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Content creation => Modelling and Animation => Topic started by: XodusArt2 on January 18, 2014, 12:04:15 pm
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So basically, I attempted to edit Kalecgos so he had the shoulders from Etherealrobe.m2, first I converted Etherealrobe.m2, and edited it in it's m2i format, I separated the shoulder part from the rest of the model, and deleted everything else, after that I imported Kalecgos.m2i and placed the shoulders in the shoulder region, made the armature it's parent, and checked the submesh which like everything else was at 0, then I exported it as an m2i 'Kalecgos.m2i' converted it back to m2, I dragged everything (incase any new files were made too) into the MPQ with the treepath base/Creature/Kalecgos/ and fired up my game, the model shows up in game as the picture depicted below, I don't know what is wrong.
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Why don't you do it yourself? I think nobody will do anything instead of you.
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So, here is the first attempt, without dragging everything in, just the Kalecgos.m2 toward the other Kalecgos files in the MPQ
- EDIT, after this I copied everything into the MPQ to do with Kalecgos, It was less messy, but still had this result, in some ways, like the vertices were stretching out, and I didn't know why, then I joined two skin files with the hex editor, slightly different results, I don't know what I am supposed to do.. -I joined 'Kalecgos00.skin' and 'Etherealrobe00.skin'
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Looks like wrong .skin file.
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So, I forgot to replace the skins with the new ones that the converter uses, but the shoulders still don't show, and the mesh still stretches off horizontally, do I require the skin for the shoulders from the ethereal model or is there some way to incorporate that skin into one of the kalecgos' skins?
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Any luck with this Xodus? I'm having a similar problem with 'stretched meshes' that I just can't seem to figure out. Please let me know if you come up with a solution.
Thanks,
Epicurus
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That looks like a boss from the old PS-One Final Fantasy games. hehe.... Off to go listen to random FF7-FF9 songs. lalalalala