PDA

View Full Version : ultimate ysalamiri armor


taclled
10-05-2005, 06:31 AM
I was thinking of a Armor for kotor 2:tsl that was almost completely immune to force powers and other things(fire, cold, etc.) would this be possible i tried it using kotor tool but it didn"t workcan some one help me.


:sithk: :blast5:

CrudeMatter
10-05-2005, 06:38 AM
Did you want someone to help you figure out kotortool, or to build the armor and send it to you? I'll lend a hand however I can.

taclled
10-05-2005, 07:04 AM
Well i can use any help i can get i am new to kotor tool and all i did was follow one of the tutorial here to create custom armor and that didnt work

CrudeMatter
10-05-2005, 07:27 AM
If you have AIM then Instant message me and we can see what we can do.

taclled
10-06-2005, 07:04 AM
WEll i dont have internet up yet im on over the local library cause i just moved her to hanau

CrudeMatter
10-06-2005, 07:34 AM
ok no problem. If your Kotor Tool isn't working, did you download Microsoft.NET Framework? It is required to run KotorTool.
you can get it Here (http://kotortool.home.comcast.net/index.html)

Also, are you planning on it having a custom appearance?(one thats not already in the game)

Darth333
10-06-2005, 10:23 AM
Can you tell us what didn't work or what you don't understand in the tutorials? You can post your questions on the boards and I am pretty sure member will be happy to help :)

Moving this thread to the general HL forums.

taclled
10-11-2005, 07:10 AM
no i have the net thing and i fallowed the instructions to the point but all it does is delete the holy krath armor and nothing else

CrudeMatter
10-11-2005, 05:31 PM
If you're wanting to use the appearance of the "Krath Holy Battle Suit" then this is the process it should take:

open KT
click Kotor II> BIFs> templates.bif> Blueprint, Item>
scroll down & double-click a_medium_10.uti
then the item editor window should open... Click on the 'properties' tab and change the item properties however you'd like. If you want to give it a custom name and description click the 'description' tab, and replace the text with your own. Then, click 'save' and save the new uti to your desktop (or wherever). Then copy the uti file to your "Override" folder and reintroduce the item into your inventory. (cheating it in is the easiest way of testing, but it will replace the normal in-game item by this method. It won't overwrite an item that is already in your inventory or equipped, you need to reintroduce it.)
to cheat it in hit the "`/~" key, then type "giveitem a_medium_10" without the quotes... if you saved it as something other than 'a_medium_10.uti' then it won't replace the in-game item and you'll need to type in whatever you saved it as, without the '.uti'.

If you're wanting a custom appearance of your own, thats more complicated, and requires a few more programs.
If this doesn't address the issue then feel free to ask. The more specific the question, the better. Best of luck.

RedHawke
10-12-2005, 12:11 AM
If you're wanting a custom appearance of your own, thats more complicated, and requires a few more programs.
Not complicated at all, you only need one additional program actually a Photo Editor, that would be PS, PSP, or GIMP.

You extract the original texture and invantory Icon tga files with KT, then edit to taste and then save it, if the tga file is say PMBH01.tga, you could change that to say PMBH50.tga. The icon tga is ia_class9_001.tga you edit it to taste then save that as ia_class9_050.tga.

The txi file is a simple text file... for most armors it looks like so... open up notepad enter in;

KOTOR
envmaptexture cm_baremetal

TSL
envmaptexture cm_baremetal
xbox_downsample 256

Save the txi file as an identical name as your tga texture, so for the above example it would be PMBH50.txi. Remember to save it as the filetype txi not txt!

Then simply go to the armor or robes uti file and change the texture variation to match the number you used at the end of the tga files, 50 in the example above.

So your new heavy armor mod needs only to consist of...

YourArmor.uti
ia_class9_0**.tga
PFBH**.tga
PFBH**.txi
PMBH**.tga
PMBH**.txi

And that's it, well... you will also need to add in files/scripts to get your armor into the game. ;)

** = This indicates the texture variation number of your edited armor, all will be identical to the texture variation number set in your Armor's uti file.

CrudeMatter
10-12-2005, 02:31 AM
@RH- r u following me around searching for new ribbing opportunities? lol
Seriously though, I've copied your post and I will be going over it step-by-step. It is definitely encouraging to think that the process is simpler than I was aware of. Your experience has given you impressive fluidity.
One question, is the 'xbox_downsample 256' entry for xbox alone, or does it serve to make the item usable on xbox? ..or what? is it required?
And far be it from me to question you on this, especially since I've not yet retextured an armor ...but... lol
what about mdlops for mdl/mdx files? Do those not apply to armors, or do they simply not need to be changed for this kind of project? ...or do the txi files somehow take the place of mdl/mdx for armors??? wtf ...hmm...txi scripts the texture onto a standard model because of diff gender models? izzat it?
Forgive my confusion but I've got a lot of new irons in the modding fire right now, and you're forcing me to learn even faster.lol keeping me honest at any rate.
Was my KT walk-through accurate at least?
...and I've done no scripting at all, so now I'm lead to wonder, is scripting just text files? -even so that is technically another program- = p I know... its a small victory... but I'll take it.
Any idea how taclled's item seems to have deleted something? That one stumps me.
-btw did u get a PM from me?-

@taclled- This thread is one of the more impressive single-item 'tutorials' I've seen. If you have the opportunity to take advantage of it, I highly recommend it. I know I will...it doesn't get much better than this. RedHawke is certainly one of the people to listen to on this sort of thing. His body of work is standing proof of that, and he was doing this long before I touched KT for the first time. Good luck.

RedHawke
10-12-2005, 04:47 AM
@RH- r u following me around searching for new ribbing opportunities? lol
Why, Yes! :D

Seriously though, I've copied your post and I will be going over it step-by-step. It is definitely encouraging to think that the process is simpler than I was aware of.
Making new armors/robes/clothes is thankfully one of the easier things to do in KOTOR modding. That is if playing with a photo editor doesn't intimidate you.

Your experience has given you impressive fluidity.
Is that as in the "fluidity" you get from eating way too much spicy food? :xp:

One question, is the 'xbox_downsample 256' entry for xbox alone, or does it serve to make the item usable on xbox? ..or what? is it required?
That is apparently required for TSL's armor/robe/clothes txi files to properly display the texture in the Workbench upgrades window, if you leave that out of the txi sometimes the texture will not appear on the rotating torso in the upgrade window and it will be all white.

Nevertheless, being OE put it in the txi files in the first place, then I'd keep it just because!

what about mdlops for mdl/mdx files? Do those not apply to armors, or do they simply not need to be changed for this kind of project?
You will only need to edit model files for masks, sabers, and other weapons, and only if you wish to display a custom texture.

Anything the character can wear clothes/robes/armor wise does not require a model edit of any kind. See, when you put on say a armor or robe uti, the uti indicates what the baseitem is in the baseitem node (this node referrs to the appropriate line in baseitems.2da which in turn referrs to a body model cell in appearance.2da) and the uti also indicates what texture variation to apply to the body model.

So the basics of making a new clothes/armor/robe is simply the 2 texture tga's male and female, the 2 txi files, the invantory icon, and the uti file itself.

...or do the txi files somehow take the place of mdl/mdx for armors??? wtf ...hmm...txi scripts the texture onto a standard model because of diff gender models? izzat it?
Txi files are simple text files that contain shader information for the texture tga of the same name. They do nothing else. The most commonly used shader is CM_Baremetal.

...and I've done no scripting at all, so now I'm lead to wonder, is scripting just text files? -even so that is technically another program- = p I know... its a small victory... but I'll take it.
Scripting is simply entering code into simple text files, you can make them with notepad just be sure to save them as the file extension .nss. Correct syntax and the act of compiling their scripts tends to be the part that stumps most people. :)

Any idea how taclled's item seems to have deleted something? That one stumps me.
It sounds like his items uti name, tag, and resref all are the same as a pre-existing game item, it is a good idea to name your uti files uniquely as you can this will better prevent this, you need not follow the games naming conventions for uti files. ;)

CrudeMatter
10-12-2005, 06:40 AM
Why, Yes! :D
-gritting teeth- I'm sure you won't be disappointed.


Is that as in the "fluidity" you get from eating way too much spicy food? :xp:
lol -shrug- if the shoe fits.


It sounds like his items uti name, tag, and resref all are the same as a pre-existing game item, it is a good idea to name your uti files uniquely as you can this will better prevent this, you need not follow the games naming conventions for uti files. ;)

Ok ...well thank you for your post, that cleared up quite a few things... and gave me more questions. lol
That last bit is the only thing I don't entirely buy... I've done that a hundred times... ok well maybe not 100, but darn close... Anyway, I've never seen that, and all of ORI's mods rely on replacing in-game items, so as to fit in with the full-item-creation mod, without needing a 2da change. I've only seen something similar when I changed the uti label(to one of another in-game item) without changing the tag and resref on multiple items simultaneously...all of which had the same tag and resref(of an in-game item). ...but even then, they did weird stuff, not just disappearing. And I've even been able to get 2 items, with the same tags and resrefs(of an in-game item), but diff uti labels(of in-game items), to effectively act like only 1 item(property-wise). ...and they don't get deleted... well, at least not before you squeeze the item properties out of it and move to a new module. ...and thats repeatable. I don't know exactly how that works, but it does. I'll even admit to it being sloppy, but it works. -suddenly, I find it odd that I'd need someone to explain to me how one of my own mods works.-
my head hurts. :headbump :explode:

RedHawke
10-13-2005, 01:22 AM
That last bit is the only thing I don't entirely buy...
Nothing to "buy" that is how you should do it. :p

I've done that a hundred times... ok well maybe not 100, but darn close... Anyway, I've never seen that, and all of ORI's mods rely on replacing in-game items, so as to fit in with the full-item-creation mod, without needing a 2da change.
I'm not saying you personally did anything wrong here, as I haven't looked at your mods yet, but... replacing in-game items with your custom ones because you don't want to edit 2 simple 2da's is generally a bad idea... like I said I haven't looked at your stuff so I don't know if there was "a method to your madness." If so, then feel free to ignore this next part! :D

As a general rule of thumb, it is quite all right if a modder is altering the properties of an in-game item to replace it with the modders improved version, but modders who completely 'replace' in-game items to insert their new item mods are also cutting their own throats, as many won't download those mods. When you overwrite an item you are not adding to the game you are limiting peoples choices by removing items to add yours in. So hence my whole point, all modders new items should be uniquely named, and somehow placed in the game. If a newer modder has placement troubles most of us would rather the mod maker made it so we would have to 'cheat' the modders new item(s) in, instead of overwriting an in-game item, because later on the modder can then add the item placement when they have figured it out.

Item placement isn't that hard, especially with the ability to edit the 2 simple workbench 2da's (http://64.20.36.211/showthread.php?t=144452) in TSL, while OE may have robbed us of the K1 method of editing placeables to get our modded items into the game, they sure added an easier way with the workbench 2da files. Just start with the full item creation mod's itemcreate.2da and itemcreatemira.2da files and add your items to them. Will you have some compatibility problems? Yes, but then you can play around with stoffe -mkb-'s Patcher and when you get that working you can update your mod to use the installer so there will be no more compatibility problems. ;)

I just want to say again, you didn't necissarily do anything wrong CrM, that is just how I, and many others as I have discovered, feel on the issue. So I am merely attempting to educate, as always. *Gets off of soapbox*

I've only seen something similar when I changed the uti label(to one of another in-game item) without changing the tag and resref on multiple items simultaneously...all of which had the same tag and resref(of an in-game item). ...but even then, they did weird stuff, not just disappearing. And I've even been able to get 2 items, with the same tags and resrefs(of an in-game item), but diff uti labels(of in-game items), to effectively act like only 1 item(property-wise). ...and they don't get deleted... well, at least not before you squeeze the item properties out of it and move to a new module. ...and thats repeatable.
Reads all this... :eyeraise:

Let me say this again... It is a good idea to name your uti, tag, and resref all the same to avoid any possible problems, what you are stating are the problems caused when you don't do this. Items can go all funny, just like you are talking about, this can also cause other unforseen effects on your game. That instability is detrimental to your mod, so don't do it. ;) Some mod users are very unforgiving of mods that mess up their games, like they think it was our only intension to completely mess up their game.

Patient: "Doctor it hurts if I do this!"
Doctor: "Well... Then don't do that!"

:D

CrudeMatter
10-13-2005, 03:27 AM
hrm... duely noted.

Pardon my noob contradiction, and as always, thank you for the intended edification... it was of value.

*For the record, I don't know that the 'method to my madness' would be apparent.*

*Reads all this... :eyeraise:
lol case in point.
btw It wasn't a request to investigate it, at any rate.

I am still interested to find out exactly what happened for taclled.

taclled
10-14-2005, 07:09 AM
I am still interested to find out exactly what happened for taclled.
thanks Do you want to me to send you the Files from the armor I made before
Im supposed to get internet by monday at my house. :vsd: :blast5:

CrudeMatter
10-15-2005, 05:54 AM
Sure... if you'd like to. I might be able to spot whats going on.
Does that mean you got it all figured out or are you still stuck?

taclled
10-19-2005, 07:10 AM
Ill email the files asap

taclled
10-28-2005, 07:10 AM
for sme reason it wont let me email to you