Hexediting and AnimatedAddons

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fiddler_on_the_roof
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Hexediting and AnimatedAddons

Post by fiddler_on_the_roof »

How can I fix this?
Hidden/Spoiler:
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:NO POLY COUNT FOR rep_inf_ep3trooper1: THIS IS VERY BAD
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:Unable to write collision tree nodes, no tree exists
this was a hexedit, and I crashes. Iam pretty sure that i did everything right.

Aslo, is there a way I can put this visor down over his eyes?
Hidden/Spoiler:
Image
also is there a way to get the pauldron down lower on the neck, right now it is up really high.

does this have to be done in XSI, or not?

thanks in advance
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Maveritchell
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Re: Hexediting and AnimtedAddons

Post by Maveritchell »

fiddler_on_the_roof wrote:Iam pretty sure that i did everything right.
I am pretty sure that you did not, here's why:
fiddler_on_the_roof wrote:
Hidden/Spoiler:
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:NO POLY COUNT FOR rep_inf_ep3trooper1: THIS IS VERY BAD
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PC_modelmunge msh\rep_inf_ep3trooper1.msh]:Unable to write collision tree nodes, no tree exists
Redo your hexedit, and use Unwrap3D to check it (if it works in that, it will probably work ingame).
fiddler_on_the_roof wrote:Aslo, is there a way I can put this visor down over his eyes?
Hidden/Spoiler:
Image
also is there a way to get the pauldron down lower on the neck, right now it is up really high.

does this have to be done in XSI, or not?

thanks in advance
You should adjust something like that in XSI, yes. It's easiest that way.
fiddler_on_the_roof
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Re: Hexediting and AnimtedAddons

Post by fiddler_on_the_roof »

is there any other way to move them down?
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Maveritchell
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Re: Hexediting and AnimtedAddons

Post by Maveritchell »

fiddler_on_the_roof wrote:is there any other way to move them down?
Yes. You can move objects easily with hexediting the TRAN chunk. What you want to do is move and rotate, though. You have some control over rotation with the TRAN chunk, but it uses an odd format for its representation of rotation and I couldn't tell you how to figure it out.

But it's a waste of time to do that, when like I said, it's just as easy to import a msh into XSI, rotate it and move it, and then reexport it with MshEx.
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