Hello, Iґd like to know how to extract the DS transitions in K2 and the party members appearance in k1. What I want to do is a mod for k2 with new DS transitions and a dark side party mod for k1.
I will wellcome any ideas or suggestions you can give me.
You can find the textures in KotOR Tool, under ERFs > Whatever the second expandable menu is called. (There are 4 expandable menus, the first deals with the GUI, then the next three are the various ingame textures ranging from High to Low quality, as I recall.) Then, click 'P' to expand it. Player head texture will be labelled PMH***.tga or PFH***.tga. Darkside transitions have 'D' or some such suffix added onto the end of the default texture's filename.
In the same menu (The menus are structured the same for both games.), you can find party member textures towards the bottom, labelled as P_******.tga.
Hope this helps. Sorry if it's a bit confusing, I didn't have KotOR Tool or the game assets on hand to view, so I'm just going off my memory of the program from February.
Thanks. But if you could tell me the whole process I would be very happy and grateful.
That is the whole process. :confused:
My response may not have been the most precise, with me going off of memory and everything, but there really isn't much else to do.
After you find the textures, you just select them, press the extract button, then edit the TGA files in an image editing program like Photoshop or GIMP.
If you want to make a mod out of it for K1, remember that Canderous starts out DS so you may want to think about how his transition would work. Also, with the Sith Underoos and some experimenting, I found out it's pretty difficult to change the party's underwear and Zalbaar's fur for a DS trans. So they would have to use Sith Underoos, which change their body shape a tad. In apperance.2da, you can try grabbing the size and gender of the Sith model you want from the texaevil in the PC's rows and changing your party's texaevil to those same numbers, that might get them to wear Sith Underoos. Then Jolee would suddenly be sucking in his gut. I don't think there's a way around that. As far as I can figure, Zalbaar can't have a DS transition, but if you figure out a way to give him one, I'd love to know how you pulled it off!
In heads.2da, there are four columns for DS transitions. Most PCs use two, some three. But you can make up to four--however, the mildest transition will show up in game before the character 'registers' as being DS. They are headtexvvve, headtexvve, headtexve, and headtexe. Basically "head texture very very very evil" and so on. Make your DS transitions, and add D-D3 to the end of the file name (ex. P_BastilaH01D.tga), or if you want to use K2's notation, use D1-D3 for e, ve, and vve, and just D for vvve. Then edit heads.2da with the texture names to reflect your new DS transitions.
To actually make the transitions, it's very helpful to make a seperate, non-.tga file that you can use with several layers, because you will be experimenting. If you use PS, make a PSD file, then save it as a .tga when you want to try it in-game. Use your program's native file format for it, so that if you need to change something in one layer, you won't have to start from scratch. When I make DS transitions, I usually end up with many layers in one file--base layer that is the unaltered file, layers for mild to major skin tone changes with the eyes and mouth cut out so they don't change, at least two layers of 'dark veins' so I can turn them on and off, two for 'light veins', a layer for any other changes I might feel like making, two layers for eyes (one with just yellowish that I can change the transparency on later) and one with redish and blood shot eyes, and since I like Sith tattooes, one for those.
The reason I do that is because in the programs I use to make DS transitions, I can just make a layer invisible and save as .tga, and the .tga will only save the visible layers. It makes life very convenient.
Edit: For reference, to test the DS transitions, use KSE to do it--set GoodEvil to 40, 30, 20, then 10. That's when each transition will show up. That only works really in K1--in K2, changing the PC allignment works, but because of the influence system, it doesn't change the other characters. If you want to test them, you can change the PC's appearance in KSE to the character you want to test.