Removing, Backpack etc. from Units.
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- IronJaw
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Removing, Backpack etc. from Units.
Would this be the topic to read to remove the backpack etc. from a unit?
http://www.gametoast.com/forums/viewtop ... 27&t=11141
I want to take Darth D.U.C.K.s commando model and remove the shoulder range-finder-thing, and the ammo/health canister from the leg....... I'm not altering the model, or anything, but I still sent him a PM for permission.
http://www.gametoast.com/forums/viewtop ... 27&t=11141
I want to take Darth D.U.C.K.s commando model and remove the shoulder range-finder-thing, and the ammo/health canister from the leg....... I'm not altering the model, or anything, but I still sent him a PM for permission.
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The_Emperor
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Deviss
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Re: Removing, Backpack etc. from Units.
hex editing and i am using darthduck clone commando without those parts you want i send you it ??IronJaw wrote:Would this be the topic to read to remove the backpack etc. from a unit?
http://www.gametoast.com/forums/viewtop ... 27&t=11141
I want to take Darth D.U.C.K.s commando model and remove the shoulder range-finder-thing, and the ammo/health canister from the leg....... I'm not altering the model, or anything, but I still sent him a PM for permission.
- IronJaw
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Re: Removing, Backpack etc. from Units.
That would be great! Thanks. 
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Deviss
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Re: Removing, Backpack etc. from Units.
PMing you nowIronJaw wrote:That would be great! Thanks.
offtopic: i hope this week write a complet tutorial HEX EDITING MODL chunks (jetpack, backpack etc)
EDIT: also upload the file for all peoples need it HERE
- Maveritchell
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Re: Removing, Backpack etc. from Units.
http://www.gametoast.com/forums/viewtop ... 27&t=11141DEVISS-REX wrote:offtopic: i hope this week write a complet tutorial HEX EDITING MODL chunks (jetpack, backpack etc)
It already covers everything you need to do (including mentioning MATD etc. chunks for new textures).
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Deviss
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Re: Removing, Backpack etc. from Units.
well i know about hex editing and that tutorial don't said about hex editing MODL chunks when are different things and when are from addon mesh and from models , and how create a new MATD for each oneMaveritchell wrote:http://www.gametoast.com/forums/viewtop ... 27&t=11141DEVISS-REX wrote:offtopic: i hope this week write a complet tutorial HEX EDITING MODL chunks (jetpack, backpack etc)
It already covers everything you need to do (including mentioning MATD etc. chunks for new textures).
- Maveritchell
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Re: Removing, Backpack etc. from Units.
A MODL chunk is a MODL chunk, it doesn't matter where it's from. The second page talks about making a new MATD. Like I said, it's all there - if someone doesn't pay attention the first tutorial, they're not going to pay attention to a second one.DEVISS-REX wrote:well i know about hex editing and that tutorial don't said about hex editing MODL chunks when are different things and when are from addon mesh and from models , and how create a new MATD for each one
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Deviss
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Re: Removing, Backpack etc. from Units.
well and in this tutorial say how add bone line if is from adddon mesh the MODL chunk? i believe notMaveritchell wrote:A MODL chunk is a MODL chunk, it doesn't matter where it's from. The second page talks about making a new MATD. Like I said, it's all there - if someone doesn't pay attention the first tutorial, they're not going to pay attention to a second one.DEVISS-REX wrote:well i know about hex editing and that tutorial don't said about hex editing MODL chunks when are different things and when are from addon mesh and from models , and how create a new MATD for each one
- Maveritchell
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Re: Removing, Backpack etc. from Units.
No, it doesn't, but if you learn what you're working with when you're hexediting msh files it's not tough to figure out that you need to edit "dummyroot" to be "bone_head" or the like.DEVISS-REX wrote:well and in this tutorial say how add bone line if is from adddon mesh the MODL chunk? i believe not, but well if you don't want i post a tutorial directly say me , no problem
You're welcome to post a tutorial; I'm just trying to save you the trouble - because it would be mostly the exact same thing that RepSharpshooter already wrote.
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Deviss
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Re: Removing, Backpack etc. from Units.
yeah i know, and in some addon mesh is needed add PRNT section with bone asigned for example add PRNT BONE_RIBCAGE befiore TRAN sectionMaveritchell wrote:I'm just trying to save you the trouble - because it would be mostly the exact same thing that RepSharpshooter already wrote.
- Maveritchell
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Re: Removing, Backpack etc. from Units.
You should never need to add a PRNT section from an addon mesh. Any model used for Battlefront should be a child to a dummyroot anyway, and as a result it will always have a parent. Usually I just save time for myself and name the parent whatever bone I plan on hexediting it onto when I export "addons," but even if you're not doing your own exporting it should still have a dummyroot parent.DEVISS-REX wrote:yeah i know, and in some addon mesh is needed add PRNT section with bone asigned for example add PRNT BONE_RIBCAGE befiore TRAN sectionMaveritchell wrote:I'm just trying to save you the trouble - because it would be mostly the exact same thing that RepSharpshooter already wrote., maybe i can make one Update to repsharpshooter tutorial
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Deviss
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Re: Removing, Backpack etc. from Units.
ouch lol, for example for jetpack adddon mesh i remove the first MODL (dummyroot) and into second called jetpack i add the line PRNT bone_ribcage and always work fineMaveritchell wrote:You should never need to add a PRNT section from an addon mesh. Any model used for Battlefront should be a child to a dummyroot anyway, and as a result it will always have a parent. Usually I just save time for myself and name the parent whatever bone I plan on hexediting it onto when I export "addons," but even if you're not doing your own exporting it should still have a dummyroot parent.
- Maveritchell
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Re: Removing, Backpack etc. from Units.
...DEVISS-REX wrote:ouch lol, for example for jetpack adddon mesh i remove the first MODL (dummyroot) and into second called jetpack i add the line PRNT bone_ribcage and always work fine, maybe my crazy ideas work sometimes
That's exactly what I said. I'm not sure what you're saying. There's no reason to keep the dummyroot MODL chunk, but you shouldn't have to add a PRNT chunk:
...because it should already have one.and in some addon mesh is needed add PRNT section
All I was saying was that moving a MODL chunk from one mesh to another is the same no matter where it comes from. You should still know what each chunk does, because sometimes you will have to do things like change the parent (although you shouldn't need to add one), and sometimes you'll have to do things like change the MATD/MATI/MATL to add in new textures. Sometimes you need to add in cloth collision. Regardless, it's the same technique for every one of them.
If you read through the basics of Rep's tutorial, it outlines the basic procedure, and from there it is just a matter of applying that to different kinds of chunks. For a better understanding of chunks and how they work, check out Riley's mesh reference:
http://personal.riley-man.com/swbf/edit ... f-msh.html
