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Hex-Editing Rope Problem [Solved]

Posted: Wed May 06, 2009 5:28 pm
by Deviss
hello i trying hex-edit the rope to ep3trooper's model:
1° i tryed hex-edit the rope from Repsharpshooter's clone commander but the mungelog say: file don't found bla bla bla

2° i tryed hex edit the rope from the addon from BFX assets and all right but i can't put the correct place on model...

so could anyone help me please?? :D

Thanks

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 5:33 pm
by Maveritchell
Any MODL chunk can be hexedited from one model to another. If you get an error, you just made a mistake along the way. All that can be said is to start over and try again.

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 7:43 pm
by Deviss
Maveritchell wrote:Any MODL chunk can be hexedited from one model to another. If you get an error, you just made a mistake along the way. All that can be said is to start over and try again.
yes i tryed so much times, and i got work fine on the second example, but i can't move rotation rope :(

but on first example, all right and using the MSH Viewer, but i make the munge appear the error log

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 7:52 pm
by Maveritchell
DEVISS-REX wrote:yes i tryed so much times, and i got work fine on the second example, but i can't move rotation rope :(
Rotation isn't a rotation about the logical center of the MODL chunk in question - if you're trying to do anything (movement, rotation, scaling), it's best to create your model in XSI, export it as an object unto itself, and then grab the MODL chunk from your new object.

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 9:23 pm
by Deviss
Maveritchell wrote:
DEVISS-REX wrote:yes i tryed so much times, and i got work fine on the second example, but i can't move rotation rope :(
Rotation isn't a rotation about the logical center of the MODL chunk in question - if you're trying to do anything (movement, rotation, scaling), it's best to create your model in XSI, export it as an object unto itself, and then grab the MODL chunk from your new object.
1 problem, i don't know use xsi, and using the first example the rope appear on perfect position but can't munge it, so using xsi could i export the rope how .msh file? is a little model but i don't know the polygons limit for use the mshexport


EDIT
this is the rope:
Image

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 10:51 pm
by Maveritchell
There is a chance you do not have a problem at all (if you haven't checked anything ingame), because Mesh Viewer by itself isn't an accurate representation of locations of "addon" anything. Whenever I'm checking locations of pieces I've hexedited onto a model, I use Unwrap3D which is the best for checking this kind of thing.

If you do have to import that into XSI and reexport as its own mesh, I promise you it won't exceed MshEx's limit (which is about 6000 tris).

Re: Hex-Editing Rope Problem

Posted: Wed May 06, 2009 10:57 pm
by Deviss
Maveritchell wrote:There is a chance you do not have a problem at all (if you haven't checked anything ingame), because Mesh Viewer by itself isn't an accurate representation of locations of "addon" anything. Whenever I'm checking locations of pieces I've hexedited onto a model, I use Unwrap3D which is the best for checking this kind of thing.

If you do have to import that into XSI and reexport as its own mesh, I promise you it won't exceed MshEx's limit (which is about 6000 tris).
so i will try to learn to use the xsi for reexport the rope, and then i will try move this on the dragonum's model thanks sir :wink: , surely i will have problems/questions about xsi lol