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Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Thu Jan 28, 2010 12:57 pm
by MandeRek
BF1 didnt have cloth physics (right?), so just hexing the MODL in doesn't make it cloth. To make it cloth, you need to edit it in XSI with the Create Cloth app from the addon included in the BF2 modtools, otherwise, it will just remain a static mesh
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Thu Jan 28, 2010 4:28 pm
by MercuryNoodles
I believe that's correct. I'd decided to play a round of Geonosis: Spire to confirm it. Anything that we think of as cloth in SWBF2 is actually quite stiff in SWBF. I mean, Count Dooku's cape (for example) flutters a little, but it doesn't flow like you would expect in SWBF2.
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Thu Jan 28, 2010 5:17 pm
by giftheck
DEVISS-REX wrote:ggctuk wrote:Obviously this tutorial applies also if you want to transfer mesh parts from one player model to another.
I tried to do that to put BF1 skirts on BF2 models (specifically, the new HD models). It looks fine in both SWBF MSH Viewer and in Ultimate Unwrap3d, but in-game the skirt hovers in front of the unit's right leg, facing the other way.
Here it is in MSH Viewer:
There has to be more to it, possibly. I wonder what I did wrong to make it like that ingame. It least it was better than my other attempt though. I tried to hex-edit the ARC BF1 Kama and Paldron onto a Stormtrooper and it mucked up ingame big time. The entire thing just squashed. The skirt isn't squashing, it's just not where it's supposed to be.
well that kama is like from lowrez model ARC trooper bf2 xD maybe is that also bf1 and bf2 have different skeleton think
It's actually the pauldron and kama mesh from the BF1 Arc Trooper, not a cape, not a low-res cape ripped from the lowres Bacara model. Lowres kama doesn't show up on a high res model in-game. I've already tried that, hoping it'd work.
MandeRek wrote:BF1 didnt have cloth physics (right?), so just hexing the MODL in doesn't make it cloth. To make it cloth, you need to edit it in XSI with the Create Cloth app from the addon included in the BF2 modtools, otherwise, it will just remain a static mesh
It's SUPPOSED to be used in BF1,
because BF1 doesn't have cloth physics.
Re: How Hex Edit Addons into Models
Posted: Fri Jan 29, 2010 9:57 am
by G_M_StYlEr_M
DEVISS-REX wrote:Coley wrote:I am going to try this. What´s with RepSharpshooters old tut? too old?^^
RepSharpShooter tutorial is only for Cloth and for me was so many difficult for understand xD, maybe because haven't images ?
Darth_Spiderpig wrote:Coley wrote:I am going to try this. What´s with RepSharpshooters old tut? too old?^^
Maybe...or he didn't like it/found it too complicated or whatever.
W00, my first possibility to hex edit modl chunks
Thanks DEV', I will check it out now.

yeah if you have troubles or problems say me
Coley wrote:
btw, I didn´t understand (typically for me) repsharpshooters tutorial, so I thank you. Maybe I´ll get it work with this tut, too.
(My english is bad, too. Where do you come from, dev?)
Argentina XD
you remember yesterday we try to speak german with you and i think it works ^^
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Mon Feb 01, 2010 9:02 pm
by SW_elite
Just a quick question, is it possible to hex edit two MODL chuncks onto a trooper model, if so how?
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Mon Feb 01, 2010 9:23 pm
by Deviss
SW_elite wrote:Just a quick question, is it possible to hex edit two MODL chuncks onto a trooper model, if so how?
yeah is possible and easy only hex edit them XD first one then the other xD all explained in my tutorial
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Mon Feb 01, 2010 9:25 pm
by SW_elite
I did that but now the game crashes?
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Mon Feb 01, 2010 9:39 pm
by Deviss
SW_elite wrote:I did that but now the game crashes?
log error please, when i hadn't xsi i always hex edit sometimes my models had 4 addons hex edited xD
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 6:20 pm
by SW_elite
which one do you want?
Now the reps trooper nor officer appear ingame, and the heavy trooper's rocket launcher is invisible?
edit - stuff it, im just gonna delete this map

Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 6:34 pm
by Deviss
SW_elite wrote:which one do you want?
Now the reps trooper nor officer appear ingame, and the heavy trooper's rocket launcher is invisible?
edit - stuff it, im just gonna delete this map

i mean the bfront2.txt file appear using debug exe

Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 6:53 pm
by SW_elite
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 7:15 pm
by Deviss
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_award_rocket_launcher" missing geometry "rep_weap_inf_launcher"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_officer in F:\Games\Star Wars Battlefront II\GameData\AddOn\MTW\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
i don't need words for exaplain this i think

Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 7:37 pm
by Fiodis
In case you do need words, though, the first one says you're missing a .msh file for that weapon, and the second is probably a REQ error somewhere along the line. Maybe a missing .req file, or a mistyped reference.
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Tue Feb 02, 2010 11:36 pm
by SW_elite
couldnt be missing anything, i copied the rep sides folder.
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Wed Feb 03, 2010 2:59 am
by genaral_mitch
Deviss wrote:Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_award_rocket_launcher" missing geometry "rep_weap_inf_launcher"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_officer in F:\Games\Star Wars Battlefront II\GameData\AddOn\MTW\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
i don't need words for exaplain this i think

Your last two problems are caused by misspelling in lua, odf, req, and any other file that calls for a unit name. Your first problem is caused by missing msh. It should be rep_weap_inf_rocket_launcher if you want rocket launcher msh, or should be com_weap_inf_launcher(or torpedo?) for a mortar launcher msh.
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Wed Feb 03, 2010 5:47 am
by MercuryNoodles
Always clean and remunge first when you get level chunk errors with missing geometry errors. It's an indicator of a corrupt munge.
Re: TUTORIAL: How Hex Edit Addons into Models
Posted: Wed Feb 03, 2010 5:26 pm
by SW_elite
Hmmm.I never knew that, thanks.