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Re: The Clone Wars Darth Maul editing help.
Posted: Mon Jun 30, 2014 3:47 pm
by Kingpin
You want to import the msh chunks from Ani. First, open up Ani's msh, and export the following:
c_ribcage
c_r_calf
c_r_thigh
c_r_thigh_skirt2
c_r_thigh_skirt1
c_l_calf
c_l_thigh_skirt1
c_l_thigh_skirt2
c_l_thigh
c_pelvis_skirt1
c_pelvis_skirt2
rep_inf_ep3anakin_skirt
and save them to your desktop. Then, open up the .msh you are wanting to put them in, and select the bottom chunk, and select export after. Then do that for each of those chunks.
Re: The Clone Wars Darth Maul editing help.
Posted: Mon Jun 30, 2014 5:43 pm
by Indytotof
Kingpin wrote:You want to import the msh chunks from Ani. First, open up Ani's msh, and export the following:
c_ribcage
c_r_calf
c_r_thigh
c_r_thigh_skirt2
c_r_thigh_skirt1
c_l_calf
c_l_thigh_skirt1
c_l_thigh_skirt2
c_l_thigh
c_pelvis_skirt1
c_pelvis_skirt2
rep_inf_ep3anakin_skirt
and save them to your desktop. Then, open up the .msh you are wanting to put them in, and select the bottom chunk, and select export after. Then do that for each of those chunks.
To be sure I didn't make any mistakes, what do you exactly means by "select the bottom chunk" ? Can you show me that by a picture of your own msheditor (using a stock .msh) please ?
Again, thank you for your help.
Re: The Clone Wars Darth Maul editing help.
Posted: Mon Jun 30, 2014 6:06 pm
by Kingpin
I simply mean that you want to insert all the chunks after the last chunk in your model. Just scroll down to the bottom, click it, then insert after.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 2:56 am
by Indytotof
Kingpin wrote:You want to import the msh chunks from Ani. First, open up Ani's msh, and export the following:
c_ribcage
c_r_calf
c_r_thigh
c_r_thigh_skirt2
c_r_thigh_skirt1
c_l_calf
c_l_thigh_skirt1
c_l_thigh_skirt2
c_l_thigh
c_pelvis_skirt1
c_pelvis_skirt2
rep_inf_ep3anakin_skirt
and save them to your desktop. Then, open up the .msh you are wanting to put them in, and select the bottom chunk, and select export after. Then do that for each of those chunks.
All the things on bold are the ones I cannot find on the rep_inf_ep3anakin.msh. I've find the others but not them.
Help please ?
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 4:43 am
by AQT
The other ones are only found in the cloaked version of the model. Since you're only using the skirt, you don't need them, which are only there for the cloak.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 5:00 am
by Indytotof
AQT wrote:The other ones are only found in the cloaked version of the model. Since you're only using the skirt, you don't need them, which are only there for the cloak.
Yep see them know. I've exported them, just in case.
Thanks AQT.
EDIT : After some editing, I've got this:
I've used the rep_inf_macewindu_skirt for the test.
Now, with my new knowledge about adding clothes to somes units, I'm going to redonne this with the anakin's one.
I've some questions. In fact, only two:
> How can I resize the skirt ?
> How can I recolored the skirt ?
Thanks and add your impressions about my reskinning, I want to know your opinion.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 10:06 am
by thelegend
For recolor just edit the macewindu.tga and look for the place in the texture for his skirt.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 10:41 am
by Indytotof
After doing what thelegend says, I finally got this:
That's bring two problems:
- There is "holes" on the skirt textures, as you can see. There is a way to fix thoses "holes" ?
- It's also modified the Mace Windu model ingame. There is a way to make Mace back to normal without getting the skirt on Maul to the beginning ?
And reminder:
Indytotof wrote:> How can I resize the skirt ?
because he is too large. I want to make it the same size as the one on Count Dooku. But if it impossible, I will keep the skirt as it own regular size.
Thanks all.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 2:08 pm
by Kingpin
I am not sure,but maybe if you scaled the Mace Windu msh to 1.11 or something, it could work. Just a thought.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 2:12 pm
by Indytotof
Kingpin wrote:I am not sure,but maybe if you scaled the Mace Windu msh to 1.11 or something, it could work. Just a thought.
How can I do that ?
> I'm going to re-skinned again Darth Maul, since I discover how to do that properly.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 2:25 pm
by TWINKEYRUNAWAY
Are you using nedarb7's skin as a base? (you know the one you didnt think was show accurate, either though it does a good enough job in my honest opinion).
Also were you planning on using the combo's he created?
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 2:40 pm
by Indytotof
TWINKEYRUNAWAY wrote:Are you using nedarb7's skin as a base? (you know the one you didnt think was show accurate, either though it does a good enough job in my honest opinion (Indytotof : For me too. It's just the color that not the same as the real TCW version of Darth Maul).
Also were you planning on using the combo's he created?
Yep, it's the nedarb7's skin.
I've changing the animation however.
EDIT : Here is the new re-skinning of TCW Darth Maul:
I know it isn't THAT great but, with my little talent, I find it's a good beginning. Isn't ?
With the picture, you can see the whole reskinning of Maul.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 3:54 pm
by thelegend
Looks neat.
Look in msh section in Faq thread for scaling up objects. (e.g. the mace windu)
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 4:13 pm
by MileHighGuy
to make the skirt bigger you have to use xsi. scaling up mace windu's msh with .option files and .odf files wont change the actual size of the skirt for when you try to hex edit it to maul again.
EDIT: also have you seen the maul model in this asset pack?
viewtopic.php?f=64&t=13002&hilit=maul
It has actual robot legs. The images are broken in the topic but it does look pretty cool.
Re: The Clone Wars Darth Maul editing help.
Posted: Tue Jul 01, 2014 4:55 pm
by Kingpin
MileHighGuy wrote:to make the skirt bigger you have to use xsi. scaling up mace windu's msh with .option files and .odf files wont change the actual size of the skirt for when you try to hex edit it to maul again.
EDIT: also have you seen the maul model in this asset pack?
viewtopic.php?f=64&t=13002&hilit=maul
It has actual robot legs. The images are broken in the topic but it does look pretty cool.
I used that Maul, it looks nice if you like the Clone Wars.
Re: The Clone Wars Darth Maul editing help.
Posted: Wed Jul 02, 2014 7:45 am
by Indytotof
I'm wondering...
Did I can create my own skirt (.tga, .odf and .msh) using a pre-existing one ?
EDIT : I just don't know how XSI works or what I've to do when the program is open, since he seems to doesn't [Watch your language please. -Staff] want to open .tga or .msh files from Mace Windu.
Anybody help ?
Re: The Clone Wars Darth Maul editing help.
Posted: Wed Jul 02, 2014 10:48 am
by MileHighGuy
you have to install the ZEtools plugin that ANDEWEGET made for XSI Mod Tool. XSI doesn't import .msh files without the plugin. And really, XSI is a bit difficult to learn.
Re: The Clone Wars Darth Maul editing help.
Posted: Thu Jul 03, 2014 3:32 am
by Indytotof
OK, I didn't understand how to create a cloth with XSI Mod Tool...
Did someone can send me a tutorial to help me how it's worked ?
Thanks.
Re: The Clone Wars Darth Maul editing help.
Posted: Thu Jul 03, 2014 12:17 pm
by Kingpin
I'd highly recommend you don't try and learn XSI quite yet; wait until you are much more experienced. Stick to Hex Editing cloth for now, as that is much easier. XSI is one of the, if not the, most difficult thing in SWBFII Modding.
Re: The Clone Wars Darth Maul editing help.
Posted: Sun Jul 06, 2014 9:15 am
by Indytotof
Kingpin wrote:I'd highly recommend you don't try and learn XSI quite yet; wait until you are much more experienced. Stick to Hex Editing cloth for now, as that is much easier. XSI is one of the, if not the, most difficult thing in SWBFII Modding.
The problem is that if I modify anything, the original model will have this modification too, and I don't it to happen. Any idea to prevent that to happen ?
EDIT :
Guys, when I'm trying to munge my side, I got this:
Code: Select all
/Common was unexpected at this time
What it could possibly means ?
I truly need help here.
EDIT 2 : I'm actually thinking about changing (again) Maul's animation for the Aayla's one. I know how to do that, that's not the question. The question is: I want, i side of his red lightsaber, I want to add a blacksaber, the one of this
thread to be exact. So I've created one odf for the new weapon, looking at the readme from the blacksaber and Aayla's sabers' odf and here is the result:
And there is the question: Is I've done correct ? Did I have to get rid off something or adding something ?
EDIT 3 : I looked at the Tatooine Luke model on BF2 Mod Tools. I wonder what is "all_inf_tatooinelukeskywalker_cloth" since the model have the skirt I'm looking for. Did it is only the skirt or the whole cloth ?
EDIT 4 : Munging problem fix, modding can continue now !
EDIT 5 : The new animation for Maul make the game crash. I don't know why since I do all right... So the animation will be the same and no blacksaber added.
EDIT 6 : I've successfully added a new animation for Maul and the blacksaber but... well... see for yourself:
Here is the odf from the new Maul's weapon: