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What is difference between hex editing and skinning?
Posted: Fri Oct 16, 2009 9:23 pm
by swado95
Hi I was wonder what is the difference between them from what I see they look the same? I like to know because Ive never hex edited before and I want to know if it is different.
Also I set the msh option to 32bit dose that change anything?
Is it possible to make high detail stuff like in battle arena 2 with the barrels crates and red vs blue armor?
How do I make stuff shine in game like his helmet

sry I cant get it bigger but his helmet has shin but when i go to play its not there any more.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 2:14 am
by AQT
I don't know about everyone else, but I don't think "hex editing" and "skinning" can even be compared to each other. "Skinning" or a "reskin" is just a visual change made to the texture of a preexisting UV map of a model (or something along the lines of that). And to answer your other question:
http://www.gametoast.com/forums/viewtop ... 64&t=14857
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 5:30 am
by mswf
Here's your bigger picture (just change "small" to "large")
If you want to apply the shiny effect (known as "env(ironment) map") or extra detailed looking stuff (know as "bump mapping"), look at the tool AQT linked to.
It's written by Repsharpshooter and it can apply all those things + something known as "glow mapping" to models.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 8:54 am
by swado95
ok I found the tool and its just what I wanted but im a little confused about somethings.
1. Type in msh filename (ex. box.msh) <- all_inf_vanguard1.msh ? hit space? or keep typing?
2. Type in a command:
* import - converts to obj
* glow - applies glowmap to a specific matd (material) <- type in one of these?
* envmap - applies envmap to a specific matd (material)
* bumpmap- applies bumpmap + specular (better than just bumping with a msh.option)
3. To use glow, bump, or envmap, it will ask you for a matd index number. (which material to env/glowmap). It now displays the texture names:
0. (texture name here)
1. (texture name here)
2. (texture name here)
etc just pick the MATD (material) that you want to envmap. Anyways, put it to good use, make things glowy, bumpy, and shiny. Works well with mshex.
Also, glowing, bumping, and enving will produce a meshfilename.m5h (I was too lazy to rename it, so I just changed msh to m5h). Just rename your mshfile.m5h to msh and this is the glowed or enved one.
And it is of course what makes this possible:
but thank if I can get this working ill be so happy.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 8:58 am
by mswf
1. You have to place the object and all the textures in the same folder as the program, then type in "all_inf_vanguard1.msh" and hit enter
2. Yes, to your answer
I hope this helps.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 9:16 am
by CodaRez
mswf wrote:1. You have to place the object and all the textures in the same folder as the program, then type in "all_inf_vanguard1.msh" and hit enter
2. Yes, to your answer
I hope this helps.
To number 1.
You only need the .msh, the texture need not be in the same folder.
To number 2.
That is why you should have separated textures for ur glowie/envymapie/bumpmapie part
In other words, if you have a visor msh, but only want the top plate to glow, the topplate must then be UV-ed to a separate texture FILE.
Then, as the instructions stated, designate its number in the program.
Example:
Your main visor texture is called: sexyvisor.tga
The SEPARATE texture that you want to apply glow is called: sexyvisorglowingpart.tga
When you type in "sexyvisor.msh" in the command prompt and type in glow/bump/env/tofu whatever, it will lead to a list of the textures. If you(sexily) did what i did above, the layout should then be:
0. sexyvisor
1. sexyvisorglowingpart
Just type in the number "1" click enter and BAM! Your sexy visor has a sexy glow.
Hope that is an in-depth enough explanation
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 9:18 am
by swado95
texture didn't show up
anyone know the answer to this
Also I set the msh option to 32bit dose that change anything?
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 9:19 am
by CodaRez
If you need that to continue or release your model/tofu, I suggest you ignore it.
So far every model I did didn't have this, and for me it essentially doesn't do much.
Bet someone can actually explain its purpose, but IMO you need not worry bout it.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 11:39 am
by swado95
OK but what do you mean by
the topplate must then be UV-ed to a separate texture FILE.
what is UV-ed is it a program or steps i have to do to separate parts?
Also i got the m5p, so can I delet the old one and turn the m5p into a msh?
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 11:43 am
by CodaRez
swado95 wrote:OK but what do you mean by
the topplate must then be UV-ed to a separate texture FILE.
what is UV-ed is it a program or steps i have to do to separate parts?
UV-ed basic translation: re-textured.
the basis of texture applying is through configuring UVs
these UVs are in essence, the "points" you move around in alt+7 mode.
If you don't have the foggiest idea of what I am talkin about, suggest you visit THIS topic:
http://www.gametoast.com/forums/viewtop ... 36&t=13539
It explains how to add secondary textures as well(which is what you are aiming for here)
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 11:51 am
by swado95
well I did the thing right as far as I know and it gave him a white hat.
sry my dum comp wont let me make it bigger.
I read what you said and xsi isnt working so nvm that.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 12:00 pm
by CodaRez
swado95 wrote:well I did the thing right as far as I know and it gave him a white hat.
sry my dum comp wont let me make it bigger.
I read what you said and xsi isnt working so nvm that.
...
Ok what kind of model are you exactly aiming for?
(btw XSI is gonna be essential if you want to continue modeling)
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 12:05 pm
by swado95
well right now I just what to get the texture working.
do I replace the original msh with the one the program made or what right now im stuck on what do u do after you rune the program.
whean he says
o if you glow it, add a msh.option "-vertexlighting" If you envmap it, copy helmet_envmap.tga and tga.option from sides\all\ into your msh folder.
he means put -vertexlighting in ur msh options
Im trying to make my guy look like rep's halo guy
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 2:15 pm
by Fiodis
Right, let's see if I can explain this in an understandable fasion.
What Coda means by needing seperate textures is this:
Glow, bump, and envmapping can be applied to textures as a whole, but not parts of textures. If you apply (for example) an envmap to the vanguard unit, the envmap will apply to the
whole texture. If you only want his helmet to be envmapped, you need to re-UV the model to use one texture for the body and another, seperate texture for the helmet (or whatever part you want to envmap).
UV is the way that a model's texture is applied to the model.
This:
CodaRez wrote:UV-ed basic translation: re-textured.
is slightly misleading. The basic translation of re-UVed is "remapped the texture", which involves a modelling program (usually XSI).
For what you want to do, you'd need to use Meshtool to turn the vanguard's msh into a .obj file. This you'd need to import into XSI and texture, then you'd need to disconnect the helmet polys and give them a renamed copy of the texture the rest of the model uses. Then you'd need to envelope the model and export it.
This is a in-depth procedure that will probably be challenging for someone new to modding (as I assume you are), and since you'll need guidance along the way, I'd recommend making another help topic in the 3D Modelling forum, where you can get more answers specific to this process.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 7:59 pm
by swado95
ok i think i understand that...
But does anyone know what the bit means? like i found in file and i change 8bit to 32bit does it in prove quality or something?
Oh here is my first model sry if in wrong spot.
Plz comment on it. Im not done yet.
Oh on the texture note the bumpmap dosnt work. But i read it dosnt work on everyone is that true?
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 8:14 pm
by Fiodis
Sniper rifle? That's actually pretty good for a first model. I'd reccomend you take this to the modelling forum, where you can find a whole seperate FAQ thread on modelling (it'll help you greatly). Also, in that forum is the Model Showcase thread, where you post pictures of your models (and wireframes) to show off/get critique.
Not sure what the -32bit argument means, but it's never been an issue for me. I don't think you ought to worry about it.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 8:33 pm
by RogueKnight
Fiodis wrote:Sniper rifle? That's actually pretty good for a first model. I'd reccomend you take this to the modelling forum, where you can find a whole seperate FAQ thread on modelling (it'll help you greatly). Also, in that forum is the Model Showcase thread, where you post pictures of your models (and wireframes) to show off/get critique.
He got about 15 mins of help from me, one tutorial, and i let him loose, I'm actually quite impressed with what he came up with.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 8:40 pm
by swado95
well every thing is true but I never read the tutorial lol i like figuring stuff out on my own. But is it possibly to make stuff exactly the same on both side or how do u select more then one dot without circling?
Ps thx for getting me started
Also can u force 1st person and can someone give me link to show how to get my model in game and place where the hand holds it?
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 9:02 pm
by Fiodis
For forcing 1st person add the odf line ForceMode = "0".
For the setting up of the weapon, I advise you (for the third time) to check out the modelling forum, as they have a modelling FAQ there. Please do that before asking more things.
Re: What is diffrence between hex editing and skinning?
Posted: Sat Oct 17, 2009 11:21 pm
by kinetosimpetus
Isn't it ForceMode = "2" ?
It worked for me anyway...