LunaCantabile 0 Posted January 24, 2018 I've had a browse around and looked at some similar threads but would like to ask for advice in my specific case. I'm interested in replacing a player head with a new mesh and textures. The texture part seems fairly self explanatory, but most of what I've found regarding model swapping refers to reassigning existing heads. I've gotten to grips with the 2DA's and replacing one of the existing models seems better than adding an option.What should I know in order to import a new mesh/preparing the asset for use in game? The biggest difference from vanilla would be the new hairstyle, if anyone has run into upper limits on poly counts I'd appreciate a heads up there too. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted January 24, 2018 I'd say adding a new head via new 2DA rows would be the "better" approach. Replacing an existing model is just easier. You'll want to start with an existing head to get the rig, and use as a guide for scale and position of your custom mesh. There are a few eccentricities with with the way KOTOR works, which may necessitate changing your mesh to suit. Poly count-wise, I probably wouldn't go above 5K per mesh chunk if you can help it. You also do not want to enable shadows on any single mesh over 1K or so polys, or you'll get a crash. If you are considering long hair, you are probably going to wind up disappointed. Quote Share this post Link to post Share on other sites
LunaCantabile 0 Posted January 24, 2018 Thanks for the advice. I was planning on doing a tied back style to avoid the issues with long hair. Quote Share this post Link to post Share on other sites
DarthParametric 3,785 Posted January 24, 2018 Things like pony tails and bangs can be turned into "damgly meshes" (AuroraFlex/OdysseyFlex) to provide a bit of dynamic movement. Have a look at the vanilla models to get an idea of how it works. Quote Share this post Link to post Share on other sites