turbinejk

First time making new armor

Recommended Posts

This is my first time making new armor. I am trying to make new armor for Bao-Dur that looks like his stock appearance (so this question is probably going to sound stupid), but I can't find the texture pack for his base clothing appearance. The appearance.2da file lists the model texa/texb columns for Bao-Dur (row 451 on mine) as P_BaoDurBB. I have looked everywhere and can't find the file for the texture. I found some texture packs for B-D under the ERFS > Texture Packs >  swpc_tex_tpa/b/c.erf, but none of them are the right file. I'd like to make the armor "invisible" without overwriting the appearance of every armor model for that base defense rating. I haven't found any files in the BIF tree or my override folder.

 

Anyone have any tips about how to go about this? I already have the .uti file prepped, I just need to match a texture to it and make sure I didn't miss something.

 

Thanks.

Share this post


Link to post
Share on other sites

I don't have kotor 2 installed, but I can give you some advice. Check out other mods that do the same thing you are doing. 

For instance > http://deadlystream.com/forum/files/file/999-more-darksided-bao-dur/ 

 

That mod should have the texture names, then at least you know what you are looking for. Hope this helps!

Share this post


Link to post
Share on other sites

KotOR Tool organizes the textures in alphabetical branches inside the texture packs. So you should be able to find the texture in the P branch; I recommend the texpaca.erf, as that's the highest quality.

Share this post


Link to post
Share on other sites

IIRC, in unmodded appearance.2da Bao-Dur have **** for texa/texb columns. That means, that he will use texture which is set in the model itself. This texture is P_Bao_DurA.

For the dark side (texaevil/texbevil) he have P_Bao_DurAD, so the actual texture will be P_Bao_DurAD01.

Share this post


Link to post
Share on other sites

Okay, I found the original texture (for some reason his stock texture file does not match the texture for model a in the appearance.2da file, which I find curious). This has given rise to a few more questions:

 

1. In Rece's armor modding tutorial, he says you have to change the Texture Variation number in the .uti file to match the variable included in the name of the texture file. Does that mean I have to re-name the texture file PMBN##.tga and to get it to register in-game? I understand that there's a link between texture file names and the Texture Variation, but I'm not sure I get how it works.

 

2. For upgrades, how do I get something without the stats of heavy armor to accept heavy armor upgrades? I reviewed the other variables in the .uti files, and the Upgrade Level variable doesn't seem to have any relationship to what kinds of upgrades it will accept. The 2da array in the attributes tab also didn't have upgrades entered in like it does for lightsaber crystals. I did notice the Body Variation variable was coded 0-4 to match clothing - heavy armor. Is that what determines upgrade compatibility?

 

Thanks for your help!

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.