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Remove Bones from a model? [Solved]

Posted: Sun Sep 04, 2011 5:13 pm
by Locutus
I'm not sure whether I should post this here or in the modeling thread...
However, while taking a closer look at the clonewars assets I found "geo_bldg_platform.msh" which is a really cool model I'd like to use.
Unfortunately the model seems to have 41 bones (don't even now for sure what bones are) which makes the munger stop munging (I think 21 are maximum).
I don't have XSI or any other modeling program, but is there any way to get rid of these bones?

Re: Remove Bones from a model?

Posted: Sun Sep 04, 2011 6:08 pm
by Firefang
You can use hexeditting to take out the bone's MODL chunks.

Re: Remove Bones from a model?

Posted: Sun Sep 04, 2011 7:48 pm
by Locutus
As described in one of the tutorials I deleted the part beginning with MODL until the next MODL appeared.
But when I try to place it the Zeroeditor crashes :(

Edit: Ok, I did not fully follow the tutorial because I had trouble with that HEDR and MSH2 part.
What the hell is meant by (Adr. dec) and how do I get those numbers if I delete something instead of adding MODLs?

Re: Remove Bones from a model?

Posted: Sun Sep 04, 2011 8:13 pm
by Darth_Spiderpig
You sure the munger is stopping and not just munging the one model?
Because I get a munge output containing this line a few times "This model has 34 bones"
This takes a bit to munge, but it continues after a bit.

Re: Remove Bones from a model?

Posted: Sun Sep 04, 2011 8:18 pm
by Locutus
I was waiting about 5 minutes, but I'll try again.

Edit: Ah, thank you, you were right.
After 13 (!) minutes the munge process continued.

Re: Remove Bones from a model? [Solved]

Posted: Sun Sep 04, 2011 9:08 pm
by Darth_Spiderpig
Glad to help.

I wonder what the max bones limit is tho...

Re: Remove Bones from a model? [Solved]

Posted: Sun Sep 04, 2011 9:15 pm
by FragMe!
long munges normally happen if it is a larger model with no collision geometry therefore the munge engine has to create one.