(K1) Reskinning the Scout outfit's gloves to resemble actual hands
I'm working on a small clothing mod for KOTOR 1 that changes the Scout outfit's gloves to resemble the player character's hands as if he or she is not wearing gloves. My mod involves using a separate texture file for each skin color, which is the source of my trouble. I know how to edit the Appearance .2da file so that the Scout outfit model uses different textures for each skin tone, but I'm not at all skilled in creating or editing textures. I'm also unfamiliar with how the texture files are used in KOTOR, so I am unable to create the needed texture files to be used in my mod. If someone could please help me, I'd be very thankful.
Here are the textures. I've converted them to .PNG format since ImageShack would not let me upload .TGA files.
Last edited by BicycleCat; 03-15-2009 at 01:36 AM.
Reason: Added pictures
Thats helpful for when you have to texture. But when you are actually trying to find the part of the UV Map that is needed, you do this:
Using Bastila's UV Map as the example, you click on the part of the model that you are going to check for. Go into the Modifiers tab and click the UV Coordinates, then click Unwrap UVW. Press the plus button next to the Unwrap modifier of your model, and click "Select face." Now select the part of the model's UV Map (in your case, the hands) that you want to know where it is. (It helps if you have shaded faces on. Right click in the viewport you are in (on the name) and click configure. Click the button in that window that says "Shade selected faces")
Now, after you select the part of your model, like so
you go into the Edit UV Map window, and click the triangle button at the bottom.
Now, after clicking that button, only the part of the UV Map that you selected will be shown.
In 3dsMax the function is a bit more advanced in that when you select the faces in your viewport, the face in the Unwrap window is also selected.