Cape Troubles
Posted: Tue Dec 30, 2008 5:32 pm
I tried hex-editing Count Dooku's cape onto the Stormtrooper Luke model. Needless to say, it didn't work. I am certain I ripped the MODL chunk off Dooku's msh right. I copied cis_inf_dooku.tga and cis_inf_dooku.tga.option to my side's msh folder. I added
ClothODF = "cis_inf_countdooku_cape"
to the unit's odf right above where it says GeometryName. The hex-editing part itself is where I think I may have slipped. I searched for "MODL" to see where the MODL chunks begin. Then I skipped the first one, that was named "DummyRoot" and pasted the cape as the second MODL chunk. Then I'm fairly sure I edited the HEDR and MSH2 correctly. Munged, tested, and in-game the model shows up without the cape.
Is there something special about Dooku's cape that I should know? Should I use Vader's instead?
Should I paste the cape in as the third MODL chunk, or the fourth?
ClothODF = "cis_inf_countdooku_cape"
to the unit's odf right above where it says GeometryName. The hex-editing part itself is where I think I may have slipped. I searched for "MODL" to see where the MODL chunks begin. Then I skipped the first one, that was named "DummyRoot" and pasted the cape as the second MODL chunk. Then I'm fairly sure I edited the HEDR and MSH2 correctly. Munged, tested, and in-game the model shows up without the cape.
Is there something special about Dooku's cape that I should know? Should I use Vader's instead?
Should I paste the cape in as the third MODL chunk, or the fourth?