Author Topic: mdl renaming/modification  (Read 389 times)

Legacy_K-T-A

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mdl renaming/modification
« on: July 31, 2012, 01:49:05 pm »


               Hello,

I am having trouble to rename some .mdl files - my objective is to replace some of the original human heads (override) with some from the KotOR Heads package (http://nwvault.ign.c....Detail&id=7796). I am aware that only renaming the .mdl's will not work, thats why I use Obsidian SS to change the references inside the .mdl's. It worked with the first head I tried but not with any of the others. It seems that the texture associated with the head is not applied correctly or the old texture of the original head is used despite the correctly renamed .plt in the override folder. Most strange is that the renamed/modified head looks as it should be when I use the NWN Explorer to check it. Help me please to understand what I am doing wrong. Thank you.

KTA
               
               

               
            

Legacy_Zwerkules

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mdl renaming/modification
« Reply #1 on: July 31, 2012, 03:23:17 pm »


               Plts don't work in the override folder. You'll have to use a hak.
               
               

               
            

Legacy_K-T-A

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mdl renaming/modification
« Reply #2 on: July 31, 2012, 06:36:30 pm »


               Very strange, the KotOR Heads package exists as a override as well or is the point that only existing items can not be overwritten by a plts? That does not explain why I managed to override the human female head 143 with one. Is there a way to exchange the plts file for another format like tga?

KTA
               
               

               


                     Modifié par K-T-A, 31 juillet 2012 - 05:37 .
                     
                  


            

Legacy_NWN_baba yaga

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mdl renaming/modification
« Reply #3 on: July 31, 2012, 08:52:33 pm »


               The plt texture is the only format able to tint bodyparts, so no it´s not replaceable with a different one. TGA´s are used for everything else, creatures-tiles-weapons-effects etc. Or I have no clue:D
               
               

               


                     Modifié par NWN_baba yaga, 31 juillet 2012 - 07:53 .
                     
                  


            

Legacy_K-T-A

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mdl renaming/modification
« Reply #4 on: August 01, 2012, 10:13:19 am »


               So there is absolutely no way to replace the original bioware head?

KTA
               
               

               
            

Legacy_Malagant

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mdl renaming/modification
« Reply #5 on: August 01, 2012, 12:36:56 pm »


               The KOTOR override package works because it does not overwrite the base content. The game engine will still call the original plt in the game resources. You can replace original heads per Zwerkules (so the answer to your question is yes) but you can not do so unless you compile your changed heads in a hak (so your extended answer is not in the manner you want to replace them).

Builders must use a hak and players must have the hak and use the override together for heads to show correctly during creation and play or else the game will not recognize anything past the standard heads and will call the plt from the original resources with no hak present.

Edit: As an aside, this is also why head packs that have heads numbering sequentially into the 49-100 range need to be copied from the hak to the override, as there are a number of helms that exist as head models (from the standard resources) in that range that will have their plts appear in place of the any similarly numbered head plts during character generation with an empty override.
               
               

               


                     Modifié par Malagant, 01 août 2012 - 11:45 .
                     
                  


            

Legacy_K-T-A

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mdl renaming/modification
« Reply #6 on: August 01, 2012, 01:13:12 pm »


               Thank you for your replies! Based on what was said here I conducted some tests and found that  bioware heads that came with the expansion packs can be replaced but not those from the OC. If someone is interested here is a list of heads that can be replaced.

human female (head no.): 25, 143, 144, 155
human male: 22 - 32, 143

KTA