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Adding Backpacks/ anything to a model

Posted: Fri Jan 10, 2014 7:38 pm
by MidnightSpirit
Okay so I am trying to add an asset onto an existing model.
I was using this http://www.gametoast.com/forums/viewtop ... 27&t=21955
But i got completely lost mostly because the pics aren't working and I do not understand everything the author is saying.
So I was wondering if simply adding the code line to the msh file would work? it hasn't so far though.
What I did was download Ande's TCW cold assault trooper and have been trying to open the backpack option file, copy the line, and paste it at the end of the unit's normal msh file using HxD hex editor.

Re: Adding Backpacks/ anything to a model

Posted: Fri Jan 10, 2014 7:57 pm
by Firefang
The .option file just tells the munger how to munge it. It contains zero info about the model. If the backpack is a separate model, you can add it to a unit like an Add-on msh. (Like the geonosian's wings)

Re: Adding Backpacks/ anything to a model

Posted: Sat Jan 11, 2014 6:35 am
by Anakin
So it's right, you can do it with the addonmesh in the odf, like the geo wings, or you can hex it. if you are using more than 1 addon, you need to hex it.

It's a little bit tricky, i failed ofter in the past, too. But now i got it ;)

So if you want to give it a try i can help you ;) Simply tell me what part you don't understand

These two tutorials are near the same, but in this case you get the addon from an other model and past it in the new one. Also this is only for the kamas, so you don't need the MATI thing. But it's good to understand the basics, how Hex works.
http://www.gametoast.com/forums/viewtop ... 27&t=11141
http://www.gametoast.com/forums/viewtop ... 09#p424009

Re: Adding Backpacks/ anything to a model

Posted: Sat Jan 11, 2014 1:30 pm
by MidnightSpirit
But if the addon piece is not a seperate model it can still be added on using those tutorials right?

Re: Adding Backpacks/ anything to a model

Posted: Sat Jan 11, 2014 6:25 pm
by Anakin
Of cause. You can edit every chunk to an other modle.
Some are more easy because they are named, other have only chunks called cube1, cube2,.. it's a bit tricky to find the right chunk, but all is possible.

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 2:23 pm
by MidnightSpirit
So if I wanted to avoid hex editing (because its only one addon part) what would I write in the odf file of the unit (say the republic rifleman) to simply load that addon msh to the unit?

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 2:55 pm
by AceMastermind
Addons and MODL chunks are 2 different things in Battlefront terms. Addons contain at least one MODL chunk but can only be attached via unit ODF. MODL chunks are just a piece of a msh file and can only be swapped/added/removed from existing msh files via hex editor or special tool such as ANDEWEGET's MSH Suite, tirpider's SWBF_MSH_INFO or biohazard's mshedit.

If the addon was set up properly in XSI then you only need to follow the instructions for using addons. The example used here is Count Dooku's cape from SWBF1.
http://www.gametoast.com/forums/viewtop ... 27&t=10316

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 3:10 pm
by MidnightSpirit
Okay so what I am trying to do is attach a RC backpack onto a normal trooper.
In the BFX assets the RC is made up of a lot of different parts and as I was gathering these parts I noticed that the pack is a different msh file than the trooper itself and the other tga and tga option files that are connected to it.

there is:
compack.msh
compack.tga
compack.tga.option

I read some of count dooku tut and that prompted me to look at the RC odf

RC Odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "Trooper"
PointsToUnlock = 20
MaxShield = 400
AddShield = 5

MaxHealth = 800.0

RecoverFromTumble = "1"

WEAPONSECTION = 1
WeaponName = "rep_weap_DC-17m_Blaster_Rifle"
WeaponAmmo = 5

WEAPONSECTION = 2
WeaponName = "rep_weap_DC-17m_Sniper_Rifle"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_DC-17m_Anti-Armour"
WeaponAmmo = 4

WEAPONSECTION = 4
WeaponName = "rep_weap_DC-15s_Blaster_Pistol"
WeaponAmmo = 0

WEAPONSECTION = 5
WeaponName = "rep_weap_Sonic_Grenade"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 6
WeaponName = "com_weap_Wrist_Vibroblade"
WeaponAmmo = 0
WeaponChannel = 1

VOUnitType = 121[/code]


So it never calls for the addon like the dooku tut does (probably because it is added on through hex editing?)

Anyway, is it possible for me to edit the odf to tellthe unit to load compack.msh?

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 3:12 pm
by JimmyAngler
no you need to add in through XSI or hex edit it in. A unit's odf will not do that for you.

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 3:20 pm
by AceMastermind
MidnightSpirit wrote: is it possible for me to edit the odf to tellthe unit to load compack.msh?
Yes, if it was intended to be an addon, which it looks like it might be since it is a separate msh. I also think you're looking in the wrong ODF for the addon code, if indeed it was used as an addon. I can't be 100% sure here since I don't know what files you're working with though.

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 3:22 pm
by JimmyAngler
Wouldn't the addon mesh he's talking about only work with the unit designed to have an addon fixed on its back?

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 3:36 pm
by AceMastermind
You can attach any addon to any unit, but whether or not it looks good is another story.

Re: Adding Backpacks/ anything to a model

Posted: Sun Jan 12, 2014 4:56 pm
by Anakin
You are talking about the bfx assets??

I'm about 90% sure there is no seperate msh file for the back pack.

Can you upload the files you mean??