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Invisible Head in K1

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 MasterWaffle
05-24-2007, 11:15 PM
#1
I'm trying to make a new head with this (http://lucasforums.com/showthread.php?t=149992) tutorial, and have reached the part where you put the files in your override folder. I can look through the heads, but when I come to mine it's invisible, and I'm wondering if it has something with naming modela, modelb, texa, and texb wrong in the appearance.2da file. As the tutorial was for a male in TSL and I wanted to make a female head in K1 I think I might have tried the wrong ones, and I don't know what should replace them.

Can anyone help?
 stoffe
05-25-2007, 6:40 AM
#2
I'm trying to make a new head with this (http://lucasforums.com/showthread.php?t=149992) tutorial, and have reached the part where you put the files in your override folder. I can look through the heads, but when I come to mine it's invisible, and I'm wondering if it has something with naming modela, modelb, texa, and texb wrong in the appearance.2da file. As the tutorial was for a male in TSL and I wanted to make a female head in K1 I think I might have tried the wrong ones, and I don't know what should replace them.


What have you named your model and texture files, and what have you set in the model* and tex* columns in appearance.2da?

Have you made sure you've properly linked your new lines in appearance.2da, portraits.2da and heads.2da, so they point to each other?

portrait.2da (appearancenumber, appearance_s, appearance_l) ---> appearance.2da (normalhead, backuphead) ---> heads.2da
 Eefluxx
05-25-2007, 12:11 PM
#3
I also had this problem and can't figure it out. I made the male Twilek model for K2 and followed everything exactly like the tutorial said to but also have an invisible head. I know that everything was linked exactly like the tutorial said but the backuphead didn't have a link just the ****,but that is what I was told to put in that section.
 stoffe
05-25-2007, 1:00 PM
#4
I also had this problem and can't figure it out. I made the male Twilek model for K2 and followed everything exactly like the tutorial said to but also have an invisible head. I know that everything was linked exactly like the tutorial said but the backuphead didn't have a link just the ****,but that is what I was told to put in that section.

Backuphead should be OK to leave as a null value if it's a player-only head. It's only used for NPCs to change their heads if the player uses the same appearance type that they do, to prevent you from running into identical twins of your protagonist in the game.

When you renamed the head model (MDL/MDX) files, did you change the name of the texture and model inside the file as well (using a hex editor is probably easiest) or did you just rename the files? If I recall correctly the game sometime uses the resource name (i.e. filename) and sometimes uses the model name when accessing a model, so you'll usually want them to match, just in case.

That's the only thing I can think of if your line in portraits.2da points to the line numbers of your new lines in appearance.2da, and your new lines in appearance.2da point to the line number of your new line in heads.2da. Keep in mind that line number and (Row Label) aren't necessarily the same thing. They usually match, but not always. Line number is the line counted from the top of the file, starting at 0 for the first line. KotorTool's 2DA editor unfortunately does not show line numbers.
 Eefluxx
05-25-2007, 1:16 PM
#5
I don't know about changing the name of the texture and model inside the file unless that is what I was doing with the Kotor tool. I do know I didn't use the hex editor at all. I will go back and look and maybe playaround with it and see if it that is what the problem is

Thanks Stoffe :)
 MasterWaffle
05-26-2007, 2:44 AM
#6
I haven't played with hex values at all, either. I'll give that a try, thanks.
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