Faty Obese Elmo

Discussion in 'General Modification' started by XVicious, Aug 19, 2013.

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  1. XVicious

    XVicious Established Member

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    does anybody else get the impression Elmo should be a fatty obese glut?


    like this...


    skm model mesh installs into TOEE's
    .\data\art\meshes\NPCs\Elmo\

    DL attachment model inside ZIP to see it for yourself in-game.
     

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  2. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Actually, from looking at the original PnP module, there is a whole lot more to Elmo than meets the eye.

    I would expect him to look more like a perfect physically fit "Special Agent" type of guy.
     
  3. Gaear

    Gaear Bastard Maestro Administrator

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    That could be Rannos Davl if he was fatter and shorter though. And/or the Slavers rogue.
     
  4. XVicious

    XVicious Established Member

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    I just thought;

    alchoholic, un-employed, looking for work and drunk...

    he gives off a bad smell, drunken sought,

    so beer belly obese glut comes to mind.
     
  5. XVicious

    XVicious Established Member

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    I always want to knock him out, or kill him in a bar fight later,

    on evil campaign,

    good campaign, he is lothsome.
     
  6. XVicious

    XVicious Established Member

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    I guess no one else agrees with that?
     
  7. Zoltec

    Zoltec Pгōdigium

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    Cool stuff! Well, I'd like to leave him be for the sake of reputation. Killing the Hextor Priest and Turuko is more fun though, I have to plot more! ;)
     
  8. sirchet

    sirchet Force for Goodness Moderator Supporter

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    The truth about our drunken friend ....

    He is actually employed by the Viscounty to be an undercover investigator of the goings on with the Temple, that's why he is a higher level with better equipment.

    Spoiler above in hidden text. :)
     
  9. Zoltec

    Zoltec Pгōdigium

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    Hallo ! How did the cloth override with the tummy of elmo, is it overridable or its another custom model?
     
  10. XVicious

    XVicious Established Member

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    Good question!!

    I dont know why but sometimes the cloths will overlay the original body

    SKM model.


    I would only guess is it has something to do with the animation and bones.


    this was first/also appearent to me with the female modifications I did
    (giving larger chest stature)
     
  11. Zoltec

    Zoltec Pгōdigium

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    Yeah, I tried your mod with elmo and it seems it's overriding with the model. By the way, I modified fat elmo using your tools, but I can't get it to work [always crashes in-game whenever I'l take a look at elmo], probably the changed points but I dunt know how to add those bytes. :)

    Below is the updated file. Open conv.obj file through anim8. Thanks.
     

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    Last edited: Aug 31, 2013
  12. XVicious

    XVicious Established Member

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    beginner tip for tools:

    first try only to change point positions, re-shape and model

    dont delete anything or change / delete faces.

    make sure your not adding points.

    as long as you dont change face/point counts you should have no in-game issues

    if you do change things you have too hex edit the first 32 bytes of the skm file

    in order for it not to have in game issues you discribed.
    the first 32 bytes has counts and bit postion/offsets' defined.

    ~memerory address over/under run -flow is the problem~

    p.s.
    congrats on getting that far with the tools!

    hmm...
    make sure you have tools version 1.2.1

    on your obj:
    open with wave2skm


    using command prompt
    injection *.skm.skb *.obj.mes
    inj_insert *.skm *.obj.mes.inj


    ZOLTEC grap your attachment back,
    I updated it for you
    inside
    ---------
    .skb
    .mes
    .inj
    skm.skm
     

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    Last edited: Sep 1, 2013
  13. Zoltec

    Zoltec Pгōdigium

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    Yes, I did not add any points, but still it's not working. I just moved those points, but I also moved the model position (x,y) for viewing (is it safe to do that?).

    Anyway, whats a face point? Is it the actual face of the model? Anyway, I changed the face part of the model (face of elmo).

    face == point, I assume.

    how do I change those first 32 bytes, where will I get the counts and the offsets?

    Well I just followed your instructions! :)

    EDIT Noooo! I already did that. You should see the final modified NPC_Elmo.skm at the attachment. :(

    Ok wait, but can you provide me the PC .SKM pointed to MDF files at the other thread of yours?

    I'l match that but I'll move some vertex first.
     
    Last edited: Sep 1, 2013
  14. XVicious

    XVicious Established Member

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    One sec try to explane

    "how do I change those first 32 bytes, where will I get the counts and the offsets?"
    answer: you dont need to if you didnt change the counts\

    if you change the counts, its hard to explain
    but you find you triangle index start offset (inside skm.skm) and thats the offset\

    looks like thumb f4 (index) at the bottom of the SKM

    hex looks like
    --------------------------------------
    00 01 00 02 00 00 00 03 00
    04 00 05 00 01 00 06 00 07 00 08 00 01 00 09 00
    0A 00 0B 00 01 00 06 00 0C 00 0D 00 02 00 0E 00
    0F 00 10 00 00 00 11 00 05 00 04 00 00 00 12 00
    00 00 02 00 01 00 0D 00 13 00 06 00 00 00 14 00
    15 00 16 00 02 00 17 00 18 00 19 00 00 00 1A 00
    1B 00 1C 00 00 00 1D 00 1A 00 1E 00 00 00 1C 00
    1E 00 1A 00 00 00 1F 00 20 00 21 00 00 00 22 00
    23 00 24 00 00 00 12 00 23 00 22 00 00 00 05 00
    25 00 26 00 02 00 27 00 28 00 29 00 00 00 2A 00
    2B 00 2C 00 01 00 2D 00 0D 00 2E 00 01 00 2F 00
    0D 00 0C 00 01 00 2D 00 2E 00 30 00 01 00 31 00
    2E 00 0D 00 02 00 10 00 32 00 0E 00 00 00 33 00
    34 00 35 00 01 00 0B 00 36 00 09 00 00 00 37 00
    38 00 39 00 00 00 3A 00 38 00 37 00 00 00 3B 00
    3A 00 3C 00 00 00 3C 00 3A 00 37 00 00 00 37 00
    39 00 3D 00 00 00 3E 00 3C 00 37 00 00 00 37 00



    for the counts
    open *.obj with note-pad
    you would see
    -----------------------------------
    # Created with Anim8or 0.95
    # Object "NPC_Elmo.SKM":
    # ComRec:
    g mesh01
    # No. points 620:
    v -1.52573 33.9359 -5.35083
    v -0.25690 33.5623 -1.69489
    v -0.56220 26.4928 -1.8797
    v -3.46327 38.4563 -5.40085
    v -1.52573 33.9359 -5.35083
    ......
    ----------------------------------
    # No. faces 562:
    f 1/1/563 2/2/564 3/3/565
    f 4/4/566 5/5/567 6/6/568
    f 7/7/569 8/8/572 9/9/573
    f 10/10/575 11/11/576 12/12/577
    f 7/7/570 13/13/578 14/14/579
    f 15/15/581 16/16/582 17/17/583
    f 18/18/584 6/6/568 5/5/567
    f 19/19/585 1/1/563 3/3/565
    f 14/14/580 20/20/588 7/7/571
    f 21/21/590 22/22/591 23/23/592
    f 24/24/593 25/25/594 26/26/595
    .....
    -----------------------------------------------
    ^these are the counts

    points and faces
    aka
    vertex and triangles

    match the numbersd in f1 thumb

    f1.
    line 1: shows counts
    line 2: shows there start position in skm file (offset :address) bit is a byte
    you need a hex editor to see the byte offset to show you the address
    or in note pad without word wrap col # multiplied by row #
    indeed to edit you need a hex editor
    skm2obj.exe

    f2.
    injection.exe
    creates a bone, mesh injection mold
    count is 1/2 of 620 note

    f3.
    injection insert
     

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    • f2.JPG
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    • f3.JPG
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    • f4.JPG
      f4.JPG
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    Last edited: Sep 1, 2013
  15. Zoltec

    Zoltec Pгōdigium

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    here :)
     

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    Last edited: Sep 1, 2013
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