OK here is an idea for adding the materials def inside the mes since we are using human race models as a base starting with and we know its danm near improbable to create a new race throught data {000}{HEAD:art\meshes\PCs\PC_Human_Male\head.mdf} {001}{HEAD:art\meshes\PCs\PC_Human_Female\head.mdf} {000}{XEAD:art\meshes\PCs\PC_Human_Male\head.mdf} {001}{XEAD:art\meshes\PCs\PC_Human_Female\head.mdf} what would happen if we paired a copy of this def like so with the same race ID. TOEE< I know you saw it as a human but did you see this tag there XHEAD? so when TOEE loads its objects, it would also copy the X.... copy for human if it see's it , it knows what to do with it. we definitly know HEAD: GLOVES: BOOTS: CHEST: and alike are dynamic mdf path pointers, that are changed during the run time specifically when the equipment is changed. it updates the textures when equipment changes but if TOEE hangs while loading the objects, it likeley not goint to work and TOEE went to throw up oop: :flamed: :twitch: oke:
If I could only break the half-elf materials.mes pointers via protos.tab then that will do, but sadly it won't. Anyway, I'll try what you suggests, I'll use your method in redirecting those pointers i.e. HEAD, GLOVES, BOOTS etc. :thumbsup:
Any chance on fixing the lighting problem on weazol? Some black textures remained on weazol body, specifically on the thigh part. Though I can't provide you a pic atm. please look into it. You see, I would like to finish our familliar's mod and include it on the co8 v8. I'm also planning to include unique skins for half-elf and halfling on our mod. Thanks!
OK, I will try to finish that for you, but if you do have the OBJ files included with any of those models the new v1.2.1 tool set would fix them for you, here is what you can do with them, either convert the skm back into OBJ then to mes->inj->skm (any models that have their original face count or alignment indexed dont need a hex edit) examples: cat, weasol if you have the obj file convert obj->mes->inj->skm more tips: so heres how you would do it; convert skm to obj if needed or export it from anim8or (an8 file) as obj open obj with ->wave2skm cmd prompt (make sure you get the original skm bone data for this) create the original SKB SKB is exported with skm2obj injection original.skm.skb mod.skm.obj.mes inj_insert original.skm mod.skm.obj.mes.inj output from all steps: new.skm.skm (you can find the original SKM by looking inside the SKM for the mdf path pointer if you need too) I hope this helps; the reason the v1.2.1 version will fix the lighting problems is because the UV lighting and texture maps where not always accurate in earlier version of the skm tool set I had updated this so that it would index complex indexes based on the obj format the new version now indexes them correctly by making 2-3 passes by study v1.2.1 would convert new UV lighting and texture maps 99.98% accurately based on the TOEE resolution.