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Old 04-13-2005, 07:22 AM   #41
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Quote:
Originally posted by Darth Melignous
I am noticing in the appearance.2da file it lists columns:

modela
texa
texaevil
modelb
texb
texbevil
etc, etc, etc

For the player characters they are pretty much all the same. How do I edit these to match mine? I mean there is only one model so what is modela, modelb, modelc, etc columns all about?

I'm utilizing a weequay but he has a body tga and a head tga

In his actual listing in the appearances file hes got
modela= N_Weeq
texa=N_Weeq

The modelb & texb and from there on are all **** so where does the head part come in? The way the original is it is pointed to the body. Is the other part in the heads.2da?

Thanks in advance for the help guys and gals
The heads are determined by the normalhead and backuphead columns in the appearance.2da, for each appearance type. The number this column contain is an index in the heads.2da file of which head to use.

normalhead is what is usually used, but if the player has this head an NPC using this appearance will switch to the head in the backuphead column instead.

----

The different model/tex columns determine how the character look (ie which model and texture to use) when they wear different items in their body slot. As far as I can tell they are:

modela/texa = underwear model.
modelb/texb = common clothes model.
modelc/texc = armor w/base defense 4
modeld/texd = armor w/base defense 5
modele/texe = armor w/base defense 6
modelf/texf = armor w/base defense 7
modelg/texg = armor w/base defense 8
modelh/texh = armor w/base defense 9
modeli/texi = new jedi robes.
modelj/texj = revan/starforge robes.
modelk/texk = new jumpsuit-like baggy armor.
modell/texl = the silly dancer's outfit.
modelm/texm = neophyte/mentor/warrior armor with skirt flap in the back.
modeln/texn = new jedi master robes with jackboots.

You'll need to specify a model for all slots representing something the player could wear or Bad Things may happen.

Some models have textures specified internally and as such have a "****" in their corresponding tex column.

The others only specify the base name of the texture without the numeric suffix at the end. The numbers at the end is used to specify the TextureVariation which is set on each individual item in their UTI to choose how it should look.

For example, the standard jedi robe for females, set in the modeli column, is the model "PFBIM" (meaning Player, Female, Body, Model I, Medium size), and it has the value "PFBI" set in its corresponding texi. Now the actual texture files are named "PFBI01.tpc", "PFBI02.tpc", "PFBI03.tpc" and so on. Which one of them to use, ie the matching 01, 02 etc number is set in the TextureVariation field in the different item blueprints.

For example normal Jedi Robes (blueprint "a_robe_08") have BaseItem set to "Jedi Robe" (35) which uses the model in the modeli column and textures in the texi column. Why? Because the "bodyvar" column in baseitems.2da for line 35 says "I".

The blueprint also has the TextureVariation field set to 4, which means it uses the "PFBI04.tpc" texture.

----

The label column in appearances.2da is just there to make it more easily human readable, ti's not actually used for anything by the game as far as I can tell, so it doesn't really matter what you put there for your new lines. To make it easier for others to read though it might be a good idea to stick with the standard naming convention for player models though, as:

P_FEM_C_LRG_20

where:

P = Player model
_
FEM/MAL = Female/Male
_
C/A/B/H = White, Asian, Black, Hispanic
_
SML/MED/LRG = K1: Scoundrel/Scout/Soldier, TSL: Consular/Sentinel/Guardian
_
# = Unique numeric identifier

Last edited by stoffe -mkb-; 04-13-2005 at 07:44 AM.
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Old 04-13-2005, 04:54 PM   #42
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@skoffe-mkb-

Man thank you SOOOOOOOOOOOOOO much !!! You have no idea how much that just helped me. This was what I needed exactly to understand these 2da files and how to get what I'm doing done. all those different model columns were really confusing and I found no thread talking about heads so I was really confused. You wiped the windows and cleaned it right up Thanks man.


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Old 04-14-2005, 08:43 PM   #43
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Jedi Weequay

This is one of the selectable players I'm working on now. It is only just started but wanted to show you guys something I'm working on for the mod.

Clickie Clickie


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Old 04-14-2005, 09:07 PM   #44
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Nice work
I like it.



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Old 04-14-2005, 09:19 PM   #45
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Looks awesome.

I can't wait to see more


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Old 04-14-2005, 09:50 PM   #46
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Nice work!! I like it! Great job and I can't wait to see what else you make. Heh you as a yoda/vandar type character. To tell you the truth I was thinking of making my appearence like that for Xcom's arena mod...

Anyways nice job so far. I'm sure that this will be one of my top ten ranked mods. After all it hasd already reserved its space in my override.


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Old 04-14-2005, 11:52 PM   #47
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Dark Side Weequay Transition Shot

Here is a screenie of what he will look like in prob. the first dark side transition phase.

Click Me!!!


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Old 04-15-2005, 12:01 AM   #48
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Lookin good
You have the skills dude keep it up
Can't wait to see what you'll do next



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Old 04-15-2005, 12:11 AM   #49
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Quote:
Originally posted by Uchiha Itachi
Lookin good
You have the skills dude keep it up
Can't wait to see what you'll do next
@Uchiha Itachi

Thanks man To be honest if I could just get down the .2da editing stuff and what it all means I'd already be done. I've been trying to work on that part and haven't focused on the characters looks themselves.

I"m not sure if some of those models like the weequay can be made to "wear" a robe and still have his head. Until I find out if they can or not I'm gonna focus on the characters that will NOT change regardless of what they have on. I want some of em' to have a "look" in game, not be all changie changie with the clothes On those I'll include the look in The darkside phases.


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Old 04-15-2005, 12:15 AM   #50
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Re: Dark Side Weequay Transition Shot

Quote:
Originally posted by Darth Melignous
Here is a screenie of what he will look like in prob. the first dark side transition phase.

Click Me!!!
I really dig those facial tattoos!
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Old 04-15-2005, 11:20 PM   #51
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@bhanlon7 Thanks man. I'm working on a character based off the Merc. we encounter on Dantoonie out on the plains with that cool goat tee.


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Old 04-15-2005, 11:34 PM   #52
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Nice work on the DS transition! It is how I would picture a DS weequay.


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Old 04-16-2005, 01:34 AM   #53
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Lookin' good, can't wait to see more.


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Old 04-25-2005, 01:51 AM   #54
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HeAdShOp MOD Screenshot Update!!

Ok guys and gals I decided to throw together a collage screenshot and see what you guys thought about the MOD so far

Here ya are

For A Good Time Click Me!

comments welcome.


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Old 04-25-2005, 12:36 PM   #55
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Looks pretty good, what is that monkey thing at the top-right?
Excellent job.


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Old 04-25-2005, 01:34 PM   #56
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Why our favorite simmean the Tach of course. Doesn't everyone want to run around Narr Shaddaa like a crazy Tach?...lol

It was actually a tester and I realized that it had a few attack annimations so I decided to keep it in until a bug is found.

Current HeAdShOp MOD lineup


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Old 04-26-2005, 11:32 PM   #57
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Here is an update on the mod:

These are two shots of characters on goto's yacht.

Clickie Clickie


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Old 04-26-2005, 11:34 PM   #58
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Wow, I'm getting really excited about this mod. It looks really good so far. Keep up the outstanding work on it.
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Old 04-27-2005, 09:42 PM   #59
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Screenshot Update

Here are a couple more screenies

Feedback welcome...
Shot 1

Shot 2


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Old 04-27-2005, 10:25 PM   #60
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Looks pretty good, I love the revan with vander-like guy. Keep the screens comin


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Old 04-28-2005, 06:12 AM   #61
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Nice work Darth Melignous !!

But what is that robe on the girl (visas ?) in the screen with Nihilus and Sion ???
Is that Traya's robe ???


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Old 04-28-2005, 11:40 AM   #62
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It is Darth Traya's yep it is I must admit i'm a fickle player and I'm really getting into the whole switching characters all throughout the game.

This weekend I am going to sit down and go over some things from Darth333 and see if I can't make the mod even more user friendly. I won't spoil the surprise but between me and Darth333's contribution the final product should be really cool.

Thanks for the feedback Lord_Yig!!! Always appreciated


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Old 05-07-2005, 11:27 PM   #63
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OK guys and gals (hemmm Skoffe-mkb; Darkkender hemmm) I have a quick question.

Say I open up an appearances.2da and I want to make Dopak a playable character. I go up to one of the player players and copy their line. Then I edit the "normalhead" and "backuphead" columns to match Dopak's original entry for his character. (I think it was 180 for him). he had the first column as 180 the second as **** so I changed them both to 180. I renumber the line to the next corresponding number at the end of the appearances file.

Since 180 is Dopak's original heads.2da location I shouldn't have to edit the heads.2da file should I? I guess what I'm asking is if I do what I've said above (and providing that's right) what steps do I need to do next or what have I so far done wrong?

Any help appreciated

DM


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Old 05-08-2005, 12:20 AM   #64
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Make a new entry in heads.2da that's basically a copy of Dopak's entry. If you don't do this, the original head user tends to show up headless in-game.


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Old 05-08-2005, 01:45 AM   #65
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or you could give him a backup head so that if the player uses that head they will not find there twin when they meet dopak.

If your making the heads useable as a playable PC then you will have to add 3 new rows, 1 for each starting class.
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Old 05-08-2005, 02:26 AM   #66
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Quote:
Originally posted by T7nowhere
or you could give him a backup head so that if the player uses that head they will not find there twin when they meet dopak.

If your making the heads useable as a playable PC then you will have to add 3 new rows, 1 for each starting class.
The SML, MED, LRG versions all the same otherwise right? Are there columns in the appearances.2da for a "small, medium, large robes?

The backup head I had not thought enough on that your right there. I HATE going to Iziz and seeing all those townfolk that are "clones"

Thanks for the heads up
DM


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Old 05-08-2005, 08:30 AM   #67
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Quote:
Originally posted by Darth Melignous
The SML, MED, LRG versions all the same otherwise right? Are there columns in the appearances.2da for a "small, medium, large robes?
In TSL, even if there are appearances for small/medium/large body types, all player appearances use the MED(ium size) model. Only the first game have different models for the different body sizes.

There are not separate columns for other body sizes, there are separate rows for each size. Like:

133 P_FEM_C_SML_05
134 P_FEM_C_MED_05
135 P_FEM_C_LRG_05

... which define the model*/tex* columns for that body size.
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Old 05-08-2005, 12:18 PM   #68
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Thanks a big one Skoffe You are answering some confusing questions for me and I appreciate it man

I sometimes wonder how Skoffe, Darkkender and others developed the knowledge for this Crap I've literally got every thread (tut) copied to my HD for easy access and I've fished thru em' all. If it weren't for you guys helping and teaching me how to do this I might never get done

I also just ran across by buddy Darkkender's files he sent me for a custom head we worked on together a few months back. This will really help me as well and I'm planning on trying to make some more progress today.

Updates as they are done

DM


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Old 05-08-2005, 02:13 PM   #69
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Just an idea, but how difficult would it be to take the beard off the male PC, make his hair gray, add a few wrinkles, and make him palpatine? I figured since you were including such a vast array of sith lords, Palpatine would be an obvious choice. And how about a Lando Calrissian head with DS transitions? Or a C-3PO skin for HK? (I know that last one was a little off topic, but it'd still be cool)


I've been downloading mods on an almost daily basis for the past 2 months, and you people never cease to amaze me.
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Old 05-08-2005, 02:39 PM   #70
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Quote:
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I've been downloading mods on an almost daily basis for the past 2 months, and you people never cease to amaze me.
"You people"? Was that a racist remark?

No j/k I'm glad you're happy with everyone's mods.


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Old 05-08-2005, 02:58 PM   #71
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This mod just keeps getting better and better



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Old 05-08-2005, 04:53 PM   #72
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Version 1.0 which is "NON selectable" You will see what I mean will be out this evening after I get the Mother's day mess cleaned up It will include about 15 custom looks and this version will be my personal favorite just cause of how it works.

Version 2.0 will be all selectable and will make use of 2da's and such. This will require custom models and skins as such so will take (or is taking) me some time to complete. Even at the minimum I want to include; we are still looking at roughly 15 models total and the list is growing.

Version 1.0 will include for sure

Jedi Master 4H (young female bastila looking custom female)
Contest Winner (you meet this character once in game)
Sion
Nihillus
Traya
Atris
Kavar
Vash
Jawa
Weequay
Gran
Gand


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Old 05-08-2005, 05:12 PM   #73
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Woo, I can't wait. I'm trying to finish up my darkside female play through so I can start another lightside male play through. These models are going to be so hard to choose from! ^_^
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Old 05-08-2005, 05:15 PM   #74
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sounds good eager to take a look at what you got.


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Old 05-08-2005, 05:58 PM   #75
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Quote:
Originally posted by TheGreatXL
Woo, I can't wait. I'm trying to finish up my darkside female play through so I can start another lightside male play through. These models are going to be so hard to choose from! ^_^
That's what I like about the version 1.0 it will allow you to change out your character in-game.


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Old 05-08-2005, 06:01 PM   #76
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Do you mean I could pick a different head while going through the game, or did I read that wrong?

If so, I'll forever love you because having to open up KSE and reload the game everytime I need a new head for a screenshot is a pain. -.-
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Old 05-08-2005, 06:08 PM   #77
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Quote:
Originally posted by TheGreatXL
Do you mean I could pick a different head while going through the game, or did I read that wrong?

If so, I'll forever love you because having to open up KSE and reload the game everytime I need a new head for a screenshot is a pain. -.-
Yep pick a yahoo to start off with and then you'll be able to choose from a pretty large array of characters:

quarren
talia
revan
twilek
sion
nihillus
atris
vash
vandar
opo
zez kai elle
contest winner
deveronian
gand
makek
traya
hisss
bastila
lala
kavar

You'll be able to switch them out real time. That way if your playing Vandar and you get to Dxun and your surrounded by grass taller than you; you can simply switch characters or the like.
Some are stock image only like Vandar and will always look like himself. Others like Master 4H are more character oriented and can wear robes and the like. Some characters like jawa's and the like are good for talking exploring but not good for fighting as they have no fighting animations (ie just for fun )


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Old 05-21-2005, 12:38 PM   #78
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Headshop 2.0 Progress

Ok guys and gals after copying mdl, mdx, tga's out the wassu I finally got the call list for HeAdShOp 2.0 when released pending further issues.

It will include roughly 38 selectable heads. Some female but most male. Now I can have this MOD done in a week or a month depending on how it ends up going. Here's what I mean.

If I simply use the existing heads as is in game I would get done with the mod faster BUT I really wanna take the time and make each head a more unique character. T7Nowhere pointed out a good fact to me. ( I love those "hey but what if's" like this since that's how feedback makes us better modders) T7 said you'd be meeting your twins throughout the game.

I want to make the heads but make them custom looking as well as custom heads. The heads some would be based off star wars characters like Luminara Undulli Lummie or Jedi Master Barris Offee

I am having issues so far with "invisible" characters but I can figure that out on my own. I do have a question though.

Regarding 2da editing When editing and adding lines are there number limits on the number of heads? can I have 20 extra hispanic heads and the like?


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Old 05-21-2005, 01:09 PM   #79
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Re: Headshop 2.0 Progress

Quote:
Originally posted by Darth Melignous
Regarding 2da editing When editing and adding lines are there number limits on the number of heads? can I have 20 extra hispanic heads and the like?
I do not think that there is a limit to the amount of lines you add.


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Old 05-21-2005, 01:10 PM   #80
T7nowhere
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Re: Headshop 2.0 Progress

Quote:
Originally posted by Darth Melignous
Regarding 2da editing When editing and adding lines are there number limits on the number of heads? can I have 20 extra hispanic heads and the like?
nope, no limit.

oh and are you getting invisable heads in chargen screen for the full npc's your adding

Last edited by T7nowhere; 05-21-2005 at 02:18 PM.
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