does anyone know what to do if you have the remapped version of the skin. I already did steps 1-8. Then i edited the remapped skin. Now do i have to rename the remapped skin and take out the "remapped" part in the name and then put it in the rep folder? EDIT: i tried that and i cant do that since the msh needs the name with remapped in it. do i have to change the name of the msh then? and the msh option? Or do i have to make the remapped skin into the original version? I know so many questions sorry
Well, you can hex edit the model to be named something else along with the skin. Hex tut can be found on GT. BTW good beginners tutorial. I shall have to try GIMP one of these days.
I'm too cool to Post
3rd July 2009
To be honest, I don't know what the term "Remap" means. :lookaround: If you mean a new skin that is to be named something else, I don't know. If you mean a new model that the skin is to be hung on, then that is really, really, cool. But again I don't know. For the older Modders out there, what exactly does the Hex Editor do?
It allows you to look inside a files. For instence the .lvl. Theres no real program for it. only an extractor. You would open the .lvl file with the hex editor and then scroll though all the unessary data until ya found what ya looking for. The only think about it is, if ya changing a sides model name and replacing it with another model, The names must be same lenght or it will simply shift the data. Which means nothing will be read right. Sux lol. But good at times lol. Thats all I know so far lol.
wait does this work after you already munged common? because I have a map that I already munged common on. and i did everything right, but it doesn't work...
To get the remapped skin ingame, you must place the remmaped model + the remapped skin in the rep/msh folder, then you must edit the odf, to add in the msh model plus the skin name, then copy, rename, edit and finally add it to the req folder , this is so it registers the new remapped model. I think I tried renaming the model once and it might have worked, I can't remember lol.
what would you change in the odf?
Basicly you would rename the odf file, to what ever the model name is. So if you were using the remmaped clone trooper, you would name the odf: rep_inf_ep3trooper_remapped.odf Then inside you would change the [GameObjectClass] ClassParent = "rep_inf_default_rifleman" [Properties] GeometryName = "rep_inf_ep3trooper_remapped" GeometryLowRes = "rep_inf_ep3trooper_low1" FirstPerson = "REP\reptroop;rep_1st_trooper" Thats how I would have it set up. Now, you dont really need the ClassParent to be the rep_inf_default_rifleman. You can add all the wepons and all to this one odf file and change the ClassParent rep_inf_default_rifleman to the rep_inf_default. Or add all the info of that file to the very odf your editing to make it work. Also, it would be better to start your own topic of help issues rather then digressing on a topic thats about a beginner tut. Tricorder!!! JK lol. But really lol
I didn't make it!
icemember;4949993Also, it would be better to start your own topic of help issues rather then digressing on a topic thats about a beginner tut. Tricorder!!! JK lol. But really lol
Technically, you're right, but it's up to the thread starter. I can easily move all posts from this thread and create a new one for them. But, if IronJaw doesn't mind them being here, I don't mind either.
I'll just edit the non-remapped then... sad face lol