Aller au contenu

Photo

How to add new heads?


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
LastBard

LastBard
  • Members
  • 60 messages

Hi guys, a simple question: what file I have to edit to add new models of heads in my collection?

I reach 199 number, but i would set to 250 or something else.

Till now I can't find the correct 2da to edit, can you help me?

Thanks a lot. :)



#2
The Mad Poet

The Mad Poet
  • Members
  • 425 messages

Heads have no 2da. As long as they are in the correct naming style you should be gold.

 

That said I think CEP actually added a parts_head.2da file for scripting purposes... been awhile since I've looked in on that. If you aren't using CEP though don't worry about it.

 

Far as I know the upper limit on all body parts, including heads, is 255 (256-1, accounting for 0). So you should be able to number them up to that.

 

In case you aren't aware (not that I know much either) though heads 50-100 won't be accessible in the toolset. I have no idea why Bioware made this so, but players can still access them if you use a body tailor or head changing script of some kind.

 

P.S. This screwed me up the first time I tried it so I pass the warning on in hopes of making the world a better place. When you rename heads, and most body parts, you need to edit the PLT file name to match the new number. You also have to edit the MDL file itself to use the changed texture number. EG. Changing pfh0_head001 to pfh0_head100, change both mdl and plt to head100, then edit the mdl file in notepad, change all refrences to pfh0_head001 to pfh0_head100. Don't just change the 001 to 100. Plenty of numbers in that file that can do all sorts of weird things if changed on accident.

 

You can also use the NWN Model Renamer

http://neverwinterva...n-model-renamer

 

One of the great little tools. Don't try changing the PLT names with this though... causes problems.


  • 3RavensMore et Shemsu-Heru aiment ceci

#3
LastBard

LastBard
  • Members
  • 60 messages

Wow, thanks man, 'u save my work. :)

I'll try and follow your lead.


  • The Mad Poet aime ceci

#4
Tarot Redhand

Tarot Redhand
  • Members
  • 2 687 messages

For renaming your textures I recommend "Ant Renamer Portable", I use it all the time. Amongst other things it has an enumerate mode that will automatically number your files (eg fred.tga, joe.tga & julie.tga can be renamed pic001, pic002 & pic003 automatically).

 

TR



#5
Proleric

Proleric
  • Members
  • 2 355 messages
There's also a tool for renaming models which changes all the internal references automatically:

http://neverwinterva...n-model-renamer
  • Jedijax aime ceci

#6
Tarot Redhand

Tarot Redhand
  • Members
  • 2 687 messages

Actually there is another one at least. I know since I wrote it. Mass model renamer is one of the 4 utilities I deemed as silly 'cos they are so simple.

 

TR


  • Jedijax aime ceci

#7
LastBard

LastBard
  • Members
  • 60 messages

Thanks so much guys, I'll do my best with these toos. :)



#8
Jedijax

Jedijax
  • Members
  • 396 messages

OH MY GOD. You know how much time and effort these would have saved me years and years ago? I still did all of this by searching in humongously huge folders and editing with notepad... Thanks for sharing the links, guys!



#9
Tarot Redhand

Tarot Redhand
  • Members
  • 2 687 messages

Be aware that my utility is very simple and therefore has the potential to totally wreck your models. The other model renamer is probably the better choice if you don't know exactly what you want to achieve.

 

On the other hand, I didn't write "Ant Renamer Portable" which is another plus in its favour  :D 

 

TR



#10
The Mad Poet

The Mad Poet
  • Members
  • 425 messages

I've used the one that I linked earlier without incident for a while. Only issue I've ever had was when I discovered compiled models. It doesn't work for those.



#11
Malagant

Malagant
  • Members
  • 221 messages

http://forum.bioware...ial/?p=13600696