View Full Version : Armor UTIs: Changing clothing models
12-19-2007, 11:39 PM
OK, so I want to improve upon my last mod by allowing you to wear Revan's Robes with cape and hood, but without the mask. Now, before I could just rely on the "Disguise" property to change your character's model to Revan's Robes with the item UTI file that I created for them. However, since now that your character's head will be visible, I can't simply do that. So my question is, how do you change clothing models when creating custom items? For example, if I use Qel-Droma Robes as a base item to work off of and modify its properties, how could I change the models/textures it selects to apply to your character when the item is equipped, so that let's say it will look like Davik's War Suit when you equip instead of the customary brown robes? Can anyone help me with this? I looked around for item creation tutorials, but none seem to explain, and when I try to edit any UTI files with the Kotor Tool, there are no options that allow me to change the armor models.
12-24-2007, 03:57 AM
UPDATE: OK, after some extensive experimenting, I now understand why it's so difficult to do what I'm trying to do. It appears the "Base Item" field is what determines the model to use for an item, along with "Model Variation." This poses a very difficult situation to try and create Revan's Robe items that use the hood/cape/unmasked version without replacing any pre-existing items. I believe the only way to do this is to edit the appearance.2da file of the game. If anyone has any experience with this, it would be much appreciated if you could help me figure out how to edit 2DA files so I can implement the robes without replacing any default items. And yes, I've already tried looking at tutorials, but the only one I could find deals with head models and doesn't explain the steps very well.
12-24-2007, 12:05 PM
In the KotorTool there is a 2DA button at the top that will let you load all the 2DA files. From there you can click on in the coloumn(I think I spelled that wrong) and change it to your file so that it points to it. Stoffe did a tutorial in the 2DA editing section that explains what each Model/Tex stands for ie: modelA is underwear and modelB is clothes and ModelC is light armor and so on and so forth(I am not sure if A,B,C are right I am just using it as an example.) If I could figure out how to set up to to point you to the thread I would but I haven't figured that part out yet so I just go with what I know :)
Hope this helps
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