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-   -   Need Help Understanding K1 Apperence 2da. (http://forums.filefront.com/sw-kotor-modding-mapping-editing/351642-need-help-understanding-k1-apperence-2da.html)

Lordjedi February 19th, 2008 09:55 PM

Need Help Understanding K1 Apperence 2da.
 
So I need some serious help understand how to Get NPC clothing werable by the PC using Apperence 2da.

DLX [DarkLordXana] February 20th, 2008 02:04 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Hmmm..im unsure on this one...have you tried changing the model and texture columns in the PC rows to match that of the npc you want...this is the only way I can think of and Im not sure it works...

JCarter426 February 20th, 2008 02:55 PM

Re: Need Help Understanding K1 Apperence 2da.
 
The appearance.2da isn't as complicated as you'd think. Well, it's not as complicated as I thought it would be, anyway.

You're trying to give your PC an NPC's clothing, right? So, you just find the line of the NPC you're looking for, then copy their "modelb" and "textureb" entries.

Then you go find the PC lines. There are dozens of these. You probably don't want to bother changing all of them--just the one that you're currently using (check the number of the head that you're using). And there are three entries for each PC head--small, medium, and large (scoundrel, scout, soldier). I'd change all three just to be sure.'

And make sure you change both the model and texutre entries, or you'll wind up with a mess like this:

http://i243.photobucket.com/albums/f...isc/carth1.jpg

Lordjedi February 20th, 2008 04:37 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Thanks Carter hope that helps :)

JCarter426 February 20th, 2008 04:59 PM

Re: Need Help Understanding K1 Apperence 2da.
 
No problemo. :)

Lordjedi February 20th, 2008 05:08 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Wait for the Modelb and TextureB when I copy it should I make it replace the Pc's?

JCarter426 February 20th, 2008 05:39 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Yeah.

Here's my low-tech explanation of how (I think) the system works:

Each appearance is like a playing card. Every card has a different number, suit, etc. The appearance.2da tells the game which card to use. What you're doing is telling the game to use the same card for your player. So you're stacking the deck. :D

Lordjedi February 20th, 2008 05:41 PM

Re: Need Help Understanding K1 Apperence 2da.
 
So I erase the PC's one and add the NPC one?

JCarter426 February 20th, 2008 05:57 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Yup.

Lordjedi February 20th, 2008 06:06 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Make sense I guess. But if My game crashes I blame you :lol:

JCarter426 February 20th, 2008 06:55 PM

Re: Need Help Understanding K1 Apperence 2da.
 
:lol: The worst you could end up with is that mess I posted earlier.

Well...actually...the game will crash if there's nothing under the appearance.2da entry--it can't find the right card, so it gets confused and folds.

DLX [DarkLordXana] February 21st, 2008 02:44 AM

Re: Need Help Understanding K1 Apperence 2da.
 
Thats basically what I suggested just..a little more detailed....I had never actually tried that so I didnt know if it did anything...but..yeah unless u dont put anything in the rows.....then it wont "crash"...

Lordjedi February 21st, 2008 10:56 AM

Re: Need Help Understanding K1 Apperence 2da.
 
Now how would I get the item in game?

JCarter426 February 21st, 2008 11:49 AM

Re: Need Help Understanding K1 Apperence 2da.
 
Item?

Lordjedi February 21st, 2008 11:53 AM

Re: Need Help Understanding K1 Apperence 2da.
 
????
What do you mean item. I need the Republic Solider armor to be wearable by the PC.

JCarter426 February 21st, 2008 12:12 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Oh...that again!

All right. I never found out how to do that. But what I did figure out how to do was just change a character's basic clothing to the Republic armor. Just copy a Republic soldier's entries and paste it into modelb and textureb. As I said, it's a lot easier than I thought it'd be.

You can do it for other things too--for example, I have Carth's modelc and texturec entries set as Republic officer, so when he wears light armor, he's in his Republic uniform.


But if you want to make it so that a particular item uses the Republic armor's model and texture...I got no clue. Let me know if you find out! :D

JCarter426 February 21st, 2008 01:21 PM

Re: Need Help Understanding K1 Apperence 2da.
 
I think I figured it out. "Think" being the opperative word.

OK, each armor has a body variation and texture variation number. The body variation decides which entry in the appearance.2da to use--for example, Jedi Robes are body variation 9--so it uses the modelI entry. If you change the modelI entry to something else, then you can get it to use a different model.

So your new item should use the same body variation that you changed. The trick is to use a body variation that you're not going to use for anything else.

Lordjedi February 21st, 2008 01:39 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Quote:

Originally Posted by JCarter426 (Post 4229098)
Oh...that again!

All right. I never found out how to do that. But what I did figure out how to do was just change a character's basic clothing to the Republic armor. Just copy a Republic soldier's entries and paste it into modelb and textureb. As I said, it's a lot easier than I thought it'd be.

You can do it for other things too--for example, I have Carth's modelc and texturec entries set as Republic officer, so when he wears light armor, he's in his Republic uniform.


But if you want to make it so that a particular item uses the Republic armor's model and texture...I got no clue. Let me know if you find out! :D

Do you know anyway that I could use the armor to replace the Combat Suit?

DLX [DarkLordXana] February 21st, 2008 02:02 PM

Re: Need Help Understanding K1 Apperence 2da.
 
well....it would be.....but it would be the default clothing...not a separate item...

Lordjedi February 21st, 2008 02:03 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Archer already did the defualt clothing so I want it to replace the combat suit.

DLX [DarkLordXana] February 21st, 2008 02:17 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Sorry I made that last post not realising there was a second page to this thread....so I didnt realize your question at the end of the first page had been answered...lol

JCarter426 February 21st, 2008 02:27 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Quote:

Originally Posted by Lordjedi (Post 4229337)
Archer already did the defualt clothing so I want it to replace the combat suit.

Combat Suit uses body variation C, I believe.

I'm about halfway with what I'm trying. I've gotten the model to change, but I don't know what to name the textures.

JCarter426 February 21st, 2008 05:12 PM

Re: Need Help Understanding K1 Apperence 2da.
 
OK, I got mine working. What I did was replace the robe appearances of Bastila, Jolee, and Juhani with some reskins of their basic clothing variants.

Anyway, back to the Republic armor. I think I might know how to change the Combat Suit to Republic armor. However, my way has a downside--the only way I know how to do it involves changing an entire body variant. So that means the Combat Suit and a bunch of other sets of armor will look like the Republic armor.

For NPCs this isn't a problem. Say you want it for Carth--then you just have to change one of Carth's body variations. Since he can't wear Jedi robes, you can just change that. But the PC can wear anything!


Anyway, here's how to do it:

Change the entries in appearance.2da like I said. You can pick any body variant you want. Replace the PC's entries with the Republic soldier armor.

Now, you have to edit the Combat Suit .utc. Change the body variation to the one you just changed.

So that means that every armor that uses the body variation you just changed, and the Combat Suit will use the Republic soldier armor appearance.

Yeah, I know it's not a good solution. But it's a qualified partial solution.

Lordjedi February 23rd, 2008 09:15 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Quote:

Originally Posted by JCarter426 (Post 4229778)
OK, I got mine working. What I did was replace the robe appearances of Bastila, Jolee, and Juhani with some reskins of their basic clothing variants.

Anyway, back to the Republic armor. I think I might know how to change the Combat Suit to Republic armor. However, my way has a downside--the only way I know how to do it involves changing an entire body variant. So that means the Combat Suit and a bunch of other sets of armor will look like the Republic armor.

For NPCs this isn't a problem. Say you want it for Carth--then you just have to change one of Carth's body variations. Since he can't wear Jedi robes, you can just change that. But the PC can wear anything!


Anyway, here's how to do it:

Change the entries in appearance.2da like I said. You can pick any body variant you want. Replace the PC's entries with the Republic soldier armor.

Now, you have to edit the Combat Suit .utc. Change the body variation to the one you just changed.

So that means that every armor that uses the body variation you just changed, and the Combat Suit will use the Republic soldier armor appearance.

Yeah, I know it's not a good solution. But it's a qualified partial solution.

So it may replace the Jedi Robes? And how can a Combat Suit have utc.?

JCarter426 February 23rd, 2008 09:27 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Whoops, I meant .uti. If you edit the .uti, you can change which entry of the appearance.2da it uses. So if you just want the change for one of your non-Jedi party members (or if your PC isn't going to wear robes) then you can change it to that, leaving the other light armors alone.

Lordjedi February 23rd, 2008 09:30 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Ok I recently replaced all of the PC's ModelB and TexB to N_RepSol so now how would I get the republic armor?

JCarter426 February 23rd, 2008 09:42 PM

Re: Need Help Understanding K1 Apperence 2da.
 
So, you want to change the Combat Suit to Republic Armor, right? OK, here's what to do:

1. Copy the ModelB entry of the Republic soldier to the ModelI entry of your PC.
2. Use KT to extract the texture of the Republic Armor, rename it to anything you want (ending with a two-digit suffix), and put it in your Override.
3. Change the TextureI entry to match the name of the model (without the number suffix).
4. Open the Combat Suit's .uti and change the body variation to 9, and the texture variation to match the number you just used for your texture. Then put that in your Override.

But I just realized something--this will apply for every character who uses the combat suit (there are a lot of them). So it might not be a good idea to just make a new item instead.

Lordjedi February 23rd, 2008 09:46 PM

Re: Need Help Understanding K1 Apperence 2da.
 
How would I make a new item of it?

JCarter426 February 23rd, 2008 09:50 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Just change the name. ;) And the description, too.

Lordjedi February 23rd, 2008 09:57 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Or maybe I'll have it replace the Darth Bandon Fiber armor. How would I do that since that armor is pretty much useless.

JCarter426 February 23rd, 2008 09:59 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Just change the .uti to match that, then.

Lordjedi February 23rd, 2008 10:19 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Quote:

Originally Posted by JCarter426 (Post 4233288)
2. Use KT to extract the texture of the Republic Armor, rename it to anything you want (ending with a two-digit suffix), and put it in your Override.
3. Change the TextureI entry to match the name of the model (without the number suffix).

I don't get these parts. Which file do I extract? The file in the ERFs?

JCarter426 February 23rd, 2008 10:46 PM

Re: Need Help Understanding K1 Apperence 2da.
 
Yup, the texture. Well, you could just change the .2da entry to match the Republic soldier entry, unless you want different texture variations. So ignore what I said before. :D

As for step three, here's how it is: the .uti determines which entry in the appearance.2da to use, and the entry in the .2da determines which model to use. You want to change that model, and you want to change which entry in the appearance.2da--which is why you have to edit the .uti and the .2da.

So, you change the entry in the .2da to get the model you want, and then you change the body variation in the .uti to tell it to go to that entry in the .2da.

Hope that clears it up.


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