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Old 05-02-2013, 02:00 PM   #1
JCarter426
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Heterochromia

Recently I did some hex editing to remove a character's eyes. During the process, I discovered that the eyes are in fact individual objects, so it's possible to remove only one eye. I did this by replacing the texture (in this case PFHC05.tga) with an invisible one (JC_Inv.tga, a solid white texture with an all black alpha channel and a blending additive .txi). This got me thinking that it should be possible to retexture parts of a head without all that mucking about in 3ds Max. One could, for example, change the color of one eye. However, whenever I try that, it simply reverts to the default texture. This is rather baffling, so I was wondering if anyone could shed some light on the matter.


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Old 05-02-2013, 02:47 PM   #2
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Originally Posted by JCarter426 View Post
Recently I did some hex editing to remove a character's eyes. During the process, I discovered that the eyes are in fact individual objects, so it's possible to remove only one eye. I did this by replacing the texture (in this case PFHC05.tga) with an invisible one (JC_Inv.tga, a solid white texture with an all black alpha channel and a blending additive .txi). This got me thinking that it should be possible to retexture parts of a head without all that mucking about in 3ds Max. One could, for example, change the color of one eye. However, whenever I try that, it simply reverts to the default texture. This is rather baffling, so I was wondering if anyone could shed some light on the matter.
I don't know which head is which by the name, but I would assume that if the texture has two eyes, you'd have to edit the UVW-map to make one a separate texture. I personally have no idea how to do this, but it makes me wonder if someone could translate the hex using a tool and edit it in human-speak?


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Old 05-02-2013, 03:23 PM   #3
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Perhaps the game is reverting the texture because the other eye is still using the old one? You could try making both eyes have unique textures. Granted, it doesn't make sense that the eye being made invisible would work, while changing color would not but I've often found KotOR modding leads to its share of strange and illogical problems.


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Old 05-02-2013, 05:04 PM   #4
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If you edit the UV-Map carefully, it is possible to have a character with two separate eye textures/colors.


In fact, here's a successful in-game test that I did back in early '09, using the default Mekel head as a base. (I may have accidentally withheld that information since then. )
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Old 05-02-2013, 06:30 PM   #5
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Yeah, but I don't want to muck about in 3ds Max.
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Originally Posted by Fallen Guardian View Post
Perhaps the game is reverting the texture because the other eye is still using the old one? You could try making both eyes have unique textures. Granted, it doesn't make sense that the eye being made invisible would work, while changing color would not but I've often found KotOR modding leads to its share of strange and illogical problems.
Tried that, still reverts to the original texture.


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Old 05-02-2013, 10:25 PM   #6
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Perhaps it sets the eye textures to whatever the main head texture is? You could try changing that and see if the eyes switch to it. If so then I would think a UV edit is the only option.
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Old 05-02-2013, 11:25 PM   #7
Sithspecter
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^This man is correct. Because of Heads.2da, it always applies the texture that is in that slot. It's the same for body models.



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Old 05-02-2013, 11:36 PM   #8
JCarter426
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Then how is it that I managed to make the eyes invisible? I've done it with body parts, too.


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