Clone Armor request -1 reply

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drksdetyrannus65

Need a LOT of help in life :)

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22nd August 2008

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#1 10 years ago

All right i know that the clone armour was already created, but i was wondering if someone could make a new color variation for the armour I was thinking that it would be cool to see camo armour, black armour, oh you know. Maybe the phase 2 clones helmet would be cool to see. im simply requesting, bc i have no clue how to mod post if you would like to help!!!




Revan_Malak

Dread Lord

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5th August 2008

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#2 10 years ago

1st-Phase I pwns II! 2nd-Why not reskin them yourself?Its easy with Photoshop CS2/3 or GIMP.




drksdetyrannus65

Need a LOT of help in life :)

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22nd August 2008

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#3 10 years ago

Ok... 1st: congrats!! i gave a suggestion!! 2nd: once again congrats!! i said i didnt know how to mod. lol if someone is willing to teach me, and give me a visual, then i sure as heck will do it myself, but until then, i just throw out a request!! simple as that lol not tryna sound like a jerk, i promise.




drksdetyrannus65

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22nd August 2008

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#4 10 years ago

oh and i have GIMP, but i dont know how to do anything. like i said, someone teaches me i will do it myself.




watcher07

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19th May 2008

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#5 10 years ago

Well I'm far from an expert, but let me give you some tips I've found along the way.

1) Understand that before you could release it, you'd need the original modders permission since you'll be altering his work.

2) Download the mod and open the .tga files with gimp. Locate the specific one you want, captain armor is a good one to start with.

3) If you feel like doing it manually, it can be tedious and not come out quite so well, but you can select your brush and what type of brushing you want to do (normal, dissolve, hue, saturation, etc.). Usually I like to keep the original texture showing but want to change the color over it, so I'll use normal with about 50% opacity. There's alot that goes into deciding what opacity you want, and what type of brushing to do. Depending on the color you want to replace, you can just choose a color and brush and it will be replaced by another, etc.

4) Easiest method to see it is backup the original texture (.tga file) to a backup folder on your desktop, copy your new texture to the override folder while using the old textures name, and load your game where you have whatever armor you were working with. If you don't have the armor, download kse and just dump it into your inventory with that. Then throw it on and you can see how its looking in game and what needs to be worked on next.

Again, I'm far from an authority on re-skinning but I have done a couple of projects and messed around some with brushes and such, the key is that you just need to experiment with it until you get exactly what you want. I know there are also ways to take a texture from the net and make it cover a model, but thats still a fair bit above what I'm trying to accomplish at this level. Hope that gives ya a little guidance. Also hit up the main lucasforums site for some excellent tutorials and advice from the best modders around (Editing - LucasForums).

-Watcher07




Ḷëģöläš-OLD

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18th June 2008

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#6 10 years ago

watcher07;4574094Well I'm far from an expert, but let me give you some tips I've found along the way.

1) Understand that before you could release it, you'd need the original modders permission since you'll be altering his work.

2) Download the mod and open the .tga files with gimp. Locate the specific one you want, captain armor is a good one to start with.

3) If you feel like doing it manually, it can be tedious and not come out quite so well, but you can select your brush and what type of brushing you want to do (normal, dissolve, hue, saturation, etc.). Usually I like to keep the original texture showing but want to change the color over it, so I'll use normal with about 50% opacity. There's alot that goes into deciding what opacity you want, and what type of brushing to do. Depending on the color you want to replace, you can just choose a color and brush and it will be replaced by another, etc.

4) Easiest method to see it is backup the original texture (.tga file) to a backup folder on your desktop, copy your new texture to the override folder while using the old textures name, and load your game where you have whatever armor you were working with. If you don't have the armor, download kse and just dump it into your inventory with that. Then throw it on and you can see how its looking in game and what needs to be worked on next.

Again, I'm far from an authority on re-skinning but I have done a couple of projects and messed around some with brushes and such, the key is that you just need to experiment with it until you get exactly what you want. I know there are also ways to take a texture from the net and make it cover a model, but thats still a fair bit above what I'm trying to accomplish at this level. Hope that gives ya a little guidance. Also hit up the main lucasforums site for some excellent tutorials and advice from the best modders around (Editing - LucasForums).

-Watcher07

wow very nice...




drksdetyrannus65

Need a LOT of help in life :)

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22nd August 2008

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#7 10 years ago

aww, i see... ok... sounds great ill work with it. thank ya




drksdetyrannus65

Need a LOT of help in life :)

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22nd August 2008

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#8 10 years ago

ok thanks to Watcher07 i have reskinned a clone unit, and a clone commando now i need to know how to place them ingame




watcher07

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19th May 2008

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#9 10 years ago

You'll have to modify a .utp file to put it somewhere (chest, box, etc.) or a .utc file to put it on a person. Kotor tool makes this very handy and easy usually, but with custom items you'll need to use kgff editor to add in your item. I can walk ya through it fairly easily.

1) Find the .utp you want to work with. Lets say you want to add it onto the pack by the Sith Soldier just outside your Taris apartment that you kill. (Maybe he killed a republic survivor from the space battle and was transporting the gear, who knows?) The .utp is tar_troop_pack.utp. In kotor tool you can find it here: Kotor I -> RIMs -> Modules -> tar_m020aa_s.rim -> Blueprint, Placeables -> tar_troop_pack.utp

2) Extract the file to your computer, I usually have a folder called KOTOR Mods with a subfolder called Backup that has all the stock extracted files I use, but you can put it wherever you like. Make a copy of the file and put it on your desktop for ease of use. Open the file with kgff editor.

3) Scroll down the window on the left side to where you see Itemlist. The stock file should have 5 items listed there. Notice that the Struct ID matches the Repos_PosX number exactly for each item and that it goes up for each new item.

4) Left click once on any of the Struct ID's and right click, select down near the bottom of the list that you want to Copy Struct. Now left click once on Itemlist and right click, choose Paste Struct. You will see the struct you copied appear underneath the last stock Struct and the number next to Itemlist will have gone up a number, in this case from 5 to 6.

5) Left click on your InventoryRes and in the window on the right, change the Value to the name of your .uti for your item you want to be there. For instance, if your items .uti is blkclnearmr.uti then for value you would put it blkclnearmr with no ".uti" in the value.

6) Now you're going to left click once on Struct ID. In the window on the right you'll change the number to 5 in the struct ID. Next click on Repos_PosX and in the window to the right change the Value to 5 so it matches the Struct ID. Then click on any other line in the left window so that it reflects the change.

7) When everything looks good, just save your new tar_troop_pack.utp and copy it to your override. Its an unnecessary step, but I like to double check everything and open my new file in kotor tool and click on the inventory button to make sure everything is looking good. It won't have a name, just a resref, so don't worry about it. As long as it shows up, its all good.

8. Now you'll want to make sure your texture and icon are in the override as well. Start up a new game and get yourself to Taris (I usually pick that pack cause its not too long to get to, and I usually am testing a few different mods in the process that I can see working or not on the Endar Spire) and check out your new item.

Hope this helps ya some. Sounds like you're making some good progress learning how to retexture something and now adding in placeables which will get your feet wet with uti's, utc's and utp's but they're pretty easy once you get the hang of them. Best of luck in your mods, look forward to seeing your stuff.

-Watcher07




drksdetyrannus65

Need a LOT of help in life :)

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22nd August 2008

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#10 10 years ago

all righty thanks again Watcher i really need to find the orignal modder still bc i want to post it when im done. but ill work with this again and see if i can place it somewhere randomely. thanks tho!! youve helped me alot really just for skinning!! :D




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