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.
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.
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.
I always want to knock him out, or kill him in a bar fight later, on evil campaign, good campaign, he is lothsome.
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!
The truth about our drunken friend .... Spoiler 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.
Hallo ! How did the cloth override with the tummy of elmo, is it overridable or its another custom model?
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)
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.
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
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.
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