![]() ![]() ![]() I've had luck with changing names like: n_darraala which is 10 characters to. mdl file(s) for a new character in many cases the entry your editing will be shorter/longer than what your renaming. I'll add one word of warning to those of you that will attempt to utilize the "funkier" heads to make them selectable. The reason we do this in K1 but not in K2 is Bioware required each head model to use it's own texture while Obsidian changed the system to allow overiding in the 2da file. These new files should be named something like PMHC24.k1.bin.mdl & mdx remove all of the excess k1.bin junk after deleting the original mdl & mdx files and you will have your new models. Save this change and locate the new mdl & mdx files mdlops created. Then click renamer change all entries of PMHC04 to PMHC24. Part 3: Open mdlops and open your new model PMHC24.mdl click read and write. However in Kotor 1 you will need to add the following step to your routine. The reason is Obsidian setup Heads.2da to accept texture overides for the Head models. Save your 3 2da files your done with them.Īll of the above changes are all that is required and needed for Kotor 2: TSL. Return to portraits change the following 3 entries to match your appearance.2da file. You can leave the other entry alone or change it to the number that matches PMHC04 your choice. Return to appearance.2da change the head entry in there 2 your new heads.2da entry. Copy this row to the bottom of the 2da file change the row number and all of the number references to match our PMHC24. Instead look up the line number of your appearance entry in the respective columns that matches the row number for your original appearance. The reason is Obsidian changed there minds about some heads and neglected changing there portrait numbers to match properly with all of the heads. Do not locate the portrait based on the texture number. Change your row number and change all of your entries to PMHC24 don't worry about the D2 stuff unless you have made 2 seperate darkside transition textures. You should find 1 row for player head PMHC04. Change the 04 in the label name to 24 for the character model. Change the appearance line number entry to match the proper row number for your new rows. Copy each of these 3 lines to the bottom of your 2da file. ![]() In Appearance.2da locate the 3 lines dedicated to our example model. It is easist to have all 3 open for this next portion. Part 2: In Kotor Tool open your appearance.2da, portraits.2da, and heads.2da. Rename your 2 model files respectively the same PMHC24.mdl & mdx. Choose a new model number for your head when you save your changes. Make all of your changes to the TGA that you want. PMHC04.tga(There are 2 other variants for Darkside Transition. We will need to extract the following files. So lets assume for this Tutorial we are working with Male Caucasian number 4. All of the existing player heads can be considered the easiest to work with in KOTOR 2. You will need to choose which head you are going to work with. For the Tutorial main portion we will assume KOTOR 2:TSL. Now decide which version of KOTOR you are making the Head for. Image manipulation program(GIMP, Photoshop, etc.) Part 1: First thing you will need the following tools. There are minor differences in the 2 games for this type of mod. This tutorial is for all of you constantly wanting to make Head mods. ![]()
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