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Achilles' Lightsaber walkthrough

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 Achilles
06-05-2004, 7:48 PM
#1
Everyone,

This is walkthrough that I put together for a friend of mine. I thought it might be useful for some of the newer folks who are completely unfamiliar with modding. Thanks to T7nowhere for creating the walkthrough that got me started. Hopefully the moderators see fit to add this to the modding stuck thread. I will also be posting a couple other modding related walkthroughs that I've made.

Resources that you will need to build your mod:

• KotOR Tool (KT) – Used to locate and extract templates, models, and skins
• GFF Editor – Program used to modify extracted .uti, .utc, etc files
• Hex editor - Used to modify .mdl (model) files.
• Tpc2Tga.exe – Simple executable that will allow KT to automatically convert game images to convertible format
• A file reference – used for identifying files in KT. I like to use http://www.goldensun-syndicate.net/kotor/codeFAQ.txt)
• Photoshop (optional) – used to modify game images such as saber color, robes, armor, etc.

You will be able to find links to almost all of these resources in the Sticky threads at the top of the first page of this forum.

Files that you will need to extract using KT:
*Note: xxx represents the model #

Templates – Assign properties to the item(s). Use the file reference to determine what files you need. For instance g_w_sbrcrstl14 is the code for Blue Lightsaber Crystal. Knowing this information will help ensure that you extract the correct files.

• g_w_sbrcrstlxx.uti <BIFs/templates.bif/g_w_sbrcrstxx.uti>
• g_w_lghtsbrxx.uti <BIFs/templates.bif/g_w_lghtsbrxx.uti>

Models – Used to render the image of your item in-game

• w_lghtsbr_xxx.mdl <Bifs/items.bif/w_lght_xxx.mdl>
• w_lghtsbr_xxx.mdx <Bifs/items.bif/w_lght_xxx.mdx>

Images (or “skins”) – used to skin the model in-game (ie they’re what make the blue lightsaber file appear as a blue lightsaber in your game)

**Note: Rather than use the Extract button to save these files, you will double click them to open the Image Viewer window. Use the Write File button to extract the file to your save folder.

***Note: In KT open Tools<Options and set the program to automatically convert .tpc files to .tga format. Make sure that Tpc2tga.exe is in the same directory as KT for this to work.

****Note: If there are any “special instructions” in the Image Viewer window, you will need to copy them into a .txt file in your save folder. You will modify the format of this file later.

iw_sbrcrstl_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_sbrcrstl_xxx.tpc>
iw_lghtsbr_xxx.tga <ERFs/texturepacks/swpc_tex_gui.erf/iw_lghtsbr_xxx.tpc>-w_lsabre<color>01.tga <ERFs/swpc_tex_tpa.erf/w_lsabreturq01.tpc>

Other Files

*Required* w_lsabre<color>01.txt – You should create this file in your save folder and copy the special instructions from w_lsabre<color>01.tpc into the body of the file. You will change this file later.

*Optional* upcrsystals.2da <bifs/2da.bif/upcrystals> - This property table is used to make lightsabers upgradeable in-game. Although optional it is highly recommended that select this option. More details will be available later in this tutorial.

How to build your lightsaber:

Open GFF Editor and use File<Open to open g_w_sbrcrstlxx.uti. KT has it’s owned GFF Editor, but I’m used to using this one.

Please note the following properties:

• LocalizedName – this is the display name that the game uses when rendering your item in the gui (ie inventory screen). The # in STRREF box refers to the dialog.tlk file, but not to worry. Change this number to -1 and change Language to 0 and hit Enter. The box below should now be editable. Go ahead and enter a custom name for your crystal if you would like =)


• ModelVariation - this number of the saber model. Referring back to our code resource, we see that the game already uses 01-19. You will need to pick a unique number between 20-99.

*****Note: be sure that you do not use a number already taken by another mod that you plan on using.

• Tag: change the number at the end of this name to the same number that you selected for ModelVariation


• TemplateResRef: same steps as Tag

• Save your file


Open GFF Editor and use File<Open to open g_w_lghtsbrxx.uti

• Follow the same process for LocalizedName, ModelVariation, Tag, and TemplateResRef as outlined above. It is HIGHLY RECOMMENDED that you create a custom name for your lightsaber. Not only does it help you identify it in your inventory, its fun!

##Note: It is very important that the unique number used for your crystal and the saber is the same (example 99)
####Note: This is also where you would modify the properties of your weapon, but that’s another tutorial.

• Save your file

Open your Hex editor and use File<Open to open w_lghtsbr_0XX.mdl.

• BREATHE!

• Use the Text Find function to locate the references to your w_lsabre<color>01 file. I usually look for “01” or the color (“blue, red, turq, etc) to ensure that I find it right away.
• Very carefully change the 01 to 02

• There are 4 of these references. Find the other three and change them as well.

##Note: Double Bladed lightsabers will have 8 of these references.
###Note: changing only some of these references will result in a multi colored saber blade

• Save your file

Rename all of the files in your save folder, except w_lsaber<color>01.tga and w_lsaber<color>01.txt to reflect that model number that you selected. For example:

• g_w_lghtsbrXX.uti => g_w_lghtsbr99.uti
• g_w_sbrcrstlXX.uti => g_w_sbrcrstl99.uti
• w_lghtsbr_0XX.mdl => w_lghtsbr_099.mdl
• w_lghtsbr_0XX.mdx => w_lghtsbr_099.mdx
• iw_sbrcrstl_XXX.tga => iw_sbrcrstl_099.tga
• iw_lghtsbr_XXX.tga => iw_lghtsbr_099.tga

Lastly,

• Rename w_lsaber<color>01.tga to w_lsaber<color>02.tga (remember we changed the reference in the model using Hex editor)
• Rename w_lsaber<color>01.txt to w_lsaber<color>02.txi (note that we changed the file extention here. You will receive an pop-up. Just click through it)

All finished! Copy and paste all of these files into C:\Program Files\Lucas Arts\SWKotOR\Override, open your game, and enjoy =)

Edit: fixed errors on mdl/mdx filenames.
 True_None
06-05-2004, 11:33 PM
#2
Great Tutorial. I have everything you mention, as far as tools required, except a Hex Editor. I've looked for but I have not been able to locate one. COuld you please tell me where one is, so that I could make use of your guide.
 Achilles
06-06-2004, 1:43 AM
#3
Originally posted by True_None
Great Tutorial. I have everything you mention, as far as tools required, except a Hex Editor. I've looked for but I have not been able to locate one. COuld you please tell me where one is, so that I could make use of your guide.

This is the one I use. I found it via a Google search. There might be better one's out there.

http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm)
 True_None
06-06-2004, 1:39 PM
#4
I've downloaded the editor. Thanks to you, I'll be able to make my own lightsabers, YAY !!!!!
 buhallin
06-06-2004, 2:23 PM
#5
Good FAQ i had need this some days ago where i figured that out myself damn :) (my bad connection to this forum here hurts often to search for help ...)
 Mav
06-06-2004, 4:53 PM
#6
If you have trouble with Achillies walkthrough there is also a great Adobe Acrobat reader file with screens and everything, but it is not my own doing so I can't exactly post it up, I believe it is a translation from Jules Windu's saber guide which was in Spanish... so I can't post a link for it or upload it so if anyone is having real trouble with Achillies walkthrough PM me and I guess I could send you the walkthrough I used to use
 Achilles
06-06-2004, 5:30 PM
#7
Originally posted by True_None
I've downloaded the editor. Thanks to you, I'll be able to make my own lightsabers, YAY !!!!!

Let me know how this works out for you. I tried to make it as easy to use as possible, but I'm more than willing to make changes if it will make the walkthrough even easier to follow.

Good luck!
 Lorden Darkblade
06-17-2004, 6:33 PM
#8
I didnt understand the Hex Editor part.
What I have to find exactly?
I found several 01 in the w_lght_xxx.mdl

and what I have to do with the txi file?

Another thing, where I set the inicial damage of the saber?
I didnt find that.
 Achilles
06-17-2004, 6:52 PM
#9
Originally posted by ReLoaD2K
I didnt understand the Hex Editor part.
What I have to find exactly?
I found several 01 in the w_lght_xxx.mdl

and what I have to do with the txi file?

Another thing, where I set the inicial damage of the saber?
I didnt find that.

You have to change the 01 to a unique number. Most people change it to 02, however if you have other mods that use 02, you may want to change it to 03, etc.

Again, there will be 4 01's in a regular saber and 8 in a double-bladed saber.

You don't have to do anything with the .txi file except create the file itself and make sure that it's in the Override folder. Create a text file, copy the information in the lower left hand corner of Image Viewer window and paste it into the file, and save it. Then rename it to match the w_lsabre<color>xx.tga file except you want to change the file extension to .txi

As for changing the attributes, I've yet to write a tutorial for it. I highly recommend using T7nowhere's which you can find at the link below:

http://www.lucasforums.com/showthread.php?s=&threadid=122916)
 Spockmaster
07-25-2004, 2:11 AM
#10
Originally posted by Achillies
[B]
• GFF Editor – Program used to modify extracted .uti, .utc, etc files
• Tpc2Tga.exe – Simple executable that will allow KT to automatically convert game images to convertible format


i cant find either of these on google, can you tell me where to get them please?



NM got em
 insane_pyro28
08-04-2004, 11:54 PM
#11
okay I have no clue about modding so..

do you have a link or anything for where to get those programs you suggested.


The only thing I have from your list is Photoshop.
 Darth333
08-05-2004, 12:06 AM
#12
Originally posted by insane_pyro28
do you have a link or anything for where to get those programs you suggested.


Read the stickies. Start with the "guide for the newbie: how to install mods/what do i need to start modding" and then "do you want to mod Kotor, then start here"
 insane_pyro28
08-05-2004, 2:07 AM
#13
yeah I just read that guide for newbies and downloaded the Kotor tool and some other program.
 Achilles
08-05-2004, 2:15 AM
#14
Originally posted by Darth333
Read the stickies. Start with the "guide for the newbie: how to install mods/what do i need to start modding" and then "do you want to mod Kotor, then start here"

I just added a reference to the stickies in the tutorial. Hopefully this will avert future questions of this nature.

Thanks for jumping in :D
 seawolfe
08-08-2004, 11:12 AM
#15
Okay .. I thought I'd play with building a lightsaber and used your tutorial Achilles .. to the letter .. except that I used a short saber instead of a regular saber.

The short saber I used (w_shortsbr_001) only had 2 w_lsabre<color>01 entries in it.

I extracted the gui tga files and renamed them to use 30 as the reference number.

I extracted the model and mdx files (using kotor tools) and renamed them as well. I changed 2 instances of the color reference in the mdl file.

I extracted the uti files for the blue saber crystal and short blue lightsaber and changed the tags so that they used 30 as their ref number and variation and then renamed them. I haven't added any properties to the lightsaber yet.

I created the txi files where neccessary and named them appropriately.

I extracted the blade color file and changed the number to 2 as you suggested as well as creating the txi file to go with it

I used a save game editor and added the saber to my inventory, started and loaded the game and as soon as I try to equip the lightsaber the game crashes.

Any ideas? Something I might have missed that you have done yourself in the past?
 Achilles
08-08-2004, 12:45 PM
#16
Originally posted by seawolfe
I used a save game editor and added the saber to my inventory, started and loaded the game and as soon as I try to equip the lightsaber the game crashes.

Any ideas? Something I might have missed that you have done yourself in the past?

What happens when you try adding it to your inventory via the console?

I've never heard of this happening and I'm wondering if it's the result of using KSE to add it to your inventory instead of the cheat code.

Let me know.
 Veldrin
08-08-2004, 1:20 PM
#17
Good work. Another Tutotial :)
 Achilles
08-08-2004, 1:26 PM
#18
Originally posted by Veldrin
Good work. Another Tutotial :)

Actually, this was the first one that I made, but I appreciate the kudos :D
 T7nowhere
08-08-2004, 1:34 PM
#19
The short saber I used (w_shortsbr_001) only had 2 w_lsabre<color>01 entries in it.

I suggest you check the model again in a hex editor there Will be 4 texture entries. Even if you only edited only 2 of the entries the worst that should happen is you would get a multi colored saber.

Also if your game is crashing when you click on the item, the first thing you should check is that all your files match up. But from my experience if the game crashes when the item is clicked it's because the model is Corrupt the only way to fix it would be to start over by extracting another saber model.
 Doc Valentine
08-08-2004, 2:01 PM
#20
I like the walkthrough, you should design more of these.
 Achilles
08-08-2004, 2:12 PM
#21
Originally posted by Gsccc
I like the walkthrough, you should design more of these.

I've made two more since this one. Not sure what else I can cover, but would love some suggestions.

You can find my other tutorials here:

http://www.freewebs.com/achilles01/tutorialsreferences.htm)
 Whitebloodcell
08-28-2004, 9:59 AM
#22
I'm trying to make the lightsaber I wanted following Achilles' Tutorial. I think Im a little confused.

g_w_sbrcrstlxx.uti <BIFs/templates.bif/g_w_sbrcrstxx.uti>
• g_w_lghtsbrxx.uti <BIFs/templates.bif/g_w_lghtsbrxx.uti>

If I trying to edit Malaks Ligtsaber to the Spec I posted earlier, do I need to pay attention to the liines of instruction refering to cystals?

Will when I eventually work out how to do this the lightaber be upgradeable?

If the code for Malaks Lightsaber is g_w_lghtsbr06 are the corresponding .mdl and .mdx files w_lghtsbr_006? Because I cant see a w_lghtsbr_06
 Whitebloodcell
08-28-2004, 11:09 AM
#23
I have done all the steps up to Hed Editing OK I think. I open the file and search for "blue" Which is changed into "BE" and there are loads of entries. I am using the Same Hes Editor as you gave the link to. I dont know where or what "02s" I am supposed to be changing.
 shosey
08-28-2004, 11:36 AM
#24
great tutorial!
 Achilles
08-28-2004, 12:48 PM
#25
Originally posted by ClumsyClayson
I have done all the steps up to Hed Editing OK I think. I open the file and search for "blue" Which is changed into "BE" and there are loads of entries. I am using the Same Hes Editor as you gave the link to. I dont know where or what "02s" I am supposed to be changing.
If you are replacing blue, then you need to replace it with something that is also four characters long or else it won't work.

You won't find any 02's in the original models; they will all be 01's. You want to change the 01's to 02's (or 03's or 04's, etc). The objective it to change the model to something that the game isn't already using.

I hope that helps.
 Whitebloodcell
08-28-2004, 2:23 PM
#26
If you are replacing blue, then you need to replace it with something that is also four characters long or else it won't work.

Could you explain? i am just trying to have a blue balde on Malaks Lightsaber.

The Files, i have extracted are
g_w_lghtsbr06.uti
g_w_sbrcrstl14.uti
iw_lghtsbr_006.tga
iw_sbrcrstl_014.tga
upcrystals.2da
w_lghtsbr_006.mdl
w_lghtsbr_006.mdx
w_lsabreblue01.txt
w_lsabreblue01.tga

i changed the values as per in your tutorial. Then opened w_lghtsbr_006.mdl with the Hex Editor XV132 V2.51

THen Hit Ctrl + F
In the Box Under Hex String I type "Blue" which is turned into BE. Click Search. And there are loads of Entries. There are also loads of Entries when I type in "01."

What am i doing wrong? (probably lots of things)
 Achilles
08-28-2004, 3:25 PM
#27
Per my last message in this thread, you cannot change "blue" to "BE". Whatever you change it to has to have four characters. You can call it BBEE or BEEE or BBBE or FOOD or MILK or whatever, but it has to be four characters.

Secondly, if you do a search for 01, you are probably going to find an awful lot of entries. I would highly recommend that you search for something a little more descriptive (or at least a lot less general). I'm a big fan of "blue01" myself...mostly cuz there's only a few of them.

It's like doing a search in Google. If you type in "the", Google will ignore it because it's too general. Now if you type in "the lightsaber" or "the tutorial", Google will still ignore "the" but it will search for "lightsaber" or "tutorial" and you'll probably get a lot of hits. Now, if you type in "the lightsaber tutorial" you'll get much more specific results.
 Whitebloodcell
08-28-2004, 4:17 PM
#28
Well I thought I had it for a moment. My item spawns with the code and has the correct name and icon. But when I clicked on it to select it the Game crashed. On my first attempt (for some reason I wasnt a jedi) it was unequipable but I could view the descirption.

But I think I made the mistakes in the Hex Editing. Im sorry I appear just plain stupid, but I really dont understand. I changed 15 Entrys of "BE 01" to just "02" And I just dont understand what I am changing and why.
 Achilles
08-28-2004, 5:01 PM
#29
Originally posted by ClumsyClayson
But I think I made the mistakes in the Hex Editing. Im sorry I appear just plain stupid, but I really dont understand. I changed 15 Entrys of "BE 01" to just "02" And I just dont understand what I am changing and why.

I don't know how else to tell you that you can't use "BE". I think I made it pretty clear in my last message, however it appears that I've still failed to engage you on this fact. Please let me know what I can do to make it perfectly clear to you that you cannot use "BE"

In order for the game to represent your item, it needs to have a model that the character can hold, wear, etc (depending on what it is you're making). Now, depending on what it is that you're making, you can use the games models as-is. If you're going to make something complex (such as a Malak saber) you'll need to differentiate your item from the game's item, which means you will need a unique model.

Within the model are references to the skin that the model will use. Without a skin, the model will appear pure white in the game. Since we are going to have the model reference a unique skin, we much change the references that are built into the model.

For example g_w_lghtsb01 (the blue lightsaber) uses the skin w_lsabreblue01. If we were to make a new lightsaber we would have to change the game's models to reference a unique skin.

So, we would change w_lsabreblue01 to w_lsabreblue02. If we already have a mod that uses w_lsabreblue02 and they are not the same skin, then we would use w_lsabreblue03 and so on.

In order to change the model's references to the new skins, we have to open the model file and change the existing w_lsabreblue01 references to match our new w_lsabreblue02 (03, 04, etc) skin.

So we look for every instance of w_lsabreblue01 (there will be four in a regular saber and eight in a double saber) and change it to w_lsabreblue02 (03, 04, 05, etc). Please note that we do not change ANYTHING to "BE" (Please God, let me have made that clear this time...I cannot explain it again).

We only change the last two numbers. You can change the last 6 characters IF YOU REALLY HAVE TO, but I don't recommend it at this point due to the difficulty you appear to be experiencing. Example: w_lsabreblue01 to w_lsabrefood02 or w_lsabremilk02
NOT: w_lsabreBE02 (notice you deleted two characters that the model needs by using BE).

Again, searching for "01" will kill your entire afternoon. I'd highly recommend seaching for "blue01" and then replacing the 01 with 02 (or 03, 04, etc).

I hope this helps.
 Whitebloodcell
08-28-2004, 5:20 PM
#30
Thanks alot for all your help. I think I must have not been explaining it clearly. I personally was not changing anything to BE. When I opened up the File I am presented with a Huge Grid of Random Numbers and letters. Then I try to search for blue01 like you said. However the program doesnt accept me putting in l or u. so i ended up searching for BE 01. From reading your Messgaes I got the idea that I should be looking at a long list of filenames. And then just searching and renaming them. So what have I done wrong?
 Darth Dex
08-28-2004, 5:27 PM
#31
What do you mean could you be clearer? I'm sorry, I don't get it, maybe Achilles does.
 Achilles
08-28-2004, 5:29 PM
#32
Originally posted by ClumsyClayson
Thanks alot for all your help. I think I must have not been explaining it clearly. I personally was not changing anything to BE. When I opened up the File I am presented with a Huge Grid of Random Numbers and letters. Then I try to search for blue01 like you said. However the program doesnt accept me putting in l or u. so i ended up searching for BE 01. From reading your Messgaes I got the idea that I should be looking at a long list of filenames. And then just searching and renaming them. So what have I done wrong?
Are you searching in the hex side (left) or the text side (right)? Text side should produce the results that you're looking for when searching for w_lsabreblue01. Please keep in mind, they will not be lined up nice and pretty, nor will they be close together. They will be included in random lines of ascii.

I hope this helps.
 Whitebloodcell
08-28-2004, 6:02 PM
#33
Ok. Some progress now. I understood what you said, saw the entrys and changed the last digit. Though the entry said lghtsbr006 as opposed to w_lsabreblue01. So there is still something wrong. The Saber is Equippable and works, however, it is still Red. So Basically Ive managed to Rename Malaks Lightsaber, and give it to myself. I think I am going to try just creating a Normal Blue Lightsaber and spawning it. So If I get that correct then hopefully i'll understand what I am doing wrong. Because I think Ive used up enough of your time for now.
 Achilles
08-28-2004, 6:13 PM
#34
Originally posted by ClumsyClayson
Ok. Some progress now. I understood what you said, saw the entrys and changed the last digit. Though the entry said lghtsbr006 as opposed to w_lsabreblue01. So there is still something wrong. The Saber is Equippable and works, however, it is still Red. So Basically Ive managed to Rename Malaks Lightsaber, and give it to myself. I think I am going to try just creating a Normal Blue Lightsaber and spawning it. So If I get that correct then hopefully i'll understand what I am doing wrong. Because I think Ive used up enough of your time for now.
The model also contains references for the saber hilt and tags for the weapon itself. The lghtsbr006 entries that you saw were for the weapon not the skin.

For Malak's saber you would need to look for w_lsabreredXX (don't remember the texture variable off the top of my head). Notice that the red saber skins use 3 characters for color instead of 4, so you won't be able to use BLUE, YELO, GREN, or PURP.

What I did for Merrik's saber is create a blue texture then name it w_lsabrered03 and changed the skin references in the model accordingly. You should be able to do the same with any color that you want.

EDIT: BTW, this goes back to what I was saying about using the Find feature. Not sure what you searched for that caused you to come back with the tags, but w_lsabre would have helped you find the texture files, even if you didn't know what color to search for.

I hope this helps.
 Whitebloodcell
08-28-2004, 6:24 PM
#35
Thanks so much. I understand now atleast. I'll have a go tonight, several times. Again thanks
 Whitebloodcell
08-28-2004, 6:37 PM
#36
When Renaming the files in the 2nd to last step doyou rename upcrystals.2da to upcrystals99.2da

Other than that,I've worked out how to it. Thanks for your help.
 Achilles
08-28-2004, 6:44 PM
#37
Originally posted by ClumsyClayson
When Renaming the files in the 2nd to last step doyou rename upcrystals.2da to upcrystals99.2da

Other than that,I've worked out how to it. Thanks for your help.
Nope. Rule of thumb is that you never rename a .2da file.
To make your lightsaber upgradeable, you will need to add a new line to the table that references your weapon. Hopefully, once you've open the file it will all make sense.

If not, Maverick187 made an upgrade tutorial that will walk you through it step-by-step.

Glad to hear that you got it working :D
 Whitebloodcell
08-28-2004, 7:11 PM
#38
Is there an easy way to get the same upgrades that happen when Using Mantle of Sith or Heart of the Guardian in my Saber?
 Achilles
08-28-2004, 7:29 PM
#39
Originally posted by ClumsyClayson
Is there an easy way to get the same upgrades that happen when Using Mantle of Sith or Heart of the Guardian in my Saber?
You could use the Mantle of the Force or Heart of the Guardian uti files as the base weapon for your mod. This would accomplish what you're looking for but might require a little additional tweaking.
 Whitebloodcell
08-28-2004, 9:03 PM
#40
When I have the Holowan Plug in installed one of my Sabers turns into a different one. It remains this way even after I delete all the files in override except for the Holawan Stuff? And the other Saber I made, stays in My Inventory aswell. Warum?
 RedHawke
08-29-2004, 12:46 AM
#41
Originally posted by ClumsyClayson
When I have the Holowan Plug in installed one of my Sabers turns into a different one. It remains this way even after I delete all the files in override except for the Holawan Stuff? And the other Saber I made, stays in My Inventory aswell. Warum?

Because those are now being stored in your save games files and not coming from the override.

Once you pick up an item and the game saves it puts everything you have into your save game files. So later removing items from override still will not remove them from your save games.

I hope this helps! :D
 MTV2
08-30-2004, 12:54 PM
#42
Is it possible to have 2 double bladed lightsabers in each hand?(im just wondering) (it might not work though because when you put both hands on the lightsaber) or if you could make the game think its just a single bladed lightsaber. (the other end might not be used though).
 Achilles
08-30-2004, 2:03 PM
#43
Originally posted by MTV2
Is it possible to have 2 double bladed lightsabers in each hand?(im just wondering) (it might not work though because when you put both hands on the lightsaber) or if you could make the game think its just a single bladed lightsaber. (the other end might not be used though).

1) Welcome to the Forum! :D
2) This really belongs in the Request sticky
3) I found this (http://www.lucasforums.com/showthread.php?s=&threadid=124637) by typing "two double lightsabers" into the Search field.

I hope that helps :)
 MTV2
08-31-2004, 8:37 AM
#44
cool, thnx:)
 MTV2
09-03-2004, 10:10 AM
#45
I followed the whole walkthrough that achilles made, but when i start my game and select my lightsaber the game crashes:confused: . i made a lightsaber before and it worked.:confused:
 Achilles
09-03-2004, 10:33 AM
#46
Originally posted by MTV2
I followed the whole walkthrough that achilles made, but when i start my game and select my lightsaber the game crashes:confused: . i made a lightsaber before and it worked.:confused: That generally happens when the game is missing a file that it needs to give you your item (usually a model). Please double check your work and be aware that sometimes you will need to scrap the original and start over if you run into problems.

If it happens again, feel free to post a plea for help, but please be sure to include steps that you taken to troubleshoot the issue, details about the item, etc.

Saying that something "doesn't work" is not enough for us to begin helping you.

Good luck! :D
 tk102
09-03-2004, 10:34 AM
#47
Originally posted by MTV2
Is it possible to have 2 double bladed lightsabers in each hand?(im just wondering) (it might not work though because when you put both hands on the lightsaber) or if you could make the game think its just a single bladed lightsaber. (the other end might not be used though).
See this (http://www.lucasforums.com/showthread.php?s=&postid=1502118#post1502118) thread for information on how the equipableslots field in baseitems.2da works. You will find for example that two-handed items can only be equipped into the right hand (0x0010). By modding this field to 0x0030, this can be overcome.
 Simbacca
03-22-2005, 11:47 PM
#48
Achilles, i read through your guide there and made another lightsabre.

i must admit, i did have trouble with the whole w_lsabreblue01 thing, just like that other guy kept having. i finally figured it out that, and it was because i thought the whole thing was in hex, not realizing that the two sections were seperate, one hex and one text.

so anyway, your walk through there showed how to make a another lightsabre, but the same thing as an already existant one. i do know there is another guide that helps to teach to modify properties such as damage or to hit, but i have a different question.

see i have 2 mods currently in use, one called Long Sabres, and one called White Sabres. Long Sabres provides special verisons of each of the original color crystals that when put in a standard lightsabre, the blade will be extended like Malak's. White Sabres provides a white color crystal.

i first had to figure out how to get them to work together, which was to combine the features of both their upcrystals.2da files. then, with your guide, i was attempting to figure out how to also duplicate the affect that Long Sabres created with a new White Sabre crystal.

i used copies of the violet's Long Sabre g_w_sbrcrstlxx.uti, g_w_lghtsbrxx.uti, w_lghtsbr_xxx.mdl, and w_lghtsbr_xxx.mdx files to make the changes you suggested. then i used copies of the White Sabre (standard length) iw_sbrcrstl_XXX.tga and iw_lghtsbr_XXX.tga files to make the changes you stated.

because of this, i have a working Long White Sabre, thank you.

however, in the item inventory, the picture icon of the sabre crystal and the picture icon of a sabre with the crystal use the custom violet Long Sabre picture icons. i want them to use the custom White Sabre picuture icons...

how do i do that?
 RedHawke
03-23-2005, 12:19 AM
#49
Originally posted by Simbacca
however, in the item inventory, the picture icon of the sabre crystal and the picture icon of a sabre with the crystal use the custom violet Long Sabre picture icons. i want them to use the custom White Sabre picuture icons...

how do i do that?
First, open up the white saber's Icon file, it should be iw_lghtsbr_0xx.tga, and rename the last number part of the file name to the same model variation your white Malak's saber is using now.

So if your model variation is 19 then your icon file would be iw_lghtsbr_019.tga.

Once you rename a copy of the icon file drop it into your override and you should be good to go.

I hope this helps! :D
 Simbacca
03-23-2005, 11:59 AM
#50
Originally posted by RedHawke
First, open up the white saber's Icon file, it should be iw_lghtsbr_0xx.tga, and rename the last number part of the file name to the same model variation your white Malak's saber is using now

thanks for the reply

i already did that though, see:

Originally posted by Simbacca
then i used copies of the White Sabre (standard length) iw_sbrcrstl_XXX.tga and iw_lghtsbr_XXX.tga files to make the changes you stated

see, on my first attempt, i did not use/modify any tga files, which in game produced a sabre without the blade (just a big square mix part white, part black missing space).

then, i did what i said above, took the standard White Sabre tga files and put my new model variation number at the end.

this produced the long white sabre blade i was after, but the icon in the inventory menu still shows the custom Violet Long Sabre icon.
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