PDA

View Full Version : appearance.2da merge Help


PsiKnife
07-30-2006, 02:26 AM
Dilemma: (KotoR II TSL apperance.2da merge)

I have the All-in-One PC Head Mod appearance2.da in my Override now.http://www.lucasfiles.com/?s=a6edd32172b65&action=file&id=1121&PHPSESSID=a6edd32172b65

I want to add the Darth Maul Skin appearance.2da http://ds1.pcgamemods.com/core/15546/Darth Maul Skin.rar (http://ds1.pcgamemods.com/core/15546/Darth Maul Skin.rar )

Can I add the Darth Maul Skin appearance.2da data (Darth Bandon reskin) to my All-in-One PC Head Mod appearance.2da?

Keep in mind I'm completely noob to this. What would I need to do to make this possible?

Emperor Devon
07-30-2006, 03:05 AM
For starters, you'll need to download Kotor Tool. Once you've done that, open it up and click the 2da button. Once the 2da editor pops up, open both of your appearance.2da files, and paste the rows from one of them to the other. (It doesn't matter which) You'll have to insert a few new rows to paste the ones from one of those mods into it. Once you have everything you want in the appearance.2da file, save it (but not as XML) and put the new file into your overide directory. Override any other appearance file in there.

I hope that helps you. :)

PsiKnife
07-30-2006, 04:58 AM
For starters, you'll need to download Kotor Tool. Once you've done that, open it up and click the 2da button. Once the 2da editor pops up, open both of your appearance.2da files, and paste the rows from one of them to the other. (It doesn't matter which) You'll have to insert a few new rows to paste the ones from one of those mods into it. Once you have everything you want in the appearance.2da file, save it (but not as XML) and put the new file into your overide directory. Override any other appearance file in there.

I hope that helps you. :)

Does Kotor Tool work for KotoR II TSL? I thought I read it didn't somewhere.

And which lines? I have no idea which lines i take from Darth Maul's appearance.2da to paste into my All-in-One PC Head appearance.2da. I don't want to ruin the All-in-One PC Head appearance.2da y'know. I just want the essential stuff from Darth Maul's but I don't know where it is or even how many lines.

RedHawke
07-30-2006, 05:26 AM
Does Kotor Tool work for KotoR II TSL? I thought I read it didn't somewhere.
KotOR Tool's Web Page... (http://kotortool.starwarsknights.com/)

It will answer this question. ;)

Emperor Devon
07-30-2006, 05:35 AM
And which lines? I have no idea which lines i take from Darth Maul's appearance.2da to paste into my All-in-One PC Head appearance.2da. I don't want to ruin the All-in-One PC Head appearance.2da y'know. I just want the essential stuff from Darth Maul's but I don't know where it is or even how many lines.

Any lines below 508. For row 509, right click copy row, and paste it below the last row in your other appearance file. Do this again until you have pasted all rows in your Darth Maul appearance file below 508.

Since there probably isn't a blank row in your other appearance file, select any of the rows and right click insert row, which create a blank one. Create as many blank rows as there are rows you need to paste.

Gah, I've overused that word. :xp: Well, I hope that helps you. :)

PsiKnife
07-30-2006, 07:04 AM
Ok I get what you're saying but there were issues.

1. The Darth Maul Skin appearance.2da wouldn't open with Kotor Tool 2da editor. Kept getting an error. I tried the NWN .2da editor and it said it wasn't a valid .2da file

2. The All-in-One PC Head Mod appearance.2da opened fine in Kotor Tools 2da editor with no problems.

3. I used Wordpad to open the Darth Maul Skin appearance.2da and the lines went from 508 to 670!

4. The All-in-One PC Head Mod appearance.2da went from 508 to 691 !

5. The only reference to Darth Bandon (the skin that was reskinned to look like Darth Maul) in the Darth Maul Skin appearance.2da came on line 184 and it was this:

184 Unique_Darth_Bandon **** N_DarthBand 1.813 3.66 1.813 3.66 3.96 **** B 14 **** N_DarthBand N_DarthBand **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** DEFAULT S **** 1 NORM 50 5.4 0.25 0.35 0.4 **** 1 l 0 20 1 1 **** **** 1 3 **** **** **** **** 9 1 0 0 30 15 **** 1 1.4 0 2 **** **** **** **** **** **** **** ****


So I'm a bit confused here.

I don't know how 2da's work, but are you saying that every line after 508 (508-670) in the Darth Maul Skin apperance.2da needs to be copied?! All of those are pointing to pieces of his Darth Maul or what? Theyre all different character names.

So I copy each line from 508-670 and paste them in individual rows 1 at a time after line 691 in the All-in-One PC Head Mod appearance.2da ?!?! do you know how long that would take?! Sorry if i'm wrong but that doesn't seem logical? :Open2:



------------------------------------------------------------------------

stoffe
07-30-2006, 08:35 AM
The 2DA file in the MaulMod is in a space-separated plaintext 2DA format, and not the binary 2DA v2.b format that KotoR/TSL normally uses, which would be why KotorTool can't handle it.

This 2DA file contains 4 changes:
At line 136 it changes the value in the normalhead column to 14.
At line 137 it changes the value in the normalhead column to 14.
At line 138 it changes the value in the normalhead column to 14.
At line 571 it changes the value in the footsteptype column to ****.


In other words, the first three changes change the head of the first asian male player appearance to darth bandon's head (which has been reskinned by overriding Bandon's texture). Keep in mind that this will make any NPC using the first asian male head look like a hornless Maul, in addition to making any uses of Darth Bandon in other mods look like Maul as well.

The last change modifies the sound of Bao-Dur's remote (and any sensorballs on Peragus) when moving around, making it silent rather than the antigrav unit sound.

Apply these changes manually with KotorTool to your appearance.2da file in your override folder if you want to use the mod in that way.

PsiKnife
07-30-2006, 10:16 AM
The 2DA file in the MaulMod is in a space-separated plaintext 2DA format, and not the binary 2DA v2.b format that KotoR/TSL normally uses, which would be why KotorTool can't handle it.

This 2DA file contains 4 changes:
At line 136 it changes the value in the normalhead column to 14.
At line 137 it changes the value in the normalhead column to 14.
At line 138 it changes the value in the normalhead column to 14.
At line 571 it changes the value in the footsteptype column to ****.


In other words, the first three changes change the head of the first asian male player appearance to darth bandon's head (which has been reskinned by overriding Bandon's texture). Keep in mind that this will make any NPC using the first asian male head look like a hornless Maul, in addition to making any uses of Darth Bandon in other mods look like Maul as well.

The last change modifies the sound of Bao-Dur's remote (and any sensorballs on Peragus) when moving around, making it silent rather than the antigrav unit sound.

Apply these changes manually with KotorTool to your appearance.2da file in your override folder if you want to use the mod in that way.

You rock. Between this thread and that last pm, I've learned volumes overnight about proper appearance.2da editing.

I can live with a few Seracco looking like a balding Maul whilst I do the same, but I think I'll leave out that last line change with the audio issue.

You'd think someone would've just grabbed Bao-Dur's head model and slapped some red and black paint on it and throw it in a 2da exe by now no? That would solve the hornless Maul.

But for future reference, so I can stop trolling about noobifying KotoR mod forums, how in Hades did you know where to look for the changes?


-

stoffe
07-30-2006, 06:49 PM
You'd think someone would've just grabbed Bao-Dur's head model and slapped some red and black paint on it and throw it in a 2da exe by now no? That would solve the hornless Maul.


The problem is that BaoDur's head isn't rigged like the normal human heads for some reason. If you stick his head on a human body it will seemingly levitate above the body as the neck will end before reaching the body. You'd need to use BaoDur's body models as well, which has no models for heavy armor and robes. :)



But for future reference, so I can stop trolling about noobifying KotoR mod forums, how in Hades did you know where to look for the changes?


I replaced all the double-spaces in the file with Tab-characters (Find&Replace in a text editor) and then used the 2daConverter utility linked to in my signature to convert it to 2DA v2.b format. Then I used the same utility to compare/merge it against an unaltered copy of appearance.2da extracted from the game, making the utility list the differences between the two files. :)

PsiKnife
07-30-2006, 07:55 PM
The problem is that BaoDur's head isn't rigged like the normal human heads for some reason. If you stick his head on a human body it will seemingly levitate above the body as the neck will end before reaching the body. You'd need to use BaoDur's body models as well, which has no models for heavy armor and robes. :)

So basically this guy's Darth Maul skin, with all of it's flaws (paradoxing instances) is likely the best chance of getting Darth Maul as a pc in the game is what you're saying.
- Until a talented 3D'er decides to take on modeling his own Darth Maul head/body.


I replaced all the double-spaces in the file with Tab-characters (Find&Replace in a text editor) and then used the 2daConverter utility linked to in my signature to convert it to 2DA v2.b format. Then I used the same utility to compare/merge it against an unaltered copy of appearance.2da extracted from the game, making the utility list the differences between the two files. :)


Brilliant! I'm glad I thought of that. :giggle1:

So that's the secret. Using that 2daConverter utility to compare it against an unaltered appearance.2da.

That seemingly must make appearance.2da merging a synch!

Thx much for all of your help on this.

Mav
07-30-2006, 08:56 PM
- Until a talented 3D'er decides to take on modeling his own Darth Maul head/body.

This is not possible at the moment, we can't model new head's or body's the best we can do is move around some vertices with Taina's Replacer tool, unless things have changed since I've been gone :p.

I think the best solution to the whole Darth Maul thing would be to reskin the head of one of the bald modeled PCs and then to make a new mask model of horns. Sort of like a horn hat if you want to think of it like that, I'm pretty sure someone either did that or tried to do it, but I can't remember.