I need help with HEX editing capes to different models!

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666rulerofclones
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I need help with HEX editing capes to different models!

Post by 666rulerofclones »

i followed the directions, but when i munged, the mungelog said:

ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: NO POLY COUNT FOR mod_inf_ep3trooper, THIS IS VERY BAD!
ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: Unable to write collision tree nodes, no tree exists.

I tried the same thing for the Episode 2 trooper and got the same message!
any help?

EDIT: this might help for you to know this, but the game crash halfway through loading the map! how do i fix this?! :? this is really bugging me! :x
Last edited by 666rulerofclones on Sun Nov 09, 2008 11:02 pm, edited 1 time in total.
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Re: I need help with HEX editing capes to different models!

Post by obiboba3po »

666rulerofclones wrote:i followed the directions, but when i munged, the mungelog said:

ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: NO POLY COUNT FOR mod_inf_ep3trooper, THIS IS VERY BAD!
ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: NO COLLISION TREE WRITING ALL ZEROES FOR BOUNDING BOX
ERROR[PCModelMunge msh\mod_inf_ep3trooper.msh]: Unable to write collision tree nodes, no tree exists.

I tried the same thing for the Episode 2 trooper and got the same message!
any help?
lol not that this is funny, but i get that everytime i export a model i made :faint: so id be interested in the solution for this
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Re: I need help with HEX editing capes to different models!

Post by Silas »

i used to get the error when i exported models too...but i was able to fix it by renaming the Null that i original called dummy for some reason :oops: to dummyroot.

not sure what to do with hex-editing, i've never been successful with that
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Re: I need help with HEX editing capes to different models!

Post by DarthD.U.C.K. »

looks like you messed up the hierarchy of the unit
try again, orsearch for the fault
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Re: I need help with HEX editing capes to different models!

Post by 666rulerofclones »

what's the hirarchy? im a new-time modeler, so could you *please* explain that to me!
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Re: I need help with HEX editing capes to different models!

Post by DarthD.U.C.K. »

the hierarchy is, how the objects are set up
usually you have a "DummyRoot" in battlefront meshes
all objects are stored under the dummyroot (models, hardpoints, bones, whatever)
if you put an object under the dummyroot and put another on the level of the dummyroot, export and munge you get this error

in the mesh hierarchy it would look like this:

Code: Select all

DummyRoot
     \_______object 1
object2
but it has to look like this:

Code: Select all

DummyRoot
     \_______object 1
     \_______object 2
and it looks like you copied the cape into the wrong place
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Re: I need help with HEX editing capes to different models!

Post by RepSharpshooter »

also make sure the name after PRNT (it's parent) exists

sometimes this changes, as in a clone trooper the parent may be ep3trooper or something, and in boba it may be different.
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