Cloth Hex Editing Does Not Work
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- StarkillerMarek
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Re: Cloth Hex Editing Does Not Work
Does this model work ingame? I'm asking this so I can compare to a hex-edited model I make.
I keep trying the tutorial over and over again, and it still doesn't work.
What is the correct way to change the HEDR and MSH2 sizes in a more literal form?
I keep trying the tutorial over and over again, and it still doesn't work.
What is the correct way to change the HEDR and MSH2 sizes in a more literal form?
Last edited by StarkillerMarek on Thu Aug 20, 2009 9:29 am, edited 2 times in total.
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kinetosimpetus
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Re: Cloth Hex Editing Does Not Work
Yes, it works ingame.
- StarkillerMarek
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Re: Cloth Hex Editing Does Not Work
Is there a video tutrial on how to do this?
- Fiodis
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Re: Cloth Hex Editing Does Not Work
No, there is not.
- StarkillerMarek
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Re: Cloth Hex Editing Does Not Work
I would really appreciate it if someone did make a video tut.
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MandeRek
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Re: Cloth Hex Editing Does Not Work
Dunno if this will help you, it's mostly the same as Rep's tut, but I always do this:
1. Copy and insert the cape (starting from MODL till it tells you to stop, you're doing this correct reading Mav's post) into another model
2. Go to the top, and use the search function. Search for CL1L.
3. It stops at the byte of C, anyhow, you used the search function. At the bottom left is an address, write this on your paper.
4. Go back to the top, and click on the byte AFTER HEDR (so not the R). Click Tools (Topbar) and then Encode Number. Tick the longint box, and type the address you wrote on a paper in the Number box at top.
5. Now go to one byte AFTER MSH2, click again Tools>Encode Number, tick the longint box and write the SAME NUMBER as you wrote on the paper (It'll probably be still in the box) minus 16. So, when i encode the longint after HEDR with 11032, then I encode the longint after MSH2 with (11032-16)=11016
6. Save the file, and test it in Ultimate Unwrap 3D.
It really isn't difficult, but when checking my first posts on GT you'll notice I've had a lot of problems with this. Just keep on trying, take some breaks (from like a week or so) and at a sudden moment it'll work, and believe me: it'll never fail again
1. Copy and insert the cape (starting from MODL till it tells you to stop, you're doing this correct reading Mav's post) into another model
2. Go to the top, and use the search function. Search for CL1L.
3. It stops at the byte of C, anyhow, you used the search function. At the bottom left is an address, write this on your paper.
4. Go back to the top, and click on the byte AFTER HEDR (so not the R). Click Tools (Topbar) and then Encode Number. Tick the longint box, and type the address you wrote on a paper in the Number box at top.
5. Now go to one byte AFTER MSH2, click again Tools>Encode Number, tick the longint box and write the SAME NUMBER as you wrote on the paper (It'll probably be still in the box) minus 16. So, when i encode the longint after HEDR with 11032, then I encode the longint after MSH2 with (11032-16)=11016
6. Save the file, and test it in Ultimate Unwrap 3D.
It really isn't difficult, but when checking my first posts on GT you'll notice I've had a lot of problems with this. Just keep on trying, take some breaks (from like a week or so) and at a sudden moment it'll work, and believe me: it'll never fail again
- CodaRez
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Re: Cloth Hex Editing Does Not Work
Models can be hex-edited this way right?MandeRek wrote:Dunno if this will help you, it's mostly the same as Rep's tut, but I always do this:
1. Copy and insert the cape (starting from MODL till it tells you to stop, you're doing this correct reading Mav's post) into another model
2. Go to the top, and use the search function. Search for CL1L.
3. It stops at the byte of C, anyhow, you used the search function. At the bottom left is an address, write this on your paper.
4. Go back to the top, and click on the byte AFTER HEDR (so not the R). Click Tools (Topbar) and then Encode Number. Tick the longint box, and type the address you wrote on a paper in the Number box at top.
5. Now go to one byte AFTER MSH2, click again Tools>Encode Number, tick the longint box and write the SAME NUMBER as you wrote on the paper (It'll probably be still in the box) minus 16. So, when i encode the longint after HEDR with 11032, then I encode the longint after MSH2 with (11032-16)=11016
6. Save the file, and test it in Ultimate Unwrap 3D.
It really isn't difficult, but when checking my first posts on GT you'll notice I've had a lot of problems with this. Just keep on trying, take some breaks (from like a week or so) and at a sudden moment it'll work, and believe me: it'll never fail again
- Maveritchell
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Re: Cloth Hex Editing Does Not Work
That is not correct. Your MSH2 size isn't always 16 fewer than your HEDR size, and if you use that as a hard-and-fast rule you will inevitably end up with problems. It's a pain, but the best way to do it is to do it right and make the habit of always doing your math. Work through the tutorial slowly and get used to it. Once you've done it more than a few times it will be easier and you'll know what you should be doing. But don't take shortcuts.MandeRek wrote:Dunno if this will help you, it's mostly the same as Rep's tut, but I always do this:
1. Copy and insert the cape (starting from MODL till it tells you to stop, you're doing this correct reading Mav's post) into another model
2. Go to the top, and use the search function. Search for CL1L.
3. It stops at the byte of C, anyhow, you used the search function. At the bottom left is an address, write this on your paper.
4. Go back to the top, and click on the byte AFTER HEDR (so not the R). Click Tools (Topbar) and then Encode Number. Tick the longint box, and type the address you wrote on a paper in the Number box at top.
5. Now go to one byte AFTER MSH2, click again Tools>Encode Number, tick the longint box and write the SAME NUMBER as you wrote on the paper (It'll probably be still in the box) minus 16. So, when i encode the longint after HEDR with 11032, then I encode the longint after MSH2 with (11032-16)=11016
6. Save the file, and test it in Ultimate Unwrap 3D.
It really isn't difficult, but when checking my first posts on GT you'll notice I've had a lot of problems with this. Just keep on trying, take some breaks (from like a week or so) and at a sudden moment it'll work, and believe me: it'll never fail again
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MandeRek
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Re: Cloth Hex Editing Does Not Work
QFT, I'm just saying what I always do. I've used this to hex edit several capes to several player models, also custom ones, and till now, it always worked for me. I know at one point I might end up with problems, but this might be easier to understand for now, and I know that I'm doing this 'wrong' so when it's not working, I'll use Rep's advanced tutorial.. Just telling what I'm used to do, all creds to Rep thoughMaveritchell wrote:That is not correct. Your MSH2 size isn't always 16 fewer than your HEDR size, and if you use that as a hard-and-fast rule you will inevitably end up with problems. It's a pain, but the best way to do it is to do it right and make the habit of always doing your math. Work through the tutorial slowly and get used to it. Once you've done it more than a few times it will be easier and you'll know what you should be doing. But don't take shortcuts.
- StarkillerMarek
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Re: Cloth Hex Editing Does Not Work
Thanks.
But what do you mean, Mav, "do your math"?
And when Unwrap 3d says there is a error, does it say the right HEDR value?
And shouldn't the CL1L number be the correct HEDR size?
If so, I purposely checked this before I tried it.
Update Aug 21 2009: I did it
!
Wow, I was reading the tutorial again last night and I finally realized what he was saying in the confusing parts!
Thank you guys so much!
The clone troopers in my test world all have capes!
But what do you mean, Mav, "do your math"?
And when Unwrap 3d says there is a error, does it say the right HEDR value?
And shouldn't the CL1L number be the correct HEDR size?
If so, I purposely checked this before I tried it.
Update Aug 21 2009: I did it
Wow, I was reading the tutorial again last night and I finally realized what he was saying in the confusing parts!
Thank you guys so much!
The clone troopers in my test world all have capes!
