Operative Posted August 5, 2012 Share Posted August 5, 2012 So, today I exported some weapons to the game. The issue here: most weapons came with the lefthandpoint a bit too low (very perceptive). I want to move it up a bit. I downloaded a Hex Editor and found the lefthandpoint reference (it's at the very end of the whole thing), but I have no experience about this and I'm not even sure it can be done. Help anyone? Quote Link to comment Share on other sites More sharing options...
Tinker Posted August 5, 2012 Share Posted August 5, 2012 If you have exported a weapon to the game and it is working, then just go back into max and manually move the lefthandpoint helper and re-export. It is only a helper point. Where ever you move it to, the hand will be. Quote Link to comment Share on other sites More sharing options...
Operative Posted August 5, 2012 Author Share Posted August 5, 2012 Well, I know it, but I would have to reassemble and export 67 models again, a very lenghty and tedious process I'm experimentating with the original M4 model. Let's see what I can sort... Quote Link to comment Share on other sites More sharing options...
Tinker Posted August 5, 2012 Share Posted August 5, 2012 Yeah, should of tested 1 first I guess, but still. You have a valid question though, the X,Y,Z coordinates must be in the file. If you find them, then open a weapon and put the helper in the right place, then hopefully you can copy that within the hex editor for the rest. Quote Link to comment Share on other sites More sharing options...
Operative Posted August 5, 2012 Author Share Posted August 5, 2012 (edited) Hmm, knowing that the ^righthandpoint is always at 0,0,0 I should be able to figure something out of this. Also, will try your copy/paste suggestion, thanks! Edited August 5, 2012 by Operative Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 5, 2012 Share Posted August 5, 2012 Can the same method be used to reposition a muzzle flash? Quote Link to comment Share on other sites More sharing options...
Operative Posted August 6, 2012 Author Share Posted August 6, 2012 (edited) Can the same method be used to reposition a muzzle flash? Theoretically speaking, yes. I must learn how to do it, haha. ~~~~~~~~~~ ~So far, only CTDs haha~ I'm probably trying to change too much thing (all the points together). Should concentrate in finding the actual coordinates. Edited August 6, 2012 by Operative Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 6, 2012 Share Posted August 6, 2012 Reason why is this M4 model I have has the flash way down by the actor's abdomen for some reason, thought I might fix it. Quote Link to comment Share on other sites More sharing options...
Zeealex Posted August 6, 2012 Share Posted August 6, 2012 just press buttons and hope, that's what i used to do! Quote Link to comment Share on other sites More sharing options...
Operative Posted August 6, 2012 Author Share Posted August 6, 2012 (edited) Well, there's a glimpse of hope at least! BTW nothing from the m16/m203 model was really removed or added. I just made the GL invisible with alpha channels then swapped the hexametric code for the left hand placement with that of the original m16 .qob. so making an m4 with new parts is not possible outside getting it in a 3d format. So, it's possible to exchange lefthandpoints between, at least, two working models. ~~~~~~~~~~~~ I think I discovered something, after looking at the righthandpoints of several models. The coordinates are dictated by a 12 blocks string. You can clearly see that because only righthandpoints have a twelve '00' block sequence, in every model. Of course, I'm going to try to designate brassejectionpoint or muzzleflashpoint as 0,0,0, would be pretty spotted. Hell yeah! ~~~~~~~~~~ It worked it seems. Did not try the brassejection and muzzleflash, though. The left hand 'appears' to be higher than it previously was. So, if I'm in the right track, which numbers dictate the height? I'm guessing the last four ones, let's see. Hmm, I'm really not convinced yet, will keep trying. ~~~~~~~~~~ Ok, it seems this has nothing to do with the coordinates. I simply put everything as '00' amd the hand was at exactly the same place it was before. ~~~~~~~~~~ ~Testing again, IT WORKED! Septuple checked it (haha)! It really works! I have no clue what each block actually means, but I suceeded in importing the helper points from another model.~ Edited August 6, 2012 by Operative Quote Link to comment Share on other sites More sharing options...
Operative Posted August 6, 2012 Author Share Posted August 6, 2012 Sorry for the double post, but his way people can see it in the new content tab. Final update: I'm able to copy single helper points, instead of them all now. So, in theory, now we could add holster points to all original weapons. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted August 6, 2012 Share Posted August 6, 2012 Good job and glad it worked out for you. Quote Link to comment Share on other sites More sharing options...
Operative Posted August 6, 2012 Author Share Posted August 6, 2012 haha, thanks wombat! Reason why is this M4 model I have has the flash way down by the actor's abdomen for some reason, thought I might fix it. Hey Riley, we could try to solve this together. More details please! Quote Link to comment Share on other sites More sharing options...
RileyFletcher_01 Posted August 6, 2012 Share Posted August 6, 2012 From Deks Weapon pack, I have an M4 w/ ACOG model, but the flash is way down below the shooter's forearms, very strange. I figured it was placed incorrectly or never placed. I thought perhaps I could copy the correct numbers from a working model into it but I am yet to find the right line. Quote Link to comment Share on other sites More sharing options...
Operative Posted August 6, 2012 Author Share Posted August 6, 2012 (edited) - As always, backup - Pick the original M4. With a hex editor, go to the very bottom. There you'll find the helper points. Copy them all and all the numbers til End of Model and the last block. In your model, delete the same blocks you just copied (delete the first mention of a helper point til End of Model) and paste the copied selection. Edited August 6, 2012 by Operative Quote Link to comment Share on other sites More sharing options...
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