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[NEW Project] msh Hex Questions

Posted: Fri Nov 08, 2013 9:11 am
by Anakin
Hi,

i just tryed me at msh hexing. For this i want to hex the BFII Arc cape to an other Unit.

i followed this tutorial by AQT (special thanks for this).

So it says to mark everything between the MODL i want to add, and the next MODL. My Problem is that there is no othere MODL after the cape. So what do i need to copy? everything till the end of the file?

==EDIT==

i tryed by using all from the MODL to the end of the file and past it in my other units msh. fixed the HEDR and MSH2.
The good news are the game still works :P
The bad ones are there is no kama.

So what do i need to get the ARC Kama to my trooper??

Re: msh Hex Questions

Posted: Fri Nov 08, 2013 4:33 pm
by AQT
Whoops, I should have mentioned if there is no next MODL, then you stop before CL1L instead.

Re: msh Hex Questions

Posted: Sat Nov 09, 2013 7:22 am
by Anakin
Thanks i'll try it

==EDIT==

mh it still doesn't work. There is no Kama ingame. I looked at the msh viewer and it also didn't list the rep_inf_arc_cape.tga file.

Maybe you can see the misstake at one of the Images. The red marked part is what i pasted in.
Hidden/Spoiler:
Image
Image
==EDIT2==

ok i tryed RepSharpshooter's tutorial and found this tip:
5. Put the cursor afer the MODL header that includes the cape (not on the 'L' on the byte after it)
6. read the long int number on the Data Inspector, this is how many bytes are afer it. There will be a 4-byte long- int after each header telling how many bytes come after it.
7. Put cursor on last byte of the long int.
8. Go to address > go to. Select relative down, and type in the long int you read before (press ok for those who are literal)
i tryed it and i come to a line saying something with SKL2. (not CL1L). I copied this and past in my other unit. There is still no crashing and i'm really glad to see this, but the kama isn't there eighter.

==EDIT3==

just read Devis tutorial for hex editing addons. Is it possible you (and RepSharpshooter) forget the little thing with MTL?? if i understand Deviss right it'S something about the texture.

==EDIT4==

ok just tried to improvise and combine all three tutorials. The good new is it still doesn't crash :D and i always crash the game when improviseing. The bad news the kama is still not there and i removed the packuno texture. But it's still in the info list :P

I hope you can find out of all my tries what i did wrong.

Re: msh Hex Questions

Posted: Sat Nov 09, 2013 4:35 pm
by AQT
Please undo everything, and start again from scratch.

If the kama chunk you are after is indeed the last MODL chunk in the .msh file, then do as I stated, and stop before CL1L.

I'm pretty sure your problem is due to you not setting up the kama ODF and referencing it in your unit's ODF.

Re: msh Hex Questions [Solved]

Posted: Fri Nov 15, 2013 5:33 am
by Anakin
Thank you very much it works now.
I don't really now what kama version i toke. (till CL1L or SKL2) but it was the missing odf.


EDIT
one more question about this.

I tryed to rename the cloth odf.

So i changed the name let's say to
my_new_cloth_odf_name.odf
and also i changed it in the unit's odf to that name. but than the Kama wasn't shown. Do i need to change the name some where else, too?? Because only the original name worked for me.

I thought it's maybe something int he msh. Is that right and where to change it there??

Re: msh Hex Questions [Solved]

Posted: Fri Nov 15, 2013 3:34 pm
by AceMastermind
You can't just rename the cloth ODF, this name must match the cloth object 'NAME' in the *.msh file.

Re: msh Hex Questions [Solved]

Posted: Sat Nov 16, 2013 10:20 am
by Anakin
i just tryed it, but it doesn't seams to work.

So i hexed the kama from rep_inf_clonecommander to an other unit called

Code: Select all

mdo_inf_mandalor.msh
In the units odf i added

Code: Select all

ClothODF                = "mdo_inf_mandalor_cloth_kama"
and the cloth odf i changed to:

Code: Select all

[GameObjectClass]       
ClassLabel          = "cloth"

[Properties]
attachedmesh	= "mdo_inf_mandalor"
and in the mdo_inf_mandalor.msh i changed this after i hexed the kama:

Code: Select all

MODL ..... NAME    mdo_inf_mandalor_cloth_kama...... CTEX    mdo_inf_mandalor_cloth_kama.tga.....
But there is no kama inside. So what's wrong with it??

==EDIT==

just changed all names back, but it still doesn't work -.- someone an idea what i can do wrong??

==EDIT2==

ok for the rep it worked to change the odf name. So i think there is something else wrong. I'll restart the complete hex process i think this will be easyer than finding the misstake

Re: msh Hex Questions [Solved]

Posted: Sat Nov 16, 2013 4:11 pm
by AQT
Anakin wrote:ok for the rep it worked to change the odf name. So i think there is something else wrong. I'll restart the complete hex process i think this will be easyer than finding the misstake
You were supposed to change the cloth ODF name, in addition to changing the NAME of the kama's MODL. They have to use the same name in order to work.

Re: msh Hex Questions [reborn]

Posted: Tue Dec 03, 2013 8:35 am
by Anakin
Yes for the commando sides with the arc kama it worked. But for some reason the mando with clone commando kama doesn't work. I'll try to complete remake the hexing the next days and hope it works than

==EDIT==

for poor i couldn't get the clonecommander cape working on the rc, too. So there seams to be a general problem. Someone an idea??

==EDIT2==

ok i forgot to add the new msh to the rc

So for the rc the clone commander cape works, but not for the mando. Maybe someone has an idea when i say that the mando was jango before he became a mando. Ok jango was an mando, but i think you know what i mean

==EDIT3==

ok forget it all. i forgot to change all geometry names. in the odf it was called 2 times and i just chagned the first
stupide misstake it now works




EDIT4
Ok after the cloth thing works now i wanted to hex some chunks. And the only thing i like to do :runaway:

I followed deviss tutorial to hex the 327 pauldron to an Republic Commando.
1st Problem i cannot find a bone to add it. the pauldron is more a hat for my RC :?

So after i thought ok than your RC is getting a hat i did the texture thing. So first there was no texture. And also the mshviewer didn't show the texture under the i.

So i thought ok maybe there is something wrong and i had a look at the whole MATL thing. I think i understand it now, and so i deleted some things here, some things there and tinkered my own MATL thing. Than everything back in the unit's msh and resized everything (old value - my removed things) and TADA the msh viewer now knows my texture. Hey that's great all my trys before didn't had such an success. The bad thing on it is Points and triangles are both 0 :runaway:

So i think i did something wrong with the resize. Is there a way to rescue my RC or should i restart the whole project??

I think Kino wrote somewhere how to identify the HEDER and MSH2 number from an msh file but i couldn't find it yet.


Double posting is against the RULES; please EDIT your post instead -Staff

==EDIT5==

^Sorry for that. Are edited Posts marked as "New" for other members?? Because it would be bad if i post a new question and nobody notice because the Thread is too old.


So please forget all things above, i decided to make a new Hex Try. This Time i replaced an Chunk with an other one. Same Problem is the texture.

The Image should be selfe explained. I added the new Texture MATD to the MATL. Than resized the MATL, and pased it again in the msh file.
As you can see i also changed the Quantity.
At the new MODL part i changed the PRNT thing and changed the MATI.
But as you can see the MshViewer didn't show up the texture. Someone an idea??
Hidden/Spoiler:
Image
I really don't know what the problem is.