Copy thats, thanks I got a different result where the hydra was just not their invisible\ 'Im goint to try something different I was creating a new shapes so, maybe I will try a remold technique I didnt want the extra work but maybe I will try adding points makes things more difficult. -x out files up date I had a problem with my 3 h hydra being invisible ???? so I just started a new conversion set it is here update @ post # 1 http://www.co8.org/forum/showpost.php?p=126255&postcount=1
Zoltec check this out @ http://www.co8.org/forum/showpost.php?p=126325&postcount=1 think you could prototype it?
Which one the black or the green one? Ok I'll pick the black dragon. EDIT I'll send you an updated wings of chimera (.OBJ file) see if you can hex edit it. Although, I learn how to somehow on your hex school.
I'm still learning to add texture to the "points/vertexes", anyhow, adding points doesn't seem to add texture even if its closed. I'll post a reference on what I'm talking about. And congrats to myself I learn't your hex school seems to be simple to understand.
maybe this help anim8or lets you use JPG,BMP,GIF but not tga just so you know if you convert to bmp, the original tga, (using same size rez) then apply it too model, you would notice all the texture maps are original too toee,; the skm2obj maps them autmomatically, during conversion i.e. hill giant wild, all I did was load the texture and hit apply
Thanks, for the helpful info. Anyway, I'm working on the new NPC, just to show you it's possible using Special NPCs.
Here's the new NPC, I'll test if his skin will change. Uploading.... 0.00% Slow INTERNET! :rant: Okie Dokie It's done! UPDATE Okay, I reference his race as an elf, so his texture is not being called @, just as I thought of! Controversially, his textures are Elmoed. Can you possibly create a texture reference for Elmo.SKM via anim8or? I am eager to test it. Hohoho I've found something interesting...
no anim8or does ref textures, but converting back to toee loses any texture ref from an OBJ file. the MDF file is the texture ref for skm like I was trying to explain inside the skm is the MDF pointer when toee opens the skm it see's the mdf ref there for the materials and thens opens its corosponndent tga by parsing the mdf.
Just hex edited ELMO's .SKM file awhileago, I've duplicated the path, instead of BOOTS it became art/meshes/etc, the game is till loading atm. I see well what I did for sure will ref the texture I hope.
It doesn't work ! A bit sad here. Just so you know, can you create an app that can change the size of bytes of a file. We need to trick temple.dll to read the .SKM file. Damn you toee your to weyeevil. Read this, kind of similar to toee though. Second Here's the tip, I'll modify Elmo.SKM file, so I'll add art/meshes/NPCs/boots.mdf... which replaces BOOTS and is too long and just added more bytes, the program must retain the original bytes. We must trick toee.exe that he is reading the original file with original bytes so he will read it. Owkay?
EDit: your right, I got the same result; but what are you referencing in the dll? spefically? I have a hex program that I made only, it converts the file into hex letirally, then back into original format bit by bit so that it sustanes its original format... whether it is part binary or not doesn't matter I might as well Post my hex editor here... It is difficult to install and use, but I give you a hint, I put a short cut to it inside my send - to folder it will convert alsmost anything into hex you can open and edit with WORDPAD it comes with no warranty and no instructions and Im not responsible for how you use it or if it causes damage.
I tried it that now, but it doesn't work. Elmo shows nothing but his hair. He is invisible. :dizzy: Could you try it in there on what you are suggesting? Thanks! You know it better than me. So. Well, I still have one last on my sleeve, and that is removing the race of the NPC. I haven't tried it thought. Know why I removed the race thing? Because it is referencing to the default texture of PC_human_male Still doesn't work Ugh ! We need this for the NPC to have diff. texture like drow color... We still can create a NPC drow but can't equipped him with other armor because we have to embed him a customized inventory weapon/armor...
The issue #1 chimera, we will say has bronze dragon heads (3) so it should render the breath of a lightning bolt at a little higher level say 5th level caster I will post a code copy here after I rendered a few proto's tests.