, since that's the default setting. Check it. Now exit and reopen Kotor Tool. Your new Appearance.2da line's name should now appear in this menu when you select the disguise property Select the proper name for the disguise, and you should be set! I hope this helps, and message me when you release your mod, I'd love to try it! Link to comment Share on other sites More sharing options...
sw-r Posted March 18, 2010 Author Share Posted March 18, 2010 Hey Liver, thx buddy, everything works fine! Now, as im gettin through making a couple of armors and robe, i have two more things to ask: 1; i try to play with alpha channel on starforge robe, so far, without success. Doesnt matter what settings i add, ive got transparent robe in the game. what i did: -added "envmaptexture CM_Baremetal" to the starforge robe .tpc window refering to the .txi file -following swösh's tut of adding alpha channel It might be such an item that armorlike refraction doesnt work on, i cant think any other thing after two days of playing alpha channel, so im waiting for solutions 2; i havent found any other refraction tex except gunmetal.Is there any other? ps: @Liver: sure m8, i will send you this new items, just i wanna learn couple of things like add new mask based on an existed one, and else. Link to comment Share on other sites More sharing options...
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