Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

How do I make a created item use a special texture?

Page: 1 of 1
 Lorden Darkblade
06-15-2004, 4:27 PM
#1
Ok, I created an armor for example and I want that the texture be a special one that I also created.
How do I do that?
I has to be a special item that does not erase or replace any original armor.
 Achilles
06-15-2004, 4:53 PM
#2
Originally posted by ReLoaD2K
Ok, I created an armor for example and I want that the texture be a special one that I also created.
How do I do that?
I has to be a special item that does not erase or replace any original armor.

In the item property file (.uti) there is a field labeled ModelVariation. Change this number to whatever number you assigned to the texture file (.tga), then copy and paste both files (plus any other applicable files such as mdl/mdx) into the Override folder. This should fix you right up.
 Lorden Darkblade
06-15-2004, 5:10 PM
#3
Well I looked into the armor and didnt found that label.
Any other place it would be?
 Achilles
06-15-2004, 6:54 PM
#4
Originally posted by ReLoaD2K
Well I looked into the armor and didnt found that label.
Any other place it would be?

It could be TextureVariation (or Variable). I'm at work right now so I don't have KT or GFF Editor available for reference.
 Lorden Darkblade
06-15-2004, 7:37 PM
#5
I found one called: TextureVar
Is this the one?
 Lorden Darkblade
06-15-2004, 8:30 PM
#6
If that is the one I have no idea what I have to do to midify it.
I tryied but was not able to erase he number and write the name of the tga.
 Achilles
06-15-2004, 8:31 PM
#7
Originally posted by ReLoaD2K
If that is the one I have no idea what I have to do to midify it.
I tryied but was not able to erase he number and write the name of the tga.

That's the one! Are you using KT or GFF Editor?
 Lorden Darkblade
06-15-2004, 9:21 PM
#8
GFF Editor. Why?
 Achilles
06-15-2004, 9:33 PM
#9
Originally posted by ReLoaD2K
GFF Editor. Why?

All you should have to do is click on the line to highlight it and then change the number in the text box on the right (in the Basic Field Data window). I can't imagine why it wouldn't work for you, but feel free to email the file to me if you are unable to fix it.
 Lorden Darkblade
06-15-2004, 9:45 PM
#10
Well then PM me with your email.
This is what I do, I highlight the thing then I put the name there but when I click somewhere else oto check the number is back!
If you still have any ideas please or if you prefer to see the file just PM me with your email.
 Achilles
06-16-2004, 12:18 AM
#11
Originally posted by ReLoaD2K
Well then PM me with your email.
This is what I do, I highlight the thing then I put the name there but when I click somewhere else oto check the number is back!
If you still have any ideas please or if you prefer to see the file just PM me with your email.

Make sure that you're entering the number, not the name. I'll pm you with my email addy.
 Lorden Darkblade
06-16-2004, 1:29 PM
#12
What number?
I thought I had to put the name of the tga there.
 Achilles
06-16-2004, 3:50 PM
#13
Originally posted by ReLoaD2K
What number?
I thought I had to put the name of the tga there.

The model (or texture) variation number. For instance the file name for blue lightsaber model is w_lghtsbr_001.mdl/mdx. If you were making a custom saber and renamed this file w_lghtsbr_099.mdl/mdx, you would need to change the modelvariation number (in the .uti) from 1 to 99. Similar concept with armor skins, except that the line is labeled TextureVar instead of modelvariation.

So if you wanted create a new texture for the brown jedi robe (PMBI01), that does not replace the current file, you'd create your texture and assign it a unique number (texture variation). Then you would have to extract a .uti file for the robe, change the Tag and TemplateResRef (to make it a unique item), and then change the TexureVar to the unique number that you created for your new texture so that the game knows what skin to put on the model when used.

I hope that all makes sense. Let me know if you need anything else.
 Lorden Darkblade
06-16-2004, 3:54 PM
#14
SO I have to put there the 2 last numbers from the tga file?
 Achilles
06-16-2004, 8:14 PM
#15
Originally posted by ReLoaD2K
SO I have to put there the 2 last numbers from the tga file?

Yes (unless the number is less than 10).
 Lorden Darkblade
06-16-2004, 8:19 PM
#16
If it has I put only like 2 or 3 right?
One number only right?
 Achilles
06-16-2004, 10:01 PM
#17
Originally posted by ReLoaD2K
If it has I put only like 2 or 3 right?
One number only right?

Right.
 Lorden Darkblade
06-16-2004, 11:39 PM
#18
Another question, the new texture should have what name?
A similar to the older ones?
Like PM(for male) and what?
I know it has a P a M or F dunno the rest and some other letters.
I would like to know this cuz I dont want to may armor replace the other ones.
I would really like to know on how to do this.
 Achilles
06-17-2004, 12:43 AM
#19
Originally posted by ReLoaD2K
Another question, the new texture should have what name?
A similar to the older ones?
Like PM(for male) and what?
I know it has a P a M or F dunno the rest and some other letters.
I would like to know this cuz I dont want to may armor replace the other ones.
I would really like to know on how to do this.

Try this link, originally posted in the Do you Want to mod SW-KotOR? Then Start here thread by T7nowhere:

http://www.lucasforums.com/showthread.php?s=&threadid=126482)
Page: 1 of 1