View Full Version : Custom Head Question
05-24-2007, 03:32 AM
I recently re-skinned a head and would like to make it so I can select it when I'm making a new character and not have it override the texture of one of my existing heads. I'm following this (http://lucasforums.com/showthread.php?t=149992) tutorial, and I think I've got the gist of it, but the models I want are from a female asian PC and not a male twi'lek. Anyone know what the model names are so I can extract the right ones? Is there any way to find out? I'm a little lost.
05-24-2007, 04:42 AM
If looking for non-party, non-pc heads: Using Kotor Tool, go to BIFs>models.bif>Aurora Model and Aurora Model Extension. For instance, n_uthurah.mdl
If looking for party member heads: BIFs>party.bif>Aurora Model and Aurora Model Extension. Example: p_carthh.mdl / .mdx
If looking for pc head: BIFs>player.bif>Aurora Model and Aurora Model Extension. It would be something like pfha01.mdl / .mdx
BIFs>models.bif>Aurora Model and Aurora Model Extension. As far as I know, all of the main model files are put in this folder. (Search through the whole semi-alphabetic list, arrgh :))
Open Aurora Model tree. You will need to scroll through the list of model names until you find the .mdl file you are searching for. Highlight the name and click the "Extract File" button. Save as unique named file matching the same name as your texture -- for instance, my texture file is named PFHW05.tga, I would name my .mdl file PFHW05.mdl. Find the same file from the Aurora Model Extension tree -- it will be named with a .mdx suffix. Name it the same as the model file using the .mdx suffix -- PFHW05.mdx
I am not sure if this is necessary, but I use a hex editor on the .mdl file and change any mention of the original texture file to my new one ---probably not needed - may in fact make it more glitchy (would someone verify this please).
05-24-2007, 06:32 AM
Thanks for your help : )
I'm messing with K1, but unfortunately I cannot for the life of me find any models by the name of pfha05 (or something similar) under either Aurora Model or Aurora Model Extention. I know the texture name for the model I want is pfha05, if that means anything.
05-24-2007, 06:49 AM
Make sure you are in the "player.bif" section of the BIFs tree and not the "models.bif" The one you are looking for will be pfha05.mdl. and pfha05.mdx
05-24-2007, 06:54 AM
That did the trick. Thank you!
06-14-2007, 02:38 AM
Hey, I've followed the same tutorial as MasterWaffle but it didn't help me in remodeling.
-I used mdlops to rename and get the ascii.mdl
-Then I used nwmax version of gmax to import that ascii.mdl geom only and edit the chin's size.
-Select all and give aurora trimesh modifier, then select all and click fast linker in nwmax general utils speed bar.
-Select aurora base, export geom only, ignore the sanity check, rename the result.
-With the original .mdl and .mdx files, read and write the resulting model using mdlops.
-Renamed version .mdl & .mdx files of your result is born. Delete the *k2rbin something and it' ready to use.
I forgot where I got all these steps, I just read and copy it to a single notepad. The problem is the resulting head model. It has sometimes, separated from it's neck and a bit tilted backward, sometimes the face is an abstract, sometimes it had a "thing" randomly moving around like a propeller, and sometimes a random combinations of those. Can someone tell me where did I go wrong? By the way, the TSL head I tried to remodel was Bastilla's. That's legal right?
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