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Getting KotOR custom head to work in TSL, help!

Page: 1 of 1
 Acleacius
01-17-2011, 2:34 AM
#1
Just for personal use I am trying to convert a the mod Mara Jade PC (http://www.lucasforums.com/showthread.php?t=196769) to TSL. BTW this worked great in KotOR, used it for the whole game.

I have edited the changes.ini so that it seems to installs correctly. However when ever selected in the Creation it crashes. The odd thing is the main body file is 12meg compared to most other (at least I have seen) PC mods 1meg. Is it possible TSL can't handle such huge body detail?

I removed the Heads.2DA from the override. Then portrait could be seen in Creation and it didn't crash, but I couldn't see the animated PC only the Portrait. I really wish we could Copy & Paste lines from the KotOR Tool, so I could post the lines added too the Heads.2DA, Portraits2DA and Appearance.2DA. Here's the change.ini I edited.

[Settings]
FileExists=1
ConfirmMessage=Are you sure you want to install this awesomeness?
LogLevel=3
InstallerMode=1
BackupFiles=1
PlaintextLog=0
LookupGameFolder=1
LookupGameNumber=1
SaveProcessedScripts=0


[TLKList]


[InstallList]
install_folder0=Override


[2DAList]
Table0=heads.2da
Table1=appearance.2da
Table2=portraits.2da


[GFFList]


[CompileList]


[SSFList]


; ================================================== =================

[heads.2da]
AddRow0=heads_row_192_0
[heads_row_192_0]
head=PFHMJ01
headtexvvve=PFHMJ01D
headtexvve=PFHMJ01D3
headtexve=PFHMJ02D2
headtexe=PFHMJ02D1
ExclusiveColumn=head
2DAMEMORY1=RowIndex
[appearance.2da]
AddRow0=appearance_row_p_fem_mj_sml_01_0
AddRow1=appearance_row_p_fem_mj_med_01_0
AddRow2=appearance_row_p_fem_mj_lrg_01_0
[appearance_row_p_fem_mj_sml_01_0]
label=P_FEM_MJ_SML_01
walkdist=1.6
rundist=3.96
driveanimwalk=1.6
driveanimrun_pc=3.66
driveanimrun_xbox=3.96
modeltype=B
normalhead=2DAMEMORY1
backuphead=****
modela=PFBMJ
texa=PFBMJ
texaevil=PFBMJD
modelb=PFBBS
texb=PFBBS
modelc=PFBCS
texc=PFBC
modeld=PFBDS
texd=PFBD
modele=PFBES
texe=PFBE
modelf=PFBFS
texf=PFBF
modelg=PFBGS
texg=PFBG
modelh=PFBHS
texh=PFBH
modeli=PFBIS
texi=PFBI
modelj=PFBJS
texj=PMBJ
envmap=DEFAULT
bloodcolr=R
wing_tail_scale=1
moverate=NORM
driveaccl=50
drivemaxspeed=5.4
hitradius=0.25
perspace=0.35
creperspace=0.4
height=1.6
targetheight=l
abortonparry=0
racialtype=20
haslegs=1
hasarms=1
footstepvolume=1
sizecategory=3
perceptiondist=9
footsteptype=0
soundapptype=0
headtrack=1
head_arc_h=30
head_arc_v=15
hitdist=1
prefatckdist=0.5
groundtilt=0
body_bag=2
ExclusiveColumn=label
2DAMEMORY2=RowIndex
[appearance_row_p_fem_mj_med_01_0]
label=P_FEM_MJ_MED_01
walkdist=1.6
rundist=3.96
driveanimwalk=1.6
driveanimrun_pc=3.66
driveanimrun_xbox=3.96
modeltype=B
normalhead=2DAMEMORY1
backuphead=****
modela=PFBMJ
texa=PFBMJ
texaevil=PFBMJD
modelb=PFBBM
texb=PFBBM
modelc=PFBCM
texc=PFBC
modeld=PFBDM
texd=PFBD
modele=PFBEM
texe=PFBE
modelf=PFBFM
texf=PFBF
modelg=PFBGM
texg=PFBG
modelh=PFBHM
texh=PFBH
modeli=PFBIM
texi=PFBI
modelj=PFBJM
texj=PMBJ
envmap=DEFAULT
bloodcolr=R
wing_tail_scale=1
moverate=NORM
driveaccl=50
drivemaxspeed=5.4
hitradius=0.25
perspace=0.35
creperspace=0.4
height=1.6
targetheight=l
abortonparry=0
racialtype=20
haslegs=1
hasarms=1
footstepvolume=1
sizecategory=3
perceptiondist=9
footsteptype=0
soundapptype=0
headtrack=1
head_arc_h=30
head_arc_v=15
hitdist=1
prefatckdist=0.5
groundtilt=0
body_bag=2
ExclusiveColumn=label
2DAMEMORY3=RowIndex
[appearance_row_p_fem_mj_lrg_01_0]
label=P_FEM_MJ_LRG_01
walkdist=1.6
rundist=3.96
driveanimwalk=1.6
driveanimrun_pc=3.66
driveanimrun_xbox=3.96
modeltype=B
normalhead=2DAMEMORY1
backuphead=****
modela=PFBMJ
texa=PFBMJ
texaevil=PFBMJD
modelb=PFBBL
texb=PFBBL
modelc=PFBCL
texc=PFBC
modeld=PFBDL
texd=PFBD
modele=PFBEL
texe=PFBE
modelf=PFBFL
texf=PFBF
modelg=PFBGL
texg=PFBG
modelh=PFBHL
texh=PFBH
modeli=PFBIL
texi=PFBI
modelj=PFBJL
texj=PMBJ
envmap=DEFAULT
bloodcolr=R
wing_tail_scale=1
moverate=NORM
driveaccl=50
drivemaxspeed=5.4
hitradius=0.25
perspace=0.35
creperspace=0.4
height=1.6
targetheight=l
abortonparry=0
racialtype=20
haslegs=1
hasarms=1
footstepvolume=1
sizecategory=3
perceptiondist=9
footsteptype=0
soundapptype=0
headtrack=1
head_arc_h=30
head_arc_v=15
hitdist=1
prefatckdist=0.5
groundtilt=0
body_bag=2
ExclusiveColumn=label
2DAMEMORY4=RowIndex
[portraits.2da]
AddRow0=portraits_row_63_0
[portraits_row_63_0]
baseresref=po_pfhmj01
sex=1
appearancenumber=2DAMEMORY3
race=6
plot=0
appearance_s=2DAMEMORY2
appearance_l=2DAMEMORY4
forpc=1
baseresrefe=po_pfhmj01D1
baseresrefve=po_pfhmj01D2
baseresrefvve=po_pfhmj01D3
baseresrefvvve=po_pfhmj01D
ExclusiveColumn=baseresref
[install_folder0]
File0=PFBMJ.mdl
File1=PFBMJ.mdx
File2=pfbmj01.tga
File3=pfbmjd01.tga
File4=pfhmj01.mdl
File5=pfhmj01.mdx
File6=PFHMJ1.tga
File7=PFHMJ01D.tga
File8=PFHMJ01D1.tga
File9=PFHMJ01D2.tga
File10=PFHMJ01D3.tga
File11=po_pfhmj01.tga
File12=po_pfhmj01d.tga
File13=po_pfhmj01d1.tga
File14=po_pfhmj01d2.tga
File15=po_pfhmj01d3.tga



I could really use some help here, please. :confused:



Thanks for any tips. :)


Edit: Turns out there is something wrong with the mdl an mdx files (different compression, between the games?). I took the skin and portrait files then renamed them with another mdl and mdx from another mod, the skins and portraits worked. Well her hair isn't as long as intended and not the same style, it's the same as one of the vanilla styles.

It still looks great (http://img257.imageshack.us/f/mirajade.jpg/).
 Bob Ta'aar
01-17-2011, 12:30 PM
#2
I guess you'd have to use mdlops to create a ascii-model out of the mdl and mdx file and then recompile it to k1 binary models. Dunno about the legality of porting for personal use though.
 Acleacius
01-18-2011, 11:21 AM
#3
Thanks Bob Ta'aar, sort of surprised to hear there are possible legal issues, to make a custom head from kotor 1 work in kotor 2, oh well.

I'm really getting to like her with this shorter hair and think a new Portrait would be better solution. ;)


Done Jade Mara (http://img11.imageshack.us/f/marajadefinal.jpg//).
 Bob Ta'aar
01-18-2011, 1:21 PM
#4
using stuff from one game (k1) for another (k2) is porting and unless the company owning the games allows it, it's illegal.
personally I think that's bull****, 'cause have you ever met anybody who has k2, but not k1? but well, my personal opinion is not what matters, but the policy of kotor-modders and especially this site (and all others I know), that porting is totally frowned upon.
that's the reason why you won't find much help in converting files from one game to the other.

good job on the new 'mara' though!
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