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Posted: Sat Mar 10, 2007 12:32 pm
by DarthD.U.C.K.
For example open rep_hover_combatspeeder.msh
with notepad++ ( the best freeware editor i think)
go to extentions/hex editor/view editor. Now go to search and type
in the searchbar: rep-hover_combatspeeder.tga
now go to the line, where the word was found, delete the word and type in your own texture
like: my_combatspeeder.tga
and save the file ( you have to copy your new texture into th .mshs directory.
easyer: darth somethings option:
delete the old .tga (for example rep_hover_combatspeeder) copy your new .tga into the old .tgas folder and name it like the old .tga (rep_hover_combatspeeder) .
Posted: Sat Mar 10, 2007 1:16 pm
by SWSOE1
Those look like some nice models but will they work in BF1?
Posted: Sat Mar 10, 2007 1:31 pm
by Food_Eater
Thank you Squipple and Eddie for this generous gift that will greatly help those in need of fresh, quality models. I will use these someday after I finish looking at all of them in a few months.
Posted: Sat Mar 10, 2007 2:03 pm
by -Yock-
are you sure that we need to open the msh file with a hex editor? Cause I found the texture name without using one, I found the texture name written without any kind of code.
Posted: Sat Mar 10, 2007 2:11 pm
by Darth_Z13
Ya but if you want to use your custom skin you need to change the .tga name inside the .msh file.
Posted: Sat Mar 10, 2007 2:19 pm
by Epena
No, you can just overwrite the old one...
Posted: Sat Mar 10, 2007 2:19 pm
by -Yock-
Sorry, I didn't explained well. I opened the msh file with the standard notepad, and found on the first line the texture lego1.tga. It was in the middle of all that code, and this was one of the things written without any kind of code.
Edit:This doesn't work. I had to open the file and change the texture name with a hex editor.
I got the "cloning" process done perfetly. The same geometry with different textures.
Thank you Z13, I have been trying to do this since my first day mapping.
Posted: Sat Mar 10, 2007 2:49 pm
by squipple
SWSOE1 - yes they should work in BF1. Many of them are from BF1 maps.
Posted: Mon Mar 12, 2007 3:00 pm
by EGG_GUTS
One of the crates. I forget which one. anyways is normal in ZE but HUGE in game
Posted: Mon Mar 12, 2007 4:57 pm
by Caleb1117
One of the roofs is regular in ZE but tiny ingame. BTW I can't find the poster ODF's, I found the tga's for them but alas I can not find the odf. tryed puting the "poster".msh in, it showed up in ZE but not ingame... meh.
Anyway I was alittle suprised that the ARF tunnels and giant glowing gems were not in the pack.
Posted: Mon Mar 12, 2007 6:54 pm
by Teancum
darthtrogsasea wrote:or just copy and past the code for the overide texture in to a copy of the odf
Actually the model has to be set up for OverrideTexture... most models aren't.
Posted: Mon Mar 12, 2007 10:41 pm
by squipple
Yeah, I didn't put any of the tunnels or the gem (it's actually one piece of geometry) in the pack because it didn't seem real re-useable. The tunnel is all one big piece, not legoed together, and the gem is a strange open-ended thing that I thought wasn't real re-useable.
If an object looks huge in-game it's because eddie has a scale factor in either the odf or an option file. He liked to do that in a lot of stuff, and, as people have poitned out before, if an object is scaled up, it tends to disappear. So I had to rebuild several models to be the proper scale.
Just take the scale line out of the odf (or remove the option file) and you'll be good. Box won't be as big though

Posted: Thu Mar 22, 2007 8:54 pm
by Caleb1117
Sorry for the tiny bump. By "Scale Line" do you mean
GeometryScale = 0.20 ?
Posted: Thu Mar 22, 2007 9:17 pm
by PvtParts
Do you mean the tunnels are connected to the facility, or that the tunnels themselves were connected leaving no room to rearange?
If they aren't connected to anything else I'd still like to have them. If I remember correctly they looked a lot like the cortosis tunnels from Jedi Outcast and I might use those someday.
Posted: Thu Mar 22, 2007 10:27 pm
by trainmaster611
Umm...if I open certain msh file with 3D Converter, it says "Unrecognized or unsupported file type". It does that for every 1 out of 15 of them

Posted: Fri Mar 23, 2007 9:14 am
by Caleb1117
Well you should make sure your trying to open a msh, and not files like tat_bldg_whatever.msh.option
Posted: Fri Mar 23, 2007 10:07 am
by FragMe!
@train
squipple mentioned that in his readme, also 3D Converter does that with shipped assets sometimes too not sure why and not sure if there is a fix but that would be a question for zoltan the person who made 3D.
Posted: Fri Mar 23, 2007 11:11 pm
by trainmaster611
Thats strange

Most of the shipped mshs work for me but hardly any of Squip's work

Are you going to reconsider that object library?

Re: Squeddies pack source models (over 300 models!)
Posted: Sat Nov 17, 2007 1:37 pm
by woner11
Hey dude! Awsome job!
The link isn't working anymore. Could someone please post a new one? :plokoon:
Re: Squeddies pack source models (over 300 models!)
Posted: Sat Nov 17, 2007 2:17 pm
by EGG_GUTS
Dude, quit making huge BUMPS, you'll get in trouble.