ZylonBane on 7/8/2014 at 21:45
Quote Posted by Thor
- I also (originally, actually) tried copying the object to my \obj folder
What WHAT? If your object wasn't in the obj folder already, where was it originally?
Quote:
dromed wouldn't even let me make an object based on its model
This doesn't make any sense. DromEd doesn't make objects, full stop.
If you want to make variant texture versions of an existing model, all you have to do is copy the BIN file, open the copy in a hex editor (I recommend (
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm) XVI32), and type over the existing texture name with your new texture name. Voila, done.
Do not mess around with TxtRepl if you can avoid it. That's intended for making objects look like terrain textures.
Thor on 7/8/2014 at 22:27
Quote Posted by ZylonBane
What WHAT? If your object wasn't in the obj folder already, where was it originally?
In the res folder, in obj.crf. I know it's a stupid way to do it, but after having the that invalid polygon verts error, I tried to make it happen at least with the stock object that I am ripping.
Quote Posted by ZylonBane
This doesn't make any sense. DromEd doesn't make objects, full stop.
I meant that as me creating an object in the map based on an archetype I made (or tweaked) with the shape -> texRepl r0 thing.
Quote Posted by ZylonBane
If you want to make variant texture versions of an existing model, all you have to do is copy the BIN file, open the copy in a hex editor (I recommend (
http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm) XVI32), and type over the existing texture name with your new texture name. Voila, done.
Oh, a HEX editor? I was using notepad++ assuming that it's all the same. Never really used a HEX editor.
OMG it works. Thank you ZylonBane!
HEX editors FTW (for the win), I wonder why notepad++ wasn't good enough. Up until now I was in belief that notepad++ could do just about anything.
ZylonBane on 7/8/2014 at 22:43
Hex isn't an acronym. It's short for "hexadecimal".
Yandros on 8/8/2014 at 11:04
And you can edit them in Notepad++, you just need to use a hex editor plugin. :D
R Soul on 8/8/2014 at 12:12
I've seen the notepad++ hex editor plugin but for some reason I still prefer XVI32. Maybe it's the look of it.
Some people say that if you replace textures this way, the new texture filename has to have the same number of characters as the original, but that's not true. The new name should start in the same place as the original, but it's okay for it to finish after. If the new name is shorter, on the hex side you need to add zeros to clear what's left of the original name.
ZylonBane on 8/8/2014 at 13:32
Specifically, overwrite with zeros. If you insert or delete any bytes from a bin file, it'll break.
R Soul on 8/8/2014 at 19:28
Well spotted. The distinction between add and overwrite is an important one here.
Thor on 8/8/2014 at 20:29
Quote Posted by R Soul
Well spotted. The distinction between add and overwrite is an important one here.
Indeed. The first way of doing it I just swapped the last letter of the name I was changing, but later tried to add. And it didn't work indeed. Cool, now I'll know how to add some letters as well.
Quote Posted by Yandros
And you
can edit them in Notepad++, you just need to use a hex editor plugin. :D
Awesome, I'll check it out.
john9818a on 9/8/2014 at 08:00
To add to the object topic, if the center of an object is in solid space, it won't render at all.
Thor on 8/2/2015 at 19:06
Hey, I'm Dromeding a little again. I still haven't wrapped my head around the basics of scripting though...
As I cannot make a simple thing work such as an item I pick up that would desplay text like a plaque would.
Here's what I do. I add to my object the script "StdButton" and to frob info I add world action: Script. Then I ControlDevice link it to a plaque that shows the text I want to see (which I checked it does).
What am I doing wrong? :/ It's really frustrating that I can't even make the basics work.